This is good with attacks that don't stop hurting (Torturer, Rabble, a Knight, Saboteur, Warrior, etc). It's also nice with cost reducers.
Overall a strong card, I would say.
Royal Carriage competes with other 5s less than you'd think, because it basically is another one of those same 5s. After the first you'd rather just have another RC unless it's part of a multi piece engine.
In games where you want to play an Attack early and as much as possible, Royal Carriage is nearly always better than a second copy of the same attack. Royal Carriage can't collide, it can be used the same turn you play it, and it can be saved for future turns if need be. It's almost strictly better than Throne Room because of this, and it is a lot less risky and more versatile.
play Torturer, see whether opponents take the Curse or the discard, *then* either play it again to double the pain or save it for another day.
I successfully executed the Masquerade/RC pin! In this particular case, Quarry and Save were very helpful so I could get my pin going on Turn 11 already. (Not strictly, opponent bought Save and I had to pass one more card, so T12 it began officially). I completely missplayed the early game, I could have definitely began earlier.Great (maybe?) to hear! Looking forward to seeing the log from a human v. human game. Though, to be honest, this is probably the worst thing to come out of Adventures.
My opponent resigned in the rebuilding phase unfortunately, but there was no real coming back for him.
I'll post the log tomorrow when it's available!
Being able to "hide" royal carriages makes fully rebuilding completely unnecessary though. Careful timing at the end of copper pile is all that is needed (and is much meaner) - just never allow the opponent to get to 3 copper, then when you do, buy a silver, get the opponent back down to 0 cards with you having the silver, and then empty the estates.
Yes, and I actually did the particular game in the log maintaining an even number of coppers in the supply for my turns to ensure that I wasn't about to say something stupid.Being able to "hide" royal carriages makes fully rebuilding completely unnecessary though. Careful timing at the end of copper pile is all that is needed (and is much meaner) - just never allow the opponent to get to 3 copper, then when you do, buy a silver, get the opponent back down to 0 cards with you having the silver, and then empty the estates.
Does this work if your opponent makes sure to always leave an even number of coppers in the supply after their turns? Then you'll get back to 3 copper on the same turn that they do.