The purpose of this guide is to give a list of all the scoring conditions each card provides to better understand how to plan out each round. I’ll also attempt to mention what possible “extra” cards you can get depending on the deck choice, though most of it should already be pretty intuitive.
How to use
I really wish the game would be more transparent about this stuff, but alas, I can only figure things out by trial and error. If I discover the requirements for extra cards that I was previously wrong about, I will update this guide accordingly. Feel free to leave a comment if you think you’ve figured out a requirement that I may have gotten wrong.
Note, if a scoring condition has the format [Type of pack: points], then it most likely means I need to discover the combination and hadn’t yet. I will update this guide if I discover it. Otherwise, it should give you an idea still on what deck it might have synergy with.
Recommended combinations
Recommend having: Community, Mining or Forestry, and at least basic food.
Recommend having the 2 decks: Settlement, foodstuff
Recommend having all 4 decks: Settlement, fishing, foodstuff, and mining.
Recommend having the 3 decks: forestry, mining, foodstuff. This deck is already the weakest and is practically unpickable if you have not invested in these 3 decks.
Overall, the rest of the decks are either self contained or has synergies with the previous pack, so you’ll pretty much have what you already need.
Basic Food
Berry Bush
Deer
? Predator
Community
Church
Culture
? Monastery
Fishing
Fish resource
Boat Builder
Food Stuff
? Beekeeper
Granary
HopField (Due to brewery)
Forestry
Forest Resource
? Remove resource
Knowledge
? Cloning (This may automatically available at the final pack choice)
Mining
Place stone
Place iron
Place mountain
? Remove blockade
Settlement
Raise land
Lower land
Textiles
? Unknown
Trade
? Unknown
Workmanship
? Unknown