https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=91.212.46.241&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-29T11:08:00ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/InheritanceInheritance2020-03-06T12:45:10Z<p>91.212.46.241: /* When to go for which strategy */</p>
<hr />
<div>{{Infobox Event<br />
|name = Inheritance<br />
|cost = 7<br />
|set = Adventures<br />
|type1 = Event<br />
|illustrator = Mark Poole<br />
|text = Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")<br />
}}<br />
<br />
'''Inheritance''' is an [[Event]] from [[Adventures]]. It allows {{Card|Estate|Estates}} for the buyer to become [[Action|Actions]] and [[emulator|emulate]] the effects of a particular non-[[Command]] Action from the [[Supply]] during their turns.<br />
<br />
== FAQ ==<br />
=== Unofficial FAQ for Current Version ===<br />
* You can only buy this once per game.<br />
* When you do, set aside a non-Command Action card from the Supply that costs up to {{Cost|4}}, and put your [[Adventures_tokens#Estate_token|Estate token]] on it (the one depicting a house). Command cards are a type of card from other expansions; Inheritance cannot set those aside.<br />
* This is not gaining a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card as yours when scoring.<br />
* For the rest of the game, during your turns, all Estates additionally have the Action type and have the on-play ability "Play the card with your Estate token, leaving it there." For example if you set aside a {{Card|Port}}, then during your turns, Estates are Action - Victory cards, that when played, in turn play the set-aside Port (which stays set-aside) for +1 Card and +2 Actions.<br />
* This also changes Estates in the Supply during your turns as well; if you used Inheritance on a Port and then later bought {{Event|Seaway}}, you may gain an Estate and move your +1 Buy token to that pile.<br />
* The Estate pile, however, does not become an Action Supply pile (even though Inheritance explicitly says it's now an Action card), so you can't, for example, use {{Event|Pathfinding}} to move your +1 Card token to it.<br />
* This only affects Estates during your turns, not during the turns of other players or between turns.<br />
* There are no limits on the set aside card other than being a non-Command Action from the Supply costing up to {{Cost|4}}; it may be a [[Duration]] card, a [[Reaction]] card, and so on.<br />
* It does not have to continue costing up to {{Cost|4}}, it only has to cost up to {{Cost|4}} when set aside.<br />
* Estates are still worth {{VP|1}} when scoring at the end of the game.<br />
* Estates do not copy the abilities or types of the set aside card; they just play it. Therefore they do not trigger abilities of the card below the dividing line that do not happen when playing the card, like gaining another Port when buying a Port, and are not the Bane for {{Card|Young Witch}} from [[Cornucopia]] even if the set-aside card's pile is the Bane.<br />
* When you play the Estate, you then play the set-aside card.<br />
* The set-aside card stays set-aside; it does not move to the play area and if an effect tries to move it, such as {{card|Guide}} moving to your Tavern mat, it will fail to move it.<br />
* Normally this will just mean that you follow the instructions on the set-aside card each time you play an Estate. For example, with Port set-aside, you would play the Port and get +1 Card and +2 Actions.<br />
* You also would trigger tokens like +1 Action on the pile of the set-aside card.<br />
* If you have an Estate play a set-aside Duration card (with your Estate token on it), or a {{card|Throne Room}} on a Duration card, the Estate will stay in play the same way the Duration card or Throne Room would.<br />
<br />
==== Other Rules clarifications ====<br />
* After moving your Estate token to a card, on your turns Estates are [[Emulator|Emulators]], so see the [[Emulator#Tracking Rules|tracking rules]] there for interactions with Durations.<br />
* Effects for [[Triggered effects#While cards are in play|"While this is in play"]], and [[Triggered effects#Discarding from play|"When you discard this from play"]] do not happen, especially hurting {{Card|Highway}}.<br />
<br />
=== Official FAQ for Prior Version ===<br />
<br />
* You can only buy this once per game. <br />
* When you do, set aside a non-Victory Action card from the Supply that costs up to {{Cost|4}}, and put your [[Adventures_tokens#Estate_token|Estate token]] on it (the one depicting a house).<br />
* This is not gaining a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card in your deck when scoring. <br />
* For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a {{Card|Port}}, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. <br />
* This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. <br />
* This only affects your own Estates, not Estates of other players. <br />
* An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with {{Card|Masquerade}} (from Intrigue). <br />
* An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to {{Card|Possession}} (from [[Alchemy]]) or {{Card|Trader}} (from [[Hinterlands]]). <br />
* There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to {{Cost|4}}; it may be a [[Duration]] card, a [[Reaction]] card, and so on. <br />
* It does not have to continue costing up to {{Cost|4}}, it only has to cost up to {{Cost|4}} when set aside. <br />
* Your Estates are still worth 1 {{VP}} when scoring at the end of the game. <br />
* Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for {{Card|Young Witch}} from [[Cornucopia]] even if the copied pile is the Bane). <br />
* Starting Estates come from the Estates pile.<br />
<br />
==== Other rules clarifications ====<br />
Most Inheritance confusions are an issue of ''timing'' or ''ownership''.<br />
* After you buy an {{Card|Estate}}, it becomes yours, and "when you buy this" abilities happen, then "when you gain this" abilities. After you gain an Estate without buying it, it becomes yours, and "when you gain this" abilities happen.<br />
** If you Inherit a {{Card|Grand Market}}, you can buy an Estate with Copper in play, because Estate does not have the abilities of Grand Market until after you already bought it.<br />
** If you Inherit a {{Card|Nomad Camp}} and buy an Estate, it is gained onto your deck; if you gain an Estate without buying it, it is gained to your discard pile, because Estate does not have the abilities of Nomad Camp until after you already gained it to your discard pile.<br />
* If you Inherit a {{Card|Fortress}} and trash one of your Estates, you put it into your hand and the Estate is still yours; if you trash an Estate that was not yours, such as trashing and Estate form the [[Supply]] with {{Event|Salt the Earth}}, you do not put it into your hand and it is not yours.<br />
* Some cards [[gain]] a card, and then care what [[type]]s the gained card has. They check what types the card has after it is gained, when it it yours; for example if you Inherit a {{Card|Village}} and {{Card|Ironworks}} an Estate, you get +1 Card and +1 Action.<br />
* Some cards [[trash]] a card, and then care what types the trashed card has. They check what types the card has after it is trashed, when it is not yours; for example if you Inherit a Village and {{Card|Sacrifice}} an Estate, you get +{{VP|2}} only (and not +2 Actions).<br />
** Fortress does not end up in the trash pile when trashed, and so it is still yours; for example if you Inherit a Fortress and Sacrifice an Estate, you get +2 Actions and +{{VP|2}}.<br />
* Your Estates have the abilities and types of the set aside card when scoring.<br />
* Your Estates do not have the name or cost of the set aside card. For example:<br />
** If you Inherit a card and play {{Card|Baron}}, you can still discard an Estate.<br />
** If you Inherit a {{Card|Treasure Map}} and play an Estate, you trash the Estate and a Treasure Map from your hand - you cannot trash an Estate from your hand - but did not trash 2 cards named Treasure Map, and so do not gain any {{Card|Gold|Golds}}.<br />
** If you Inherit a {{Card|Border Village}} and gain an Estate, you gain a card that is cheaper than Estate.<br />
** If you Inherit a {{Card|Crossroads}} and play an Estate, you can never get +3 Actions because it is not the first time you played a card named Crossroads that turn; you do get +3 Actions the first time you play a Crossroads each turn, even if you played an Estate earlier that turn.<br />
** If you Inherit a {{Card|Rats}} and play an Estate, you gain a Rats - you cannot gain an Estate - and then trash a card from your hand that is not a Rats, but can be an Estate.<br />
* Estates in the Supply are not yours; they are normal Estates. The Estate Supply pile is not an Action pile. For example:<br />
** {{Card|University}} cannot gain Estates.<br />
** You cannot move [[Adventures tokens]] to the Estate Supply pile.<br />
** You cannot play {{Card|Band of Misfits}} as an Estate in the Supply.<br />
* Under extremely rare circumstances is it possible to play an Estate as a card an opponent Inherited; see [http://forum.dominionstrategy.com/index.php?topic=18598.msg756482#msg756482 this post] for details.<br />
<br />
== Strategy ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=16029.0 Original article] by faust''<br />
<br />
It is the craziest Event in Dominion so far (Sorry, {{Event|Donate}}). It impacts the game like few other card-shaped things do, sometimes completely warping the way you approach building your deck. And, I think, it is still heavily underrated by a large part of the player base.<br />
<br />
In this article, I try to highlight two different ways to incorporate Inheritance into your strategy, and also offer some thoughts on when going for Inheritance is the wrong move. This we will start with, because it is the easiest part.<br />
<br />
===When to not go for Inheritance===<br />
If you see Inheritance in a [[kingdom]], your first impulse should always be to ask yourself "Can I make Inheritance work here?" In most cases, you will want to use Inheritance, but there are boards on which you don't. Aside from obvious cases like, there is no possible Inheritance target, you should look for these conditions:<br />
<br />
* Do you start with Estates?<br />
* Is there a [[non-terminal]] action costing {{Cost|4}} or less?<br />
* Is there an easy way to buy/gain multiple Estates in a single turn?<br />
<br />
If you answered at least two of these questions with "no", then you can probably ignore Inheritance. On the other hand, if you answered at least two of these with "yes", chances are you want to go for Inheritance in some way.<br />
<br />
This evaluation is the easy part. But how to incorporate Inheritance into your strategy? There are two different strategy archetypes for this. I will outline them first and then talk a bit about when to go for which.<br />
<br />
===The Inheritance Rush===<br />
In an Inheritance Rush, you first and most important goal is to buy Inheritance as soon as possible. After that, if your opponent also goes for Inheritance, your next move is usually to try and win the Estate split.<br />
<br />
To reach your first goal, you must throw some of your Dominion wisdom out of the window: [[trasher|Trashing]] is not a priority. Instead, you should focus on getting {{Cost|7}}. {{Card|Copper}}-trashing can still be worth it if it also provides economy (like {{Card|Moneylender}}/{{Card|Counterfeit}}) or cycling (like {{Card|Spice Merchant}}). But you want to hold on to your starting Estates, if you have those. This strategy wants to open with cards that can spike high price points ({{Card|Baron}} excels at this; but even {{Card|Coppersmith}} or {{Card|Death Cart}} can be worth it). Events such as {{Event|Save}} or {{Event|Expedition}} are a big help too.<br />
<br />
Also, remember that you will soon get three copies of some card at once; you may want to delay buying those. If your plan is to inherit {{Card|Village|Villages}}, don't buy one when you have only 2-3 [[terminal]]s in your deck.<br />
<br />
Once you managed to murder your parents and snatch the Inheritance, often you will want to get as many Estates as possible. They're good for your deck, and winning the split provides a comfortable {{VP}} lead over your opponent without slowing you down. At this point, you will need to add +buy and gainers to your deck, which you probably didn't want earlier since they don't help you reaching {{Cost|7}}.<br />
<br />
After the Estates have drained, you should have put together a decent deck. From then on it's just usual Dominion play until the end.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160509/log.0.1462806702701.txt Game 1] - Here I focus on economy early on (opening Moneylender/{{Card|Silver}}) while my opponent chooses a more traditional trashing approach with {{Card|Amulet}}. I never gain more Estates, but choosing the Inheritance Rush is still worth it.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160616/log.0.1466111883585.txt Game 2] - Here my opponent and I both choose to build similar [[engine]]s, but due to using Inheritance, I get a sizable lead in {{VP}} and villages, prompting my opponent to resign.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160506/log.0.1462561994539.txt Game 3] - again I forego trashing in favor of more sifting ({{Card|Dungeon}}), and use a spiking card ({{Card|Wine Merchant}}) to get to Inheritance quickly.<br />
<br />
===Inheritance as support===<br />
Sometimes, the Rush is not the way to go, but Inheritance may still be useful. If Inheritance is only used as support, then you play the game much like a usual game, but at some point - maybe instead of your first {{Card|Province}} - you buy Inheritance. Playing "normally" means you focus more strongly on trashing, maybe even trashing your starting Estates.<br />
<br />
You will reach {{Cost|7}} much later in such games, and then you have to ask yourself whether Inheriting is still better than greening. Often enough, it will be.<br />
<br />
There is less to say about this way to play Inheritance, since it is less a strategy on its own and more fitting Inheritance into whatever strategy you were already playing.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160514/log.0.1463232064193.txt Game 4] - here, the presence of Sea Hag turns the game into a [[slog]], which means getting to {{Cost|7}} will be hard. You still want to get Inheritance since {{Card|Ironmonger}} is such a juicy target.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160603/log.0.1464985407273.txt Game 5] - here, lack of amazing targets means that building the engine takes precedence over inheriting, which is why I open {{Card|Loan}}. I still luck into an early {{Cost|7}} thanks to {{Event|Borrow}}.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160710/log.0.1468131593118.txt Game 6] - my opponent goes for the Rush, while I focus on getting to {{Card|Champion}} first. That turns out to be important, as I can later destroy his deck with inherited {{Card|Page|Pages}} and {{Card|Warrior|Warriors}}.<br />
<br />
===When to go for which strategy===<br />
Now that we saw both ways to play Inheritance, let's tackle the most important question: When do you want to do which? Obviously, that one is not easy to answer. The main reason not to go for a rush are [[attack]]s. Going for the Rush often means delaying the attack, which is particularly bad with [[junker|junking]]. Also, most attacks will actively prevent the other player from getting to {{Cost|7}} anytime soon.<br />
<br />
The other thing to consider is: would you normally open with the card you want to inherit? If your inheritance target is best in the earlier game stages, then the Rush is better. If it is more of a mid- to late-game support card, then you can also delay Inheritance.<br />
<br />
Finally, I would like to address some more specific issues that may come up when playing with Inheritance:<br />
<br />
'''Selecting the right target'''<br />
<br />
Usually, the best target for Inheritance on a given board is glaringly obvious, but there are cases when things are not that easy. Usually, some [[cantrip]] is the best option - remember, you will have lots of them in your deck. Select a target that will not only benefit you for the next shuffle, but for the rest of the game. Sometimes, you might not want the cantrip at all if it does too little for your deck.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160718/log.0.1468856793750.txt Game 7] - I go for {{Card|Scheme}} while my opponent picks {{Card|Tournament}}. The problem with Tournament is that it's not a true cantrip - if I have a Province in hand and you have a hand of all Tournaments, it's a dud. Tournament just gets too risky in the late game, and my Schemes are just as good at lining up Tournament with Province.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160612/log.0.1465761135476.txt Game 8] - here, I sheepishly go for {{Card|Wandering Minstrel}} (it's a cantrip after all!) while my opponent chooses {{Card|Envoy}}, and that's just so much better in this Big-Money-like game.<br />
<br />
'''[[Cost reduction]]'''<br />
<br />
This is a tricky one. Cost reduction enables you to Inherit more valuable targets, but it also means that you have to delay your Inheritance more than you'd like. The main problem is that Cost-reducers don't actually help you to buy Inheritance, so you better have some plan to get there. If you do, it can work out beautifully. These games are usually not Rushes, but only use Inheritance as support.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160622/log.0.1466604993282.txt Game 9] - I use {{Card|Highway}} to inherit more Highways and my deck just explodes from there.<br />
<br />
'''Cost, type, triggers, tokens'''<br />
<br />
It's important to remember where your inherited Estates are like the original cards - and where they differ.<br />
*[[Cost]]: The Estates still cost only {{Cost|2}}. Remember this when planning to inherit {{Card|Band of Misfits}} or {{Card|Border Village}}.<br />
*[[Type]]: You will have lots of Action-Victory hybrids in your deck. This is great for cards that care about that stuff ({{Card|Crossroads}}, the Iron family, even {{Card|Scout}}) and changes the interaction with some attacks ({{Card|Rabble}} gets hard-countered while {{Card|Bureaucrat}} gets stronger).<br />
*[[Triggered effects|Triggers]]: The Estates become yours as soon as you buy them, and stay your until they are trashed. That means you can make use of any on-buy, on-gain or on-trash triggers. Ever wanted to trash a {{Card|Hunting Grounds}}, gaining 3 more Hunting Grounds?<br />
*[[Adventures tokens|Tokens]]: Tokens placed on the pile you inherited from are sadly not copied, and you cannot place tokens on the Estate pile.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{LandscapeVersionImage|InheritanceOld|Inheritance}} || {{LandscapeVersionImage|InheritanceDigitalOld|Inheritance from Goko/Making Fun}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it (your Estates gain the abilities and types of that card). || Adventures 1st Edition || April 2015<br />
|-<br />
| {{LandscapeVersionImage|Inheritance|Inheritance}} || {{LandscapeVersionImage|InheritanceDigital|Inheritance from Shuffle iT}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (Your Estates gain the abilities and types of that card.) || Adventures [[Second Edition|2nd Edition]] || August 2017<br />
|-<br />
| || || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || rowspan=2 | [[Dominion 2019 Errata and Rules Tweaks]] || September 24, 2019<br />
|-<br />
| || {{LandscapeVersionImage|InheritanceDigital2|Inheritance 2019 Version from Shuffle iT}} || Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || October 10, 2019<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Erfenis || || || ||<br />
|-<br />
!Finnish<br />
| Perintö || || || ||<br />
|-<br />
!French<br />
| Héritage || || || ||<br />
|-<br />
!German<br />
| Erbschaft ||{{LandscapeLangVersionImage|German}}|| || Einmal pro Spiel: Lege eine beliebige Aktionskarte vom Vorrat, die keine Punktekarte ist und bis zu {{Cost|4}} kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Deine Anwesen übernehmen ab sofort Anweisungen und Typ dieser Karte.) ||<br />
|-<br />
!Japanese<br />
| 相続 (pron. ''sōzoku'') || || || ゲーム中に1度のみ:勝利点カード以外の、 コスト{{Cost|4}}以下のアクションカード1枚を脇に置き、その上にあなたの屋敷トークンを移動する(あなたの屋敷は脇に置いたカードの能力と種類名を得る)。 ||<br />
|-<br />
!Russian<br />
| Наследство (pron. ''naslyedstvo'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
Inheritance (after the [[Dominion 2019 Errata and Rules Tweaks]]) and {{Card|Patron}} are the only card-shaped things to use quotation marks in their English text<br />
[[Image:InheritanceArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=Inheritance is maybe the strangest thing in Adventures. Your Estates turn into another card. Again that's Estates you already have, and any new ones you buy. You put the token on say a {{Card|Village}}; now your Estates are cards that cost {{Cost|2}} and are worth 1 {{VP}} and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these Estates are Villages, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the Knights from Dark Ages. Lost Arts can give all of the Knights +1 Action for you, but when your Inheritance is Sir Martins, your Estates are all Sir Martin, they aren't any other Knights. And if that's not clear, there's a lengthy FAQ.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12906.0 Adventures Previews #5 - Lost Arts, Borrow, Inheritance]}}<br />
=== Secret History ===<br />
{{Quote|Text=Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point [[Treasure|Treasures]] worked; I tried letting it go on [[Victory]] cards. {{VP}} cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the Estates were yours; some versions didn't work for when-buy abilities.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>91.212.46.241https://wiki.dominionstrategy.com/index.php/InheritanceInheritance2020-03-06T12:38:32Z<p>91.212.46.241: /* Inheritance as support */</p>
<hr />
<div>{{Infobox Event<br />
|name = Inheritance<br />
|cost = 7<br />
|set = Adventures<br />
|type1 = Event<br />
|illustrator = Mark Poole<br />
|text = Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")<br />
}}<br />
<br />
'''Inheritance''' is an [[Event]] from [[Adventures]]. It allows {{Card|Estate|Estates}} for the buyer to become [[Action|Actions]] and [[emulator|emulate]] the effects of a particular non-[[Command]] Action from the [[Supply]] during their turns.<br />
<br />
== FAQ ==<br />
=== Unofficial FAQ for Current Version ===<br />
* You can only buy this once per game.<br />
* When you do, set aside a non-Command Action card from the Supply that costs up to {{Cost|4}}, and put your [[Adventures_tokens#Estate_token|Estate token]] on it (the one depicting a house). Command cards are a type of card from other expansions; Inheritance cannot set those aside.<br />
* This is not gaining a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card as yours when scoring.<br />
* For the rest of the game, during your turns, all Estates additionally have the Action type and have the on-play ability "Play the card with your Estate token, leaving it there." For example if you set aside a {{Card|Port}}, then during your turns, Estates are Action - Victory cards, that when played, in turn play the set-aside Port (which stays set-aside) for +1 Card and +2 Actions.<br />
* This also changes Estates in the Supply during your turns as well; if you used Inheritance on a Port and then later bought {{Event|Seaway}}, you may gain an Estate and move your +1 Buy token to that pile.<br />
* The Estate pile, however, does not become an Action Supply pile (even though Inheritance explicitly says it's now an Action card), so you can't, for example, use {{Event|Pathfinding}} to move your +1 Card token to it.<br />
* This only affects Estates during your turns, not during the turns of other players or between turns.<br />
* There are no limits on the set aside card other than being a non-Command Action from the Supply costing up to {{Cost|4}}; it may be a [[Duration]] card, a [[Reaction]] card, and so on.<br />
* It does not have to continue costing up to {{Cost|4}}, it only has to cost up to {{Cost|4}} when set aside.<br />
* Estates are still worth {{VP|1}} when scoring at the end of the game.<br />
* Estates do not copy the abilities or types of the set aside card; they just play it. Therefore they do not trigger abilities of the card below the dividing line that do not happen when playing the card, like gaining another Port when buying a Port, and are not the Bane for {{Card|Young Witch}} from [[Cornucopia]] even if the set-aside card's pile is the Bane.<br />
* When you play the Estate, you then play the set-aside card.<br />
* The set-aside card stays set-aside; it does not move to the play area and if an effect tries to move it, such as {{card|Guide}} moving to your Tavern mat, it will fail to move it.<br />
* Normally this will just mean that you follow the instructions on the set-aside card each time you play an Estate. For example, with Port set-aside, you would play the Port and get +1 Card and +2 Actions.<br />
* You also would trigger tokens like +1 Action on the pile of the set-aside card.<br />
* If you have an Estate play a set-aside Duration card (with your Estate token on it), or a {{card|Throne Room}} on a Duration card, the Estate will stay in play the same way the Duration card or Throne Room would.<br />
<br />
==== Other Rules clarifications ====<br />
* After moving your Estate token to a card, on your turns Estates are [[Emulator|Emulators]], so see the [[Emulator#Tracking Rules|tracking rules]] there for interactions with Durations.<br />
* Effects for [[Triggered effects#While cards are in play|"While this is in play"]], and [[Triggered effects#Discarding from play|"When you discard this from play"]] do not happen, especially hurting {{Card|Highway}}.<br />
<br />
=== Official FAQ for Prior Version ===<br />
<br />
* You can only buy this once per game. <br />
* When you do, set aside a non-Victory Action card from the Supply that costs up to {{Cost|4}}, and put your [[Adventures_tokens#Estate_token|Estate token]] on it (the one depicting a house).<br />
* This is not gaining a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card in your deck when scoring. <br />
* For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a {{Card|Port}}, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. <br />
* This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. <br />
* This only affects your own Estates, not Estates of other players. <br />
* An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with {{Card|Masquerade}} (from Intrigue). <br />
* An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to {{Card|Possession}} (from [[Alchemy]]) or {{Card|Trader}} (from [[Hinterlands]]). <br />
* There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to {{Cost|4}}; it may be a [[Duration]] card, a [[Reaction]] card, and so on. <br />
* It does not have to continue costing up to {{Cost|4}}, it only has to cost up to {{Cost|4}} when set aside. <br />
* Your Estates are still worth 1 {{VP}} when scoring at the end of the game. <br />
* Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for {{Card|Young Witch}} from [[Cornucopia]] even if the copied pile is the Bane). <br />
* Starting Estates come from the Estates pile.<br />
<br />
==== Other rules clarifications ====<br />
Most Inheritance confusions are an issue of ''timing'' or ''ownership''.<br />
* After you buy an {{Card|Estate}}, it becomes yours, and "when you buy this" abilities happen, then "when you gain this" abilities. After you gain an Estate without buying it, it becomes yours, and "when you gain this" abilities happen.<br />
** If you Inherit a {{Card|Grand Market}}, you can buy an Estate with Copper in play, because Estate does not have the abilities of Grand Market until after you already bought it.<br />
** If you Inherit a {{Card|Nomad Camp}} and buy an Estate, it is gained onto your deck; if you gain an Estate without buying it, it is gained to your discard pile, because Estate does not have the abilities of Nomad Camp until after you already gained it to your discard pile.<br />
* If you Inherit a {{Card|Fortress}} and trash one of your Estates, you put it into your hand and the Estate is still yours; if you trash an Estate that was not yours, such as trashing and Estate form the [[Supply]] with {{Event|Salt the Earth}}, you do not put it into your hand and it is not yours.<br />
* Some cards [[gain]] a card, and then care what [[type]]s the gained card has. They check what types the card has after it is gained, when it it yours; for example if you Inherit a {{Card|Village}} and {{Card|Ironworks}} an Estate, you get +1 Card and +1 Action.<br />
* Some cards [[trash]] a card, and then care what types the trashed card has. They check what types the card has after it is trashed, when it is not yours; for example if you Inherit a Village and {{Card|Sacrifice}} an Estate, you get +{{VP|2}} only (and not +2 Actions).<br />
** Fortress does not end up in the trash pile when trashed, and so it is still yours; for example if you Inherit a Fortress and Sacrifice an Estate, you get +2 Actions and +{{VP|2}}.<br />
* Your Estates have the abilities and types of the set aside card when scoring.<br />
* Your Estates do not have the name or cost of the set aside card. For example:<br />
** If you Inherit a card and play {{Card|Baron}}, you can still discard an Estate.<br />
** If you Inherit a {{Card|Treasure Map}} and play an Estate, you trash the Estate and a Treasure Map from your hand - you cannot trash an Estate from your hand - but did not trash 2 cards named Treasure Map, and so do not gain any {{Card|Gold|Golds}}.<br />
** If you Inherit a {{Card|Border Village}} and gain an Estate, you gain a card that is cheaper than Estate.<br />
** If you Inherit a {{Card|Crossroads}} and play an Estate, you can never get +3 Actions because it is not the first time you played a card named Crossroads that turn; you do get +3 Actions the first time you play a Crossroads each turn, even if you played an Estate earlier that turn.<br />
** If you Inherit a {{Card|Rats}} and play an Estate, you gain a Rats - you cannot gain an Estate - and then trash a card from your hand that is not a Rats, but can be an Estate.<br />
* Estates in the Supply are not yours; they are normal Estates. The Estate Supply pile is not an Action pile. For example:<br />
** {{Card|University}} cannot gain Estates.<br />
** You cannot move [[Adventures tokens]] to the Estate Supply pile.<br />
** You cannot play {{Card|Band of Misfits}} as an Estate in the Supply.<br />
* Under extremely rare circumstances is it possible to play an Estate as a card an opponent Inherited; see [http://forum.dominionstrategy.com/index.php?topic=18598.msg756482#msg756482 this post] for details.<br />
<br />
== Strategy ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=16029.0 Original article] by faust''<br />
<br />
It is the craziest Event in Dominion so far (Sorry, {{Event|Donate}}). It impacts the game like few other card-shaped things do, sometimes completely warping the way you approach building your deck. And, I think, it is still heavily underrated by a large part of the player base.<br />
<br />
In this article, I try to highlight two different ways to incorporate Inheritance into your strategy, and also offer some thoughts on when going for Inheritance is the wrong move. This we will start with, because it is the easiest part.<br />
<br />
===When to not go for Inheritance===<br />
If you see Inheritance in a [[kingdom]], your first impulse should always be to ask yourself "Can I make Inheritance work here?" In most cases, you will want to use Inheritance, but there are boards on which you don't. Aside from obvious cases like, there is no possible Inheritance target, you should look for these conditions:<br />
<br />
* Do you start with Estates?<br />
* Is there a [[non-terminal]] action costing {{Cost|4}} or less?<br />
* Is there an easy way to buy/gain multiple Estates in a single turn?<br />
<br />
If you answered at least two of these questions with "no", then you can probably ignore Inheritance. On the other hand, if you answered at least two of these with "yes", chances are you want to go for Inheritance in some way.<br />
<br />
This evaluation is the easy part. But how to incorporate Inheritance into your strategy? There are two different strategy archetypes for this. I will outline them first and then talk a bit about when to go for which.<br />
<br />
===The Inheritance Rush===<br />
In an Inheritance Rush, you first and most important goal is to buy Inheritance as soon as possible. After that, if your opponent also goes for Inheritance, your next move is usually to try and win the Estate split.<br />
<br />
To reach your first goal, you must throw some of your Dominion wisdom out of the window: [[trasher|Trashing]] is not a priority. Instead, you should focus on getting {{Cost|7}}. {{Card|Copper}}-trashing can still be worth it if it also provides economy (like {{Card|Moneylender}}/{{Card|Counterfeit}}) or cycling (like {{Card|Spice Merchant}}). But you want to hold on to your starting Estates, if you have those. This strategy wants to open with cards that can spike high price points ({{Card|Baron}} excels at this; but even {{Card|Coppersmith}} or {{Card|Death Cart}} can be worth it). Events such as {{Event|Save}} or {{Event|Expedition}} are a big help too.<br />
<br />
Also, remember that you will soon get three copies of some card at once; you may want to delay buying those. If your plan is to inherit {{Card|Village|Villages}}, don't buy one when you have only 2-3 [[terminal]]s in your deck.<br />
<br />
Once you managed to murder your parents and snatch the Inheritance, often you will want to get as many Estates as possible. They're good for your deck, and winning the split provides a comfortable {{VP}} lead over your opponent without slowing you down. At this point, you will need to add +buy and gainers to your deck, which you probably didn't want earlier since they don't help you reaching {{Cost|7}}.<br />
<br />
After the Estates have drained, you should have put together a decent deck. From then on it's just usual Dominion play until the end.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160509/log.0.1462806702701.txt Game 1] - Here I focus on economy early on (opening Moneylender/{{Card|Silver}}) while my opponent chooses a more traditional trashing approach with {{Card|Amulet}}. I never gain more Estates, but choosing the Inheritance Rush is still worth it.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160616/log.0.1466111883585.txt Game 2] - Here my opponent and I both choose to build similar [[engine]]s, but due to using Inheritance, I get a sizable lead in {{VP}} and villages, prompting my opponent to resign.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160506/log.0.1462561994539.txt Game 3] - again I forego trashing in favor of more sifting ({{Card|Dungeon}}), and use a spiking card ({{Card|Wine Merchant}}) to get to Inheritance quickly.<br />
<br />
===Inheritance as support===<br />
Sometimes, the Rush is not the way to go, but Inheritance may still be useful. If Inheritance is only used as support, then you play the game much like a usual game, but at some point - maybe instead of your first {{Card|Province}} - you buy Inheritance. Playing "normally" means you focus more strongly on trashing, maybe even trashing your starting Estates.<br />
<br />
You will reach {{Cost|7}} much later in such games, and then you have to ask yourself whether Inheriting is still better than greening. Often enough, it will be.<br />
<br />
There is less to say about this way to play Inheritance, since it is less a strategy on its own and more fitting Inheritance into whatever strategy you were already playing.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160514/log.0.1463232064193.txt Game 4] - here, the presence of Sea Hag turns the game into a [[slog]], which means getting to {{Cost|7}} will be hard. You still want to get Inheritance since {{Card|Ironmonger}} is such a juicy target.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160603/log.0.1464985407273.txt Game 5] - here, lack of amazing targets means that building the engine takes precedence over inheriting, which is why I open {{Card|Loan}}. I still luck into an early {{Cost|7}} thanks to {{Event|Borrow}}.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160710/log.0.1468131593118.txt Game 6] - my opponent goes for the Rush, while I focus on getting to {{Card|Champion}} first. That turns out to be important, as I can later destroy his deck with inherited {{Card|Page|Pages}} and {{Card|Warrior|Warriors}}.<br />
<br />
===When to go for which strategy===<br />
Now that we saw both ways to play Inheritance, let's tackle the most important question: When do you want to do which? Obviously, that one is not easy to answer. The main reason not to go for a rush are [[attack]]s. Going for the Rush often means delaying the attack, which is particularly bad with [[junker|junking]]. Also, most attacks will actively prevent the other player from getting to {{Cost|7}} anytime soon.<br />
<br />
The other thing to consider is: would you normally open with the card you want to inherit? If your inheritance target is best in the earlier game stages, then the Rush is better. If it is more of a mid- to late-game support card, then you can also delay Inheritance.<br />
<br />
Finally, I would like to address some more specific issues that may come up when playing with Inheritance:<br />
<br />
'''Selecting the right target'''<br />
<br />
Usually, the best target for Inheritance on a given board is glaringly obvious, but there are cases when things are not that easy. Usually, some [[cantrip]] is the best option - remember, you will have lots of them in your deck. Select a target that will not only benefit you for the next shuffle, but for the rest of the game. Sometimes, you might not want the cantrip at all if it does too little for your deck.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160718/log.0.1468856793750.txt Game 7] - I go for {{Card|Scheme}} while my opponent picks {{Card|Tournament}}. The problem with Tournament is that it's not a true cantrip - if I have a Province in hand and you have a hand of all Tournaments, it's a dud. Tournament just gets too risky in the late game, and my Schemes are just as good at lining up Tournament with Province.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160612/log.0.1465761135476.txt Game 8] - here, I sheepishly go for {{Card|Wandering Minstrel}} (it's a cantrip after all!) while my opponent chooses {{Card|Envoy}}, and that's just so much better in this Big-Money-like game.<br />
<br />
'''[[Cost reduction]]'''<br />
<br />
This is a tricky one. Cost reduction enables you to Inherit more valuable targets, but it also means that you have to delay your Inheritance more than you'd like. The main problem is that Cost-reducers don't actually help you to buy Inheritance, so you better have some plan to get there. If you do, it can work out beautifully. These games are usually not Rushes, but only use Inheritance as support.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160622/log.0.1466604993282.txt Game 9] - I use {{Card|Highway}} to inherit more Highways and my deck just explodes from there.<br />
<br />
'''Cost, type, triggers, tokens'''<br />
<br />
It's important to remember where your inherited Estates are like the original cards - and where they differ.<br />
*[[Cost]]: The Estates still cost only {{Cost|2}}. Remember this when planning to inherit {{Card|Band of Misfits}} or {{Card|Border Village}}.<br />
*[[Type]]: You will have lots of Action-Victory hybrids in your deck. This is great for cards that care about that stuff ({{Card|Crossroads}}, the Iron family, even {{Card|Scout}}) and changes the interaction with some attacks ({{Card|Rabble}} gets hard-countered while {{Card|Bureaucrat}} gets stronger).<br />
*[[Triggered effects|Triggers]]: The Estates become yours as soon a you buy them, and stay your until they are trashed. That means you can make use of any on-buy, on-gain of on-trash triggers. Ever wanted to trash a {{Card|Hunting Grounds}}, gaining 3 more Hunting Grounds?<br />
*[[Adventures tokens|Tokens]]: Tokens placed on the pile you inherited from are sadly not copied, and you cannot place tokens on the Estate pile.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{LandscapeVersionImage|InheritanceOld|Inheritance}} || {{LandscapeVersionImage|InheritanceDigitalOld|Inheritance from Goko/Making Fun}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it (your Estates gain the abilities and types of that card). || Adventures 1st Edition || April 2015<br />
|-<br />
| {{LandscapeVersionImage|Inheritance|Inheritance}} || {{LandscapeVersionImage|InheritanceDigital|Inheritance from Shuffle iT}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (Your Estates gain the abilities and types of that card.) || Adventures [[Second Edition|2nd Edition]] || August 2017<br />
|-<br />
| || || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || rowspan=2 | [[Dominion 2019 Errata and Rules Tweaks]] || September 24, 2019<br />
|-<br />
| || {{LandscapeVersionImage|InheritanceDigital2|Inheritance 2019 Version from Shuffle iT}} || Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || October 10, 2019<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Erfenis || || || ||<br />
|-<br />
!Finnish<br />
| Perintö || || || ||<br />
|-<br />
!French<br />
| Héritage || || || ||<br />
|-<br />
!German<br />
| Erbschaft ||{{LandscapeLangVersionImage|German}}|| || Einmal pro Spiel: Lege eine beliebige Aktionskarte vom Vorrat, die keine Punktekarte ist und bis zu {{Cost|4}} kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Deine Anwesen übernehmen ab sofort Anweisungen und Typ dieser Karte.) ||<br />
|-<br />
!Japanese<br />
| 相続 (pron. ''sōzoku'') || || || ゲーム中に1度のみ:勝利点カード以外の、 コスト{{Cost|4}}以下のアクションカード1枚を脇に置き、その上にあなたの屋敷トークンを移動する(あなたの屋敷は脇に置いたカードの能力と種類名を得る)。 ||<br />
|-<br />
!Russian<br />
| Наследство (pron. ''naslyedstvo'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
Inheritance (after the [[Dominion 2019 Errata and Rules Tweaks]]) and {{Card|Patron}} are the only card-shaped things to use quotation marks in their English text<br />
[[Image:InheritanceArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=Inheritance is maybe the strangest thing in Adventures. Your Estates turn into another card. Again that's Estates you already have, and any new ones you buy. You put the token on say a {{Card|Village}}; now your Estates are cards that cost {{Cost|2}} and are worth 1 {{VP}} and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these Estates are Villages, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the Knights from Dark Ages. Lost Arts can give all of the Knights +1 Action for you, but when your Inheritance is Sir Martins, your Estates are all Sir Martin, they aren't any other Knights. And if that's not clear, there's a lengthy FAQ.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12906.0 Adventures Previews #5 - Lost Arts, Borrow, Inheritance]}}<br />
=== Secret History ===<br />
{{Quote|Text=Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point [[Treasure|Treasures]] worked; I tried letting it go on [[Victory]] cards. {{VP}} cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the Estates were yours; some versions didn't work for when-buy abilities.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>91.212.46.241https://wiki.dominionstrategy.com/index.php/StorytellerStoryteller2020-02-28T12:40:26Z<p>91.212.46.241: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Storyteller<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = '''+1 Action'''<br/>+{{Cost|1}}<br/>Play up to 3 Treasures from your hand. Then pay all of your {{Cost}} (including the {{Cost|1}} from this) and draw a card per {{Cost|1}} you paid.<br />
}}<br />
<br />
'''Storyteller''' is an [[Action]] from [[Adventures]]. It is a [[Lab variant]] that turns the {{Cost}} you've fielded so far this turn into card [[draw]]. It also lets you play up to 3 [[Treasure|Treasures]] first to rack up some {{Cost}}, which can allow for some interesting tricks with kingdom Treasures.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This lets you play Treasures in your Action phase. They go into play and produce {{Cost}}, just like Treasures played in the Buy phase. <br />
* Then Storyteller turns all of your {{Cost}} into +Cards; for each {{Cost|1}} you have you lose the {{Cost|1}} and get +1 Card. <br />
* For example if you had {{Cost|4}}, you lose the {{Cost|4}} and draw 4 cards. This makes you lose all {{Cost}} you have so far that turn, including the {{Cost}} you get from playing the Treasures, the +{{Cost|1}} Storyteller gives you directly, and any {{Cost}} you made earlier in the turn. <br />
* You can track that the Treasures have been "spent" by putting them under the Storyteller. <br />
* {{Cost|P}}, produced by {{Card|Potion|Potions}} from Alchemy, is not {{Cost}} and so is not lost and does not get you any cards.<br />
<br />
=== Other rules clarifications ===<br />
* Treasures that play other Treasures ({{Card|Venture}} and {{Card|Counterfeit}}) allow you to play more than three Treasures for Storyteller.<br />
<br />
== Strategy ==<br />
A special case of a deck where treasure is good but in which you'd like to cycle pretty quickly to use your key cards is a Feodum deck, with silver-gainers like {{Card|Trader}}, {{Card|Amulet}} or {{Card|Artificer}}. Indeed, as the silver density increases, you will have much more trouble playing the gainers you still want to play. That's where Storyteller comes in! As you get more silvers and Storytellers (with good trashing, a ST for 5-7 silvers should do — it was tested), you can play all of your STs with 3 silvers — a whopping +7 cards, enough to draw your other STs and your deck with it! Then use your gainers and buy a {{Card|Feodum}}. As a side note, a chain of Artificer (draw a Silver, discard two Silvers and a Feodum to topdeck a Silver) gains Silvers at {{Cost|2}} (even though really less powerful than to overbuy {{Event|Delve}}). Another advantage of ST is when your Silver-gainer is Amulet, whose only flaw as one is the number of reshuffle it misses, and that is corrected if you draw your whole deck each turn.<br />
<br />
Storyteller is one of the most unique cards in the whole Dominion game. At first glance it looks like and engine piece, i.e. I pay a bunch of money to draw cards. The problem with it is that it burns through your money, and so you have to have a larger deck just to get this engine going. Furthermore, your {{card| Gold}}s and {{card|Platinum}}s are more valuable for buying, than playing cards. So the best way to think of Storyteller is as a way to get out cards that will help you later. Thus you forgo a turn to get extra curses out, or trash cards you don't want, or to cycle through your Travellers quicker.<br />
<br />
<br />
=== Preview Analysis ===<br />
''[http://forum.dominionstrategy.com/index.php?topic=12855.0 Original article] by WanderingWinder''<br />
<br />
First, a couple of notes for clarity: You don't have to play treasures if you don't want to, but you DO have to spend all the {{Cost}} you've collected over the course of the turn, including the money from the Treasures you're playing, the {{Cost}} from this card, as well as any you've made from previous Actions. <br />
<br />
''Full disclosure: I haven't tested or played with this card at all, so this is an article of conjecture and of theory-crafting not one built from experience.''<br />
<br />
The first thing I noticed when I saw this card was that it was another way, besides {{Card|Black Market}}, of getting Treasures in play during the Action phase. Now, some of the Black Market [[Combo|Combos]] - mostly draw-to-X variants, and {{Card|Tactician}}, - aren't "on" here. But some of them – {{Card|Quarry}}+[[gainer]], using {{Card|Horn of Plenty}} mid-turn - still do work.<br />
<br />
Anyway, these are only fringe benefits - the pet tricks I love and relish, but not, I am guessing, the bulk of what the card's work is. That, namely, is to turn cash into cards. {{Card|Copper|Coppers}} turn into [[cantrip|cantrips]], {{Card|Silver|Silvers}} turn into {{Card|Laboratory|labs}}, and {{Card|Gold|Golds}} turn into double labs. This is, in general, an improvement in every case. And all of this is on a card which is a cantrip by itself. The drawback, of course, is that if you are using this to draw your deck, you are sapping some of the money out of that deck. Still, this really gets your draw going quickly, which is especially potent in the early stages of the game.<br />
<br />
Most cards are fairly simple to play once they're in your deck - you just play all your [[Village (card category)|villages]] and [[non-terminal|non-terminals]] first, draw cards before non-draw, and go. But I expect this card will be very tricky to play during the mid- and late-game. You need to know exactly how much money to funnel into it to get the draw you need (need to know how much draw you need for that as well) while still making sure you have enough money left to buy what you need come end of turn. I also want to point out potential anti-synergies with [[Peddler variant|Peddler variants]] (and {{Card|Conspirator}} variants): it may look like this is non-terminal draw/[[sifter|sifting]] (and it is), and that cantrip-money-based decks seem to love that kind of card. Normally they do, but if you draw this card late in your turn, you might be forced into not playing it at all, because it would sap you of too much money. You can mitigate that some by simply feeding fewer/worse treasures into this, but it's not as much of a pure success as it might at first glance seem.<br />
<br />
Ultimately this IS a sifter, with a little bit of non-terminal draw thrown in. Discarding Coppers with this is like {{Card|Cellar}} plus a card; more expensive treasures get you a little more.<br />
<br />
What kinds of decks want this? Well, [[engine|engines]] would prefer other sifters once they are running, since this one costs economy, but Storyteller does help a lot in getting them running, and this is generally a higher-priority issue. It's worth noting that strong [[trasher|trashing]] will probably more or less obsolete the need for Storytelling.<br />
<br />
[[Terminal draw]] [[Big Money]] will obviously not like this. The same is true of [[slog|slogs]], since unlike other sifters, this can't get rid of non-Treasures. Decks which are somewhere between money decks and engines - decks where treasure is good but you'd really like to play a key action or a couple of key actions very often - seem like ideal homes for this card. Those decks exist now, but they rarely get a chance to shine, being squeezed by often-more-powerful engines and often-faster Big Money strategies. Perhaps Storyteller will allow them to shine more often. In general, you want your [[payload]] to be something which is happening at the end of your turn, and not interspersed in the middle. Treasure has this quality, but it’s not the only thing. Many mega-turn strategies like {{Card|Bridge}} and Horn Of Plenty don’t care about traditional money. They’ll work particularly nicely with Storyteller. <br />
<br />
As for strength, I am going to guess that this card will end up being powerful, but {{Cost|5}} is a price-point with a high bar. Ultimately, we're dealing with a situational card here, so on the right board, in the right spot, it will be something you want to jump on hard, but other times it will not have the impact required for its cost. In other words, the exact thing which is my favorite kind of card.<br />
<br />
=== Synergies and Combos===<br />
* {{Card|Forager}}<br />
* {{Card|Capital}}<br />
* {{Card|Artificer}}, {{Card|Vault}} and other discard for benefit will like the sheer amount of cards this can provide.<br />
* Cursers, Attack Cards, [[Traveller]]s. Anything you want to cycle through quickly<br />
* Exotic Treasures, like {{Card|Idol}}, which gives you the boon when you really want it, {{Card|Crown}}, which can non terminally throne a terminal action, {{Card|Coin of the Realm}} can avoid missing a shuffle, etc<br />
<br />
=== Antisynergies ===<br />
* {{Card|Merchant}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|StorytellerOld|Storyteller}} || {{CardVersionImage|StorytellerDigitalOld|Storyteller from Goko/Making Fun}} || '''+1 Action'''. +{{Cost|1}}. Play up to 3 Treasures from your hand. Pay all of your {{Cost}}; +1 Card per {{Cost}} paid. || Adventures 1st Edition || April 2015<br />
|-<br />
| {{CardVersionImage|Storyteller|Storyteller}} || {{CardVersionImage|StorytellerDigital|Storyteller from Shuffle iT}} || '''+1 Action'''. +{{Cost|1}}. Play up to 3 Treasures from your hand. Then pay all of your {{Cost}} (including the {{Cost|1}} from this) and draw a card per {{Cost|1}} you paid. || Adventures [[Second Edition|2nd Edition]] || August 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch <br />
| Verteller || || || <br />
|-<br />
!Finnish <br />
| Tarinankertoja || || || <br />
|-<br />
!French <br />
| Conteuse (Note: explicitly feminine) || || || <br />
|-<br />
!German <br />
| Geschichtenerzähler (Note: explicitly masculine) ||{{CardLangVersionImage|German}}|| || '''+1 Aktion<br>+{{Cost|1}}'''<br>Spiele bis zu 3 Geldkarten aus deiner Hand aus. Zahle alle {{Cost|}} und du erhältst:<br>'''+1 Karte''' pro gezahltem {{Cost|}}.<br>(Du hast jetzt {{Cost|0}}).<br />
|-<br />
!Japanese <br />
| 語り部 (pron. ''kataribe'') || || || '''+1 アクション'''。 +{{Cost|1}}。 手札から3枚以下の財宝カードを使用する。その後、所持{{Cost}}をすべて支払い、払った{{Cost|1}}につき1枚カードを引く。<br />
|-<br />
!Russian <br />
| Сказочник (pron. ''skazochnik'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:StorytellerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=I tried paying {{Cost}} for cards long ago, in [[Prosperity]]. Prosperity at the time had a few ways to pay {{Cost}} for things. It didn't work out then, and in fact I dropped that sub-theme. In the intervening years I have done that type of thing as discarding cards or treasures, because it's simpler. A couple things in this set approached being something like Storyteller, and one day it congealed. I tried a few different sizes of it, including a [[Reserve]] version, before settling on this one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>91.212.46.241https://wiki.dominionstrategy.com/index.php/Scouting_PartyScouting Party2020-02-26T11:58:11Z<p>91.212.46.241: /* Other language versions */</p>
<hr />
<div>{{Infobox Event<br />
|name = Scouting Party<br />
|cost = 2<br />
|set = Adventures<br />
|type1 = Event<br />
|illustrator = Joshua Stewart<br />
|text = '''+1 Buy'''<br/>Look at the top 5 cards of your deck. Discard 3 and put the rest back in any order.<br />
}}<br />
<br />
'''Scouting Party''' is an [[Event]] from [[Adventures]]. It's a [[sifter|sifting]] [[deck inspector]] that lets the buyer discard cards from the top of their deck.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). <br />
* Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order. <br />
* If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. <br />
* Scouting Party is unaffected by the [[Adventures tokens|-1 Card token]]; if it is on top of your deck, replace it after resolving Scouting Party.<br />
<br />
== Strategy ==<br />
There is no strategy article for Scouting Party, but it has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14982.0 forum.]<br />
<br />
Scouting Party is rarely a strategy in and of itself, but it can be a benign little addition to your Buy phase if you happen to have {{cost|2}} leftover, for example on those pesky {{cost|7}} hands, or just {{cost|2}} hands with no good {{cost|2}} Kingdom cards. The fact that it doesn't cost a Buy helps a lot with this. Unless you happen to know that there are only good cards on top of your deck, there is often no reason not to buy Scouting Party if you have the money. It is most effective on boards with mediocre to weak trashing; if the trashing is strong enough, you won't really need the sifting Scouting Party provides.<br />
<br />
{{Card|Tunnel}} has the best synergy with Scouting Party by far, and the only reason to consider Scouting Party a legitimate ([[Big Money]]) strategy. Best case scenario, it can gain you a multitude of {{Card|Gold}}s per turn for cheap.<br />
<br />
Scouting Party is also a great opener when you have a {{cost|5}}/{{cost|2}} [[opening]] split, and you want to open a power {{cost|3}} like {{Card|Ambassador}}, {{Card|Masquerade}} or {{Card|Steward}}. It's not as good as {{Event|Travelling Fair}} for these situations, but still pretty good.<br />
<br />
=== Synergies ===<br />
* {{Card|Tunnel}}<br />
* {{Card|Doctor}}: leave the bad cards on top, then overpay for Doctor to trash them<br />
* {{Card|Apothecary}}, which tends to leave [[Victory]] cards on top of your deck<br />
* Cards that require a lot of deck control: {{Card|Counting House}}, {{Card|Philosopher's Stone}}, {{Card|Rebuild}}<br />
* Opponents' Attacks that mess with the top of your deck: {{Card|Sea Hag}}, {{Card|Rabble}}, {{Card|Spy}}<br />
* Opening {{cost|5}}/{{cost|2}} with power {{cost|3}} cards<br />
<br />
=== Antisynergies ===<br />
* Strong {{cost|2}} cards you might want in multiples: {{Card|Hamlet}}, {{Card|Page}}, {{Card|Fool's Gold}}<br />
* Good cards at every price point<br />
* Strong trashing: {{Card|Chapel}} and friends<br />
* {{Card|Wine Merchant}} also wants you to have leftover money<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{LandscapeVersionImage|Scouting PartyOld|Scouting Party}} || {{LandscapeVersionImage|Scouting PartyDigitalOld|Scouting Party from Goko/Making Fun}} || '''+1 Buy'''. Look at the top 5 cards of your deck. Discard 3 of them and put the rest back in any order. || Adventures 1st Edition || April 2015<br />
|-<br />
| {{LandscapeVersionImage|Scouting Party|Scouting Party}} || {{LandscapeVersionImage|Scouting PartyDigital|Scouting Party from Shuffle iT}} || '''+1 Buy'''. Look at the top 5 cards of your deck. Discard 3 and put the rest back in any order. || Adventures [[Second Edition|2nd Edition]] || August 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch <br />
| Verkennerseenheid (lit. ''scouting unit'') || || || <br />
|-<br />
!Finnish <br />
| Tiedustelupartio (lit. ''reconnaissance patrol'') || || || <br />
|-<br />
!French <br />
| Pistage (lit. ''tracking'') || || || <br />
|-<br />
!German <br />
| Spähtrupp ||{{LandscapeLangVersionImage|German}}|| || '''+1 Kauf'''<br>Sieh dir die obersten 5 Karten deines Nachziehstapels an. Lege 3 davon ab und den Rest in beliebiger Reihenfolge zurück auf den Nachziehstapel.<br />
|-<br />
!Japanese <br />
| 偵察隊 (pron. ''teisatsutai'') || || || '''+1 購入'''。 山札の上から5枚を見る。その中の3枚を捨て札にし、残りを好きな順番で山札の上に戻す。<br />
|-<br />
!Russian <br />
| Поисковый Отряд (pron. ''poiskovy otryad'', lit. ''search party'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ScoutingPartyArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=An easy early one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>91.212.46.241