Cost: $5
Type: Action-Attack
Text: +2 Cards\nEach other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.
Ghost Ship Strategy Guide
Ghost Ship is a powerful $5 Action-Attack card from Seaside that combines deck drawing with a unique hand-size attack. Let's explore how to use it effectively, when to buy it, and how to defend against it.
Ghost Ship offers two key benefits: - +2 Cards: Draws two cards, making it terminal draw - Attack: Forces opponents with 4+ cards to place excess cards back on their deck until they have exactly 3 cards
Key strengths: - Doesn't trash or discard cards like other attacks - Affects hand size immediately and next turn - Allows you to draw while disrupting opponents - Can severely limit opponent's options - Scales well with multiple plays
Good situations to buy Ghost Ship: - Early game (turns 3-5) when building deck - When opponents rely on big hand sizes - In engines that can play multiple actions - When alternative $5 cards are weak - Against combo-dependent strategies
Avoid buying when: - Better terminal draw is available - Opponents have strong defense cards - You need trashing more urgently - Your deck is too thin - You can't play multiple actions reliably
Hand Size Management: - Forces opponents to work with 3 cards - Particularly effective against: * Big Money strategies * Combo-dependent decks * Decks needing specific card combinations * Strategies requiring large hands
Deck Order Impact: - Cards go back on top of deck - Can disrupt opponent's next turn - May force suboptimal play sequences - Creates difficult decisions for opponents
Timing Considerations: - Best played early in your turn - Can chain multiple Ghost Ships - More effective when opponents have larger hands - Consider opponent's turn order
Deck Components: - Villages for multiple actions - Card draw for consistency - Throne Room variants for multiple attacks - Treasury/schemes for guaranteed access - Duration cards for sustained pressure
Key Support Cards: - Village/Festival: Action supply - Throne Room/King's Court: Multiple attacks - Laboratory/Smithy: Additional draw - Duration cards: Consistent attacks - Treasure Map: Alternative gold source
Strong Synergies:
a) Action Multipliers: - Throne Room/King's Court - Crown - Procession - Governor Benefits: Multiple attacks per turn
b) Villages: - Native Village - Fishing Village - Worker's Village - Festival Benefits: Play multiple Ghost Ships
c) Draw Cards: - Laboratory - Hunting Party - Council Room - Wharf Benefits: Maintain hand size while attacking
d) Duration Cards: - Wharf - Fishing Village - Caravan - Haven Benefits: Sustained pressure across turns
Defensive Cards: - Moat: Complete immunity - Lighthouse: Complete immunity - Horse Traders: Draw replacement - Reaction cards: Various effects
Alternative Strategies: - Lean deck building - Focus on 3-card combos - Use duration cards - Build resistance through deck efficiency
Early Game: - Priority purchase at $5 - Establishes control - Disrupts opponent's building - Sets tempo
Mid Game: - Maintains pressure - Supports engine building - Combines with other attacks - Enables combo execution
Late Game: - Less effective - Still useful for disruption - Can prevent game-ending turns - Supports victory point accumulation
Advantages: - Affects multiple opponents - Creates cumulative pressure - More likely to hit vulnerable players - Can control table dynamics
Disadvantages: - Spreads attack thinner - May create alliances against you - Takes longer to resolve - More defensive cards in play
Strong Kingdoms: - Villages + Draw - Multiple attacks - Limited defense options - Engine components - Duration cards
Weak Kingdoms: - Heavy trashing - Strong defenses - Big Money dominant - Rush strategies - Alternative victory conditions
Tactical Errors: - Buying too many Ghost Ships - Neglecting deck development - Poor timing of attacks - Ignoring defense needs - Over-investing in support cards
Strategic Errors: - Focusing solely on attacks - Ignoring victory conditions - Poor hand management - Insufficient action support - Neglecting economy
Timing Optimization: - Track opponent's deck cycling - Monitor hand sizes - Coordinate multiple attacks - Plan for defense gaps
Hand Reading: - Observe discards - Track key cards - Anticipate combinations - Time attacks accordingly
Engine Build: Turn 1-2: Silver/Silver Turn 3-4: Ghost Ship Turn 5-6: Village variant Turn 7+: Additional Ghost Ships/support
Control Build: Turn 1-2: Silver/Silver Turn 3-4: Ghost Ship Turn 5-6: Additional Ghost Ship Turn 7+: Victory points/control elements
Closing the Game: - Maintain pressure while gaining points - Consider switching to pure points - Watch for opponent's breaking points - Time final push carefully
Victory Card Integration: - Gardens: Support with Ghost Ship draw - Duke: Control opponent's Duchy buying - Provinces: Traditional end game - Alternate VP: Kingdom dependent
vs. Big Money: - Aggressive Ghost Ship acquisition - Maintain constant pressure - Focus on hand size reduction - Build point lead
vs. Engine: - Disrupt key combinations - Target critical turns - Maintain economy - Watch for breakthroughs
vs. Rush: - Early Ghost Ship priority - Balance attack vs. points - Maintain efficiency - Consider defensive needs
Advanced Concepts: - Track opponent's deck composition - Calculate probability of key cards - Plan multiple turns ahead - Maintain flexibility
Psychological Aspects: - Create decision pressure - Force suboptimal plays - Maintain attack pressure - Watch for tilt opportunities
Ghost Ship is a powerful card that combines useful deck drawing with a unique and effective attack mechanism. Success with Ghost Ship requires:
Key Takeaways: 1. Prioritize early acquisition 2. Build proper support 3. Maintain consistent pressure 4. Watch for defensive gaps 5. Execute victory strategy
Ghost Ship can be a game-defining card when used properly, but requires careful deck building and strategic planning to maximize its potential. Consider the specific kingdom context, opponent strategies, and victory conditions when incorporating Ghost Ship into your strategy.
Remember: - Balance attack with development - Build appropriate support - Maintain pressure consistently - Watch for defensive measures - Execute clear victory plan
With proper understanding and application of these principles, Ghost Ship can be a powerful tool for controlling the game and achieving victory. Success requires careful attention to timing, support cards, and overall strategic development while maintaining pressure on opponents.