https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=Drab+Emordnilap&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-28T21:42:15ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/ShelterShelter2012-11-19T01:51:36Z<p>Drab Emordnilap: /* Synergies/Combos */</p>
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<div>'''Shelters''' are a [[card type]] from [[Dark Ages]]. In games using [[Kingdom card]]s from Dark Ages, Shelters may be used in players' starting decks instead of the {{Card|Estate|Estates}} that starting decks usually contain. Shelters do not have a [[supply]] pile; the only ones in the game are the ones that players start with. Although they cannot be bought, Shelters have a cost of {{Cost|1}}.<br />
<br />
Shelter cards have a red frame—however, since every Shelter card has two [[type]]s, each Shelter's frame is half red and half the color associated with its other type.<br />
<br />
There are three differently-named Shelters; each player's deck starts with one of each.<br />
* {{Card|Hovel}}—a [[Reaction]]–Shelter<br />
* {{Card|Necropolis}}—an [[Action]]–Shelter<br />
* {{Card|Overgrown Estate}}—a [[Victory]]–Shelter<br />
<br />
== Additional rules ==<br />
The rules for playing with Shelters are described in the Dominion: [[Dark Ages]] rulebook and are reproduced here. <br />
=== Preparation ===<br />
* If only Kingdom cards from Dark Ages are being used this game, the Shelter cards replace starting {{Card|Estate|Estates}} - each player's starting deck is seven {{Card|Copper|Coppers}}, a {{Card|Hovel}}, a {{Card|Necropolis}}, and an {{Card|Overgrown Estate}}.<br />
* If a mix of Kingdom cards from Dark Ages and other sets is being used, then the use of Shelters should be determined randomly, based on the proportion of Dark Ages cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the Randomizer deck - and if it is from Dark Ages, use Shelters in place of starting Estates.<br />
* Do not use the same card to choose whether or not to use Shelters as you use to choose whether or not to use {{Card|Platinum}} and {{Card|Colony}} (from [[Prosperity]]). <br />
* Using Shelters does not change the Estate Supply pile; it still contains 8 Estates for 2 players and 12 Estates for 3 or more players.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
=== Other Rules clarifications ===<br />
* When a Shelter is revealed when playing {{Card|Ambassador}}, it is not returned to the Supply (since it is not in the Supply) and opponents do not gain a copy of it. <br />
== Strategy Article ==<br />
Shelters will typically not alter your strategy very much; they are more tactical than strategic. <br />
=== Synergies/Combos ===<br />
* [[Engine]]s with trashing don't lose three points for trashing their Estates. They also start out with a free {{Card|Necropolis}} which is one of the [[Villages]]. <br />
* {{Card|Fairgrounds}}, {{Card|Menagerie}}, and {{Card|Horn of Plenty}} synergize with unique cards like Shelters.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Baron}}. Baron's strength as an opener depends on the fact that it can discard an {{Card|Estate}} for {{Cost|4}}. With no Estates in your starting deck, Baron can't earn you money.<br />
* {{Card|Ambassador}}. Ambassador's deck-thinning doesn't work on Shelters.<br />
* {{Card|Remake}} and {{Card|Upgrade}}. Shelters cost {{Cost|1}}, so you can't trash them for {{Card|Silver}} the way you would with Estates.<br />
* {{Card|Hunting Party}}. Since the Shelters are all differently-named cards, Hunting Parties will draw them when they would discard duplicate Estates.<br />
* {{Card|Jester}}. When Jester hits a Hovel or Necropolis, it has no effect, as those cannot be Gained.<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=<br />
'''Shelters''': Tom Lehmann suggested replacing starting Estates with something else, to make the environment feel more Dark Ages-y. I thought this was a great idea. Ruins obv. doesn't work, because some people would make out, unless we picked specific ones. And Curse isn't very interesting. But I could just make up three new cards, which is what I did. Necropolis shakes up early turns, since you can stomach more in the way of terminal actions; Overgrown Estate gives you a little prize if you crack it open eventually; and Hovel tempts you into buying a victory card when you might not have.<br />
<br><br><br />
Hovel is the only one that changed. Originally it was an action you could trash by discarding your hand. It turned out that trashing it turn 1-2 usually seemed like the correct play, even if you drew it with four Coppers. So that was no good. Hovel as printed has nice flavor going for it; you move out of your old Hovel and into a nice Duchy.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/RogueRogue2012-11-09T00:30:09Z<p>Drab Emordnilap: /* Other Rules clarifications */</p>
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<div>'''Rogue'''<br />
{{Cardbox|<br />
|Card = Rogue<br />
|Cost = {{Cost|5}}<br />
|Set = Dark Ages<br />
|Type = Action<br />
|Type2 = Attack<br />
<br />
|Illustrator = Jesse Mead<br />
|Text = +{{Cost|2}}<br /><br />
If there are any cards in the trash costing from {{Cost|3}} to {{Cost|6}}, gain one of them. Otherwise, each other player reveals then discards the top 2 cards of his deck, and trashes one of them costing from {{Cost|3}} to {{Cost|6}}.<br />
<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*If there is a card in the trash costing from {{Cost|3}} to {{Cost|6}}, you have to gain one of them; it is not optional.<br />
*You can look through the trash at any time.<br />
*The other players get to see what card you took. The gained card goes into your discard pile.<br />
*Cards with {{Cost|P}} in the cost (from [[Alchemy]]) do not cost from {{Cost|3}} to {{Cost|6}}.<br />
*If there was no card in the trash costing from {{Cost|3}} to {{Cost|6}}, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from {{Cost|3}} to {{Cost|6}} (if possible), and discard the rest. Go in turn order, starting with the player to your left.<br />
<br />
=== Other Rules clarifications ===<br />
*Rogue is an [[Attack]], even if you don't trash any cards with it, so an opponent can reveal a [[Reaction]] (such as {{Card|Secret Chamber}}).<br />
<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Back when, Intrigue had a card called Bandit: "Each other player reveals the top 2 cards of his deck and trashes one. Gain one of the trashed cards." For {{Cost|4}}. So, like a Thief that can steal anything, although the attacked player got to pick what to lose. Like Thief, Bandit would helpfully eat Coppers for your opponents, but at least it threatened to take Provinces later. I tweaked it into a card that cost {{Cost|5}}, looked at the top 3 cards, and only trashed stuff costing from {{Cost|3}} to {{Cost|6}}. Then I took it out of the set. It was slowing games down and did not have that certain something. <br />
<br />
A few years later, I made a new version as what Urchin turned into. It looked at the top two now, still trashing something for from {{Cost|3}} to {{Cost|6}}. This was in the set for a while, then got upped to taking any {{Cost|3}}-{{Cost|6}} card from the trash, not just one that was just trashed. But one day I got too fed up with it. The problem was, it was the kind of attack you might feel like buying to fight itself, only you couldn't - you had to buy Urchins and get them to upgrade, which can take a while when you start on it later. Bandit was normally just a thorn in your side, but some games it would get played a ton and take your stuff and you couldn't even get in on it.<br />
<br />
So, I replaced what Urchin turned into with Mercenary, and made this new Bandit, now a Rogue. He only trashes or gains, not both at once, and he can't trash if there's anything to gain. He does make +{{Cost|2}} though, which makes all the difference. Some games there is stuff in the trash right away, like Hermits, and the Rogue never gets to trash cards, but well that's the kindler gentler Dark Ages that people prefer.|Name=[[Donald X. Vaccarino]] |Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/RogueRogue2012-11-09T00:29:17Z<p>Drab Emordnilap: /* Other Rules clarifications */</p>
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<div>'''Rogue'''<br />
{{Cardbox|<br />
|Card = Rogue<br />
|Cost = {{Cost|5}}<br />
|Set = Dark Ages<br />
|Type = Action<br />
|Type2 = Attack<br />
<br />
|Illustrator = Jesse Mead<br />
|Text = +{{Cost|2}}<br /><br />
If there are any cards in the trash costing from {{Cost|3}} to {{Cost|6}}, gain one of them. Otherwise, each other player reveals then discards the top 2 cards of his deck, and trashes one of them costing from {{Cost|3}} to {{Cost|6}}.<br />
<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*If there is a card in the trash costing from {{Cost|3}} to {{Cost|6}}, you have to gain one of them; it is not optional.<br />
*You can look through the trash at any time.<br />
*The other players get to see what card you took. The gained card goes into your discard pile.<br />
*Cards with {{Cost|P}} in the cost (from [[Alchemy]]) do not cost from {{Cost|3}} to {{Cost|6}}.<br />
*If there was no card in the trash costing from {{Cost|3}} to {{Cost|6}}, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from {{Cost|3}} to {{Cost|6}} (if possible), and discard the rest. Go in turn order, starting with the player to your left.<br />
<br />
=== Other Rules clarifications ===<br />
*Rogue is an [[Attack]], even if you don't trash any cards with it, so an opponent can reveal a [[Reaction]] (such as [[Secret Chamber]]).<br />
<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Back when, Intrigue had a card called Bandit: "Each other player reveals the top 2 cards of his deck and trashes one. Gain one of the trashed cards." For {{Cost|4}}. So, like a Thief that can steal anything, although the attacked player got to pick what to lose. Like Thief, Bandit would helpfully eat Coppers for your opponents, but at least it threatened to take Provinces later. I tweaked it into a card that cost {{Cost|5}}, looked at the top 3 cards, and only trashed stuff costing from {{Cost|3}} to {{Cost|6}}. Then I took it out of the set. It was slowing games down and did not have that certain something. <br />
<br />
A few years later, I made a new version as what Urchin turned into. It looked at the top two now, still trashing something for from {{Cost|3}} to {{Cost|6}}. This was in the set for a while, then got upped to taking any {{Cost|3}}-{{Cost|6}} card from the trash, not just one that was just trashed. But one day I got too fed up with it. The problem was, it was the kind of attack you might feel like buying to fight itself, only you couldn't - you had to buy Urchins and get them to upgrade, which can take a while when you start on it later. Bandit was normally just a thorn in your side, but some games it would get played a ton and take your stuff and you couldn't even get in on it.<br />
<br />
So, I replaced what Urchin turned into with Mercenary, and made this new Bandit, now a Rogue. He only trashes or gains, not both at once, and he can't trash if there's anything to gain. He does make +{{Cost|2}} though, which makes all the difference. Some games there is stuff in the trash right away, like Hermits, and the Rogue never gets to trash cards, but well that's the kindler gentler Dark Ages that people prefer.|Name=[[Donald X. Vaccarino]] |Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/RogueRogue2012-11-09T00:27:23Z<p>Drab Emordnilap: /* Official FAQ */</p>
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<div>'''Rogue'''<br />
{{Cardbox|<br />
|Card = Rogue<br />
|Cost = {{Cost|5}}<br />
|Set = Dark Ages<br />
|Type = Action<br />
|Type2 = Attack<br />
<br />
|Illustrator = Jesse Mead<br />
|Text = +{{Cost|2}}<br /><br />
If there are any cards in the trash costing from {{Cost|3}} to {{Cost|6}}, gain one of them. Otherwise, each other player reveals then discards the top 2 cards of his deck, and trashes one of them costing from {{Cost|3}} to {{Cost|6}}.<br />
<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*If there is a card in the trash costing from {{Cost|3}} to {{Cost|6}}, you have to gain one of them; it is not optional.<br />
*You can look through the trash at any time.<br />
*The other players get to see what card you took. The gained card goes into your discard pile.<br />
*Cards with {{Cost|P}} in the cost (from [[Alchemy]]) do not cost from {{Cost|3}} to {{Cost|6}}.<br />
*If there was no card in the trash costing from {{Cost|3}} to {{Cost|6}}, you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from {{Cost|3}} to {{Cost|6}} (if possible), and discard the rest. Go in turn order, starting with the player to your left.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Back when, Intrigue had a card called Bandit: "Each other player reveals the top 2 cards of his deck and trashes one. Gain one of the trashed cards." For {{Cost|4}}. So, like a Thief that can steal anything, although the attacked player got to pick what to lose. Like Thief, Bandit would helpfully eat Coppers for your opponents, but at least it threatened to take Provinces later. I tweaked it into a card that cost {{Cost|5}}, looked at the top 3 cards, and only trashed stuff costing from {{Cost|3}} to {{Cost|6}}. Then I took it out of the set. It was slowing games down and did not have that certain something. <br />
<br />
A few years later, I made a new version as what Urchin turned into. It looked at the top two now, still trashing something for from {{Cost|3}} to {{Cost|6}}. This was in the set for a while, then got upped to taking any {{Cost|3}}-{{Cost|6}} card from the trash, not just one that was just trashed. But one day I got too fed up with it. The problem was, it was the kind of attack you might feel like buying to fight itself, only you couldn't - you had to buy Urchins and get them to upgrade, which can take a while when you start on it later. Bandit was normally just a thorn in your side, but some games it would get played a ton and take your stuff and you couldn't even get in on it.<br />
<br />
So, I replaced what Urchin turned into with Mercenary, and made this new Bandit, now a Rogue. He only trashes or gains, not both at once, and he can't trash if there's anything to gain. He does make +{{Cost|2}} though, which makes all the difference. Some games there is stuff in the trash right away, like Hermits, and the Rogue never gets to trash cards, but well that's the kindler gentler Dark Ages that people prefer.|Name=[[Donald X. Vaccarino]] |Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/VentureVenture2012-11-09T00:21:34Z<p>Drab Emordnilap: /* Official FAQ */</p>
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<div>{{Cardbox|<br />
|Card = Venture<br />
|Cost = {{Cost|5}}<br />
|Set = Prosperity<br />
|Type = Treasure<br />
|Illustrator = Lee Smith<br />
|Text = Worth {{Cost|1}}<br/>When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.<br />
}}<br />
<br />
'''Venture''' is a [[Treasure]] card from [[Prosperity]]. When played, it is worth {{Cost|1}}; however, it also [[dig]]s through your deck for a different Treasure and forces you to play it. In a sense, it is the Treasure equivalent of {{card|Peddler}} - it gives +{{cost|1}}, and lets you draw and play an extra Treasure. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*This is a Treasure card worth {{Cost|1}}, like Copper. <br />
*When you play it, you reveal cards from your deck until revealing a Treasure card. <br />
*If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still do not find a Treasure, just discard all of the revealed cards. <br />
*If you do find a Treasure, discard the other cards and play the Treasure.<br />
*If that Treasure does something when played, do that something. For example if Venture finds you another Venture, you reveal cards again. <br />
*Remember that you choose what order to play Treasure cards; for example if you have both Venture and Loan in hand, you can play either one first.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2011/01/05/prosperity-venture/ Original article] by theory<br />
<br />
Venture is one of those {{Cost|5}} “{{card|Silver}}-plus” cards: it’s (almost) guaranteed to be at least worth {{Cost|2}}, but usually provides a little extra. It does best in high-quality Treasure decks, and therefore works well with {{card|Hoard}}, {{card|Platinum}}, {{card|Mint}}, {{card|Moneylender}}, {{card|Spice Merchant}}, and {{card|Mine}}. Even {{card|Loan}} trashing is normally good enough to justify buying Ventures. But even with high-value Treasures, Venture really depends on some kind of early trashing to get going: without it, it’s hard to justify buying Venture when so much other good stuff is at {{Cost|5}}. Mine can sometimes be enough to make Ventures the best {{Cost|5}} buy, as can Venture/{{card|Bank}}. But in general, the card is too weak if you have too many {{card|Copper}}s in your deck.<br />
<br />
Assuming you can get the trashing, Venture’s best feature is its chain reaction ability: if you can get to 5 or 6 Ventures and little other Treasure in your deck (a setup most likely achieved via Mint), then playing any Venture will net you at least {{Cost|5}}, and probably singlehandedly get you a Province.<br />
<br />
Decks that work well with Venture will also benefit strongly from an {{card|Adventurer}}, but in most cases, Venture is probably going to be superior. Although it draws only one Treasure instead of two, Adventurer requires an Action to play and it doesn’t chain onto itself. That being said, Adventurer is more helpful early on, when you don’t have enough Ventures in your deck to reliably chain them together. In addition, Adventurer can be {{card|Throne Room}}ed or {{card|King's Court}}ed (to great effect), but Venture cannot.<br />
<br />
Venture doesn’t play particularly well with [[Alchemy]] and {{card|Potion}}. You’ll rarely want your Ventures to be hitting Potions, since Potion has little place in the kind of [[Big Money]] deck that Venture is best in. Although it can be good for Potion-grabbing if you’re desperate to keep your {{card|Alchemist}} chain going, [[Combo: Alchemist and Herbalist]] is a more reliable way to keep the Potions on your deck.<br />
<br />
Finally, Venture’s deck-cycling power is usually a good one. When you’re improving your deck, you want your cards reshuffled as soon as possible. It’s a bit weaker when you start buying Victory cards (since reshuffling your deck starts to dilute it), but Venture is still helping you find your Treasures amidst the sea of green cards. And it can help you against attacks like {{card|Ghost Ship}} or {{card|Bureaucrat}}: just dump your Victory cards on your deck and use Venture to power through them.<br />
=== Synergies/Combos ===<br />
*Strong early [[trashing]]<br />
*High-quality Treasure decks ({{card|Hoard}}, {{card|Mint}}, {{card|Mine}}, {{card|Platinum}}, {{card|Spice Merchant}}, {{card|Moneylender}}, and even {{card|Loan}})<br />
*Opponents’ {{card|Ghost Ship}} or {{card|Bureaucrat}}<br />
*{{card|Adventurer}}<br />
=== Antisynergies ===<br />
*{{card|Grand Market}}, since it might draw an unwanted Copper<br />
*{{card|Contraband}}, if you didn’t want to draw it<br />
*Opponents’ Copper-giving attacks ({{card|Mountebank}}, {{card|Ambassador}})<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This replaced some other treasure midway through development, but never changed. I thought of doing a "when you play this" treasure that drew you a card, and well you'd be sad if the card wasn't a treasure, so it always is.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Scrying_PoolScrying Pool2012-11-08T05:25:39Z<p>Drab Emordnilap: /* =Case 3: Cursers */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Scrying Pool<br />
|Cost = {{coin|2}}{{P}}<br />
|Set = Alchemy<br />
|Type = Action<br />
<br />
| Type2 = Attack<br />
<br />
|Illustrator = Klemens Franz<br />
|Text = +1 Action<br/>Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn’t an Action. Put all of your revealed cards into your hand.<br />
}}<br />
<br />
'''Scrying Pool''' is an [[Action]]-[[Attack]] card from [[Alchemy]]. When you play Scrying Pool, you first do a {{card|Spy}}-like attack on your opponents and on your own deck, and then draw cards from your deck until you find one which is not an action. If you've trashed all of your starting cards, a single Scrying Pool can even draw your whole deck! <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*First you reveal the top card of each player's deck, and either have them discard it or have them put it back. <br />
*If people care about the order, go clockwise, starting with yourself. <br />
*You make a separate decision for each player. After you finish making those decisions, reveal cards from the top of your deck until you reveal a card that isn't an Action card. <br />
*If you run out of cards without revealing a non-Action card, shuffle your discard pile and keep going. If you have no discard pile left either, stop there. <br />
*Put all of the revealed Action cards into your hand, plus that first non-Action you revealed. If the very first card you revealed was not an Action, that card goes into your hand. <br />
*Cards with multiple types, one of which is Action, are Actions. <br />
*The only cards that go into your hand are the ones revealed as part of revealing cards until finding a non-Action; you do not get discarded cards from the first part of what Scrying Pool did, or cards from other players' decks.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/09/12/alchemy-scrying-pool/ Article] by Powerman, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=3218.0 forum]''<br />
<br />
Scrying Pool’s strength is not immediately obvious. It is not until the first time you see someone chain together some Scrying Pools that you realize, hey, this card is pretty strong. (Also, his turns are really taking a while …) And then you start experimenting with it, and realize that in an engine deck consisting mostly of Actions, Scrying Pool essentially reads “+1 Action, draw as much as you please.” The fact that it is always guaranteed to draw one card is nice, and the Spy effect is just a bonus.<br />
<br />
But there are some traps to look out for.<br />
<br />
===When NOT to buy Scrying Pool===<br />
<br />
====Case 1: Lack of plus actions or many cantrips====<br />
Basically without a [[Village (Card type)]] (or {{card|King's Court}}!), Scrying Pool is useless. Why? Because it really doesn’t matter how many {{card|Witch}}es, {{card|Militia}}s, or {{card|Goons}} you can get in your hand if you can only play one. If the board calls for lots of actions to be played, SP will be able to get those actions in to your hand, but that does not mean they can all get played. Also, many spammable actions helps to increase your action density quickly.<br />
<br />
====Case 2: Lack of (some) [[trashing]]====<br />
Your deck starts out with 10 non-actions, plus the potion you have to pick up, so at a minimum you will have at least 11 cards that SP doesn’t like (and usually more!). Without trashing any of them, that means for 1 of your top 2 cards to have a 75% chance of being an action (therefore drawing 2 cards), you need to have 11 actions in addition to the SP already in your hand. For a 50% chance, you need roughly 6 action cards in your deck. That means to have a 50% chance of this card being a {{card|Laboratory}}, you need 11 actions in your deck. That is a slow build up!<br />
<br />
Now, maybe you can get by with a little lack of trashing, but Scrying Pool definitely gets swamped when it sees...<br />
<br />
====Case 3: [[Curser]]s====<br />
This is an obvious counter to SP because more junk means less action density. Basically for every Curse added to your deck, you need to add that many extra actions to compensate. Needless to say, {{card|Mountebank}} is especially bad because those Coppers might as well be an extra Curse!<br />
<br />
====Case 4: Lack of virtual {{coin|}}====<br />
Obviously if you want your deck to be mostly Actions, you want to keep your [[Treasure]] count to a minimum. But you still need to buy cards, so having a way to generate {{coin|}} from action cards is HUGE for Scrying Pool. Without anyway to generate {{coin|}} from Actions, you have to add treasures which just further dilutes your action density.<br />
<br />
====Case 5: Lack of +Buy====<br />
This alone is not enough to avoid SP, but it should make you think twice. Why? First off, without an extra Buy (or gain) you can only add one Action to your deck per turn, which means building up to a good density of Actions will be slow, especially when you want to get numerous SP’s, so your Potion turns pretty much are dedicated to that early. Secondly, a SP engine is often slower than the fastest other options, so you are likely to fall behind to a good opponent. With a +Buy, this isn’t a problem because it is easy to get to {{coin|13}} or {{coin|16}}. But without? It can be awfully difficult to make up the lost time.<br />
<br />
====Case 6: Very quick games===<br />
I’m looking at you {{Card|Jack of All Trades}} (or {{card|Wharf}})! The idea behind this being if your opponent is hitting their 4th {{card|Province}} by turn 12, SP is just going to be too slow. So Jack of All Trades, Wharf, {{card|Masquerade}}, or other cards which lead to very fast games do not bode very well for the SP player.<br />
<br />
With all of these out of the way, what should you look for? When should you buy a Scrying Pool?<br />
<br />
===When to buy Scrying Pool===<br />
<br />
====Case 1: Cheap [[Cantrip]]s====<br />
Scrying Pool basically adds +1 card to all actions, because you draw the actions up until the Victory/Treasure card, so it adds 1 to your hand size. This means that your {{card|Pearl Diver}}s, {{card|Great Hall}}s, and {{card|Spy|Spies}} all become {{card|Laboratory|Laboratories}}. The best ones here are {{card|Village}} (gives +action), {{card|Pawn}} (can give +Buy OR +{{coin|1}}), {{card|Conspirator}} (gives +{{coin|2}} and is trivial to activate) and {{card|Haven}} (can save extra SP’s if you draw your whole deck) because they are cheap (easy to mass) and give a fringe benefit.<br />
<br />
====Case 2: Light Trashing====<br />
I say light trashing, because if you have really good trashing then you don’t really need the Scrying Pool to draw your deck. However, with slower/lighter trashing, SP should be enhanced more than other strategies. Good options here are {{card|Moneylender}} and {{card|Spice merchant}} (getting rid of your starting coppers should be enough to quickly get through your whole deck), {{card|Salvager}} (although getting rid of your Estates might not be enough, the +Buy is a good addition), {{card|Forager}} (gives +Buy and some +{{coin|}}), and {{card|Trading Post}} (Turning your 10 starting cards into 5 {{card|Silvers}} helps eliminate enough junk to cycle through your deck, but also gives you enough economy to buy things).<br />
<br />
====Case 3: Hand Size Reducers====<br />
SP is a great counter to Militia, Goons, etc. because discarding the 2 cards will rarely hurt you if you have a SP in hand, as you will quickly be drawing through your whole deck. Additionally, because you will be cycling extremely quickly, you can play YOUR Militia every turn and make your opponent play 3 card hands. Good trade off!<br />
<br />
====Case 4: {{card|Vault}}, {{card|Secret Chamber}}, {{card|Storeroom}}====<br />
Vault (or Secret Chamber, or Storeroom) and SP are a great combination. Why? Assuming you have some +Actions/+Buy, the general strategies is to draw all of your Actions with a Scrying Pool, discard them for {{coin|}}, and then play another SP to redraw them all. This can be repeated a few times, and then your other actions can be played out like normal, leading to huge turns.<br />
<br />
====Case 5: Vineyards (and Fairgrounds)====<br />
The things that make SP bad are it is often slow, it needs to avoid many Treasure cards, and you have to buy a Potion. If only a card existed that combined these to give VP to allow for comebacks…<br />
<br />
Vineyards are Donald X.’s gifts to Scrying Pool players. The idea being you can fall behind, but because you will have so many actions, buying Vineyards can easily be worth as much or more than Provinces. If you can avoid Provinces altogether, it will be very difficult for most strategies to buy all 8 of them. Fairgrounds deserve an honorable mention, because any time you have a Potion cost card it is not too difficult to get them worth 6 VP, and they will almost always be worth 4 VP.<br />
<br />
====Case 6: Colonies====<br />
Colonies mean two things good for SP players: more victory points available, and a longer game. This means that it will take longer for your opponent to get their strategy together, but it will only take a SP player maybe 1 or 2 turns longer for Colonies than Provinces.<br />
<br />
===Playing with Scrying Pool===<br />
<br />
====Case 1: Spying your deck====<br />
It’s one thing to know when to buy SP, but it’s another to know how to use it. For your deck, always keep an action on top, even if you don’t plan to use it. Out of coppers but have a Moneylender on top? Don’t discard it, just draw it instead! Assuming you show a Victory card, discard it. Those are the easy ones. Treasures are a little more difficult. Coppers should almost always be discarded, as your next card should be better. Silvers/Golds… you probably shouldn’t have many of these in your deck, but if you think you ABSOLUTELY need the cash, keep it and buy the card you need. Potions, if it’s early and you need more SP’s keep it on top, otherwise discard it as it won’t do you any good.<br />
<br />
====Case 2: Spying your opponent’s deck====<br />
Obviously, your goal is to both skip a good card from your opponent’s deck, and leave a bad one on top. But what is a bad card? Well, it depends what strategy they’re doing. If they are doing a SP deck too, ask yourself if you would discard it from your own deck, and you should probably do the opposite. If they are going more of a [[Big Money]] deck, try and guess what their average money density, and then get rid of it if is higher. A good synergy with Scrying Pool is cards (namely other attacks) that benefit from knowing what is on your opponent’s deck. Have a {{card|Saboteur}} in hand? Keep flipping your opponents cards until a Province is on top. Have a {{card|Jester}}? Wait for a card that helps you (i.e., a good Action) and leave that on top OR put a Victory card and give them a curse. This works better than say, Spy/Jester because Scrying Pools are much, much better than Spies.<br />
<br />
====Case 3: How many Scrying Pools to buy?====<br />
The easy answer to say would be “as many as possible” and you can’t go wrong with getting more. However, there is an opportunity cost. With the help of {{card|Scheme}}, or other cards to make sure you start with a SP in hand, you probably are fine with only 2-3 of them. However, as you start greening, every additional SP limits the chance of your engine stalling. Plus because it has a relatively low cost of 2P, it is easy on Province turns (assuming you have +Buy) to pick one up even late in the game.<br />
<br />
====Case 4: When to buy Victory Cards====<br />
With Scrying Pool, you are almost certain to fall behind a more traditional strategy early. Hopefully you will be able to set up your engine quickly so that this lead will only be ~2 provinces, but with +Buy, falling behind is not necessarily a big deal. But when should you jump into the greens? Well, with alternate Victory cards you can wait a little longer as that gives you a bigger pool of points to choose from. The exceptions being {{card|Nobles}}, {{card|Great Hall}}, and {{card|Island}}, as they still count as actions so buying them early actively helps your deck as well as giving you a VP boost. But what if there are no alternate VP cards? The simple answer is there is no perfect time to green — it depends on the board. But a rule of thumb can be wait as long as you can. In general waiting to make your first green turn a double (or triple) province, is a good idea, but obviously if your opponent is going too quickly you might need to simply settle for a 1 province turn.<br />
<br />
====Case 5: Other Potion Cards====<br />
Obviously buying a Scrying Pool requires you having a Potion in your deck, so other Potion cards that are either too weak or slow to buy a potion on their own now become an option. {{card|Possession}} can easily be played every turn, and the opportunity cost is much lower if you already have a Potion in your deck. Vineyards (as mentioned above) don’t require the potion buy – you already have it for the SP! Even {{card|Transmute}} isn’t bad; it can turn Coppers into Actions and Estates into Golds; both of which are great ways to juice a SP deck. Eventually, SP decks tend to have a hand or two where either they have 1P or they want to use all their {{coin|}} on something big (like a KC) and have a {{P}} and a +buy left over.<br />
<br />
{{card|Apothecary}} can be good in lieu of good copper trashing, as it can clear off your non-Action cards while building your economy. Another Alchemy card that can be good with SP is {{card|Herbalist}} — it provides a +Buy, and it lets you return your Potion to your hand early to quickly get SP’s. The Alchemy cards that don’t work well with SP are {{card|Philosopher's Stone}} (no deck left!) and {{card|Familiar}} (Curses!). {{card|Alchemist}} and {{card|Golem}} don’t hurt SP, but might not be worth the buy if you can already draw your deck.<br />
<br />
====Case 6: Manipulating your Draw Deck====<br />
Vault/Secret Chamber/Storeroom, as mentioned above, is one example of this. When your whole deck is drawn, and you Vault away all your Actions except one Scrying Pool, it is guaranteed to draw all those Actions right back into your hand. {{card|Warehouse}} and other sifters play a critical role in helping you separate the Actions from the junk in your deck.<br />
=== Synergies/Combos ===<br />
*Hand Size Reducers, like {{Card|Militia}} and {{Card|Goons}}<br><br />
*{{Card|Colony}}<br><br />
*Cards that like big hands, like {{Card|Vault}}, {{Card|Secret Chamber}} and {{Card|Storeroom}}<br><br />
*Cheap non-terminal cards that produce money, especially {{Card|Conspirator}} and {{Card|Peddler}}<br><br />
*Light trashing, such as {{Card|Moneylender}} and {{Card|Trading Post}}<br><br />
*{{Card|Vineyard}}<br><br />
*Other Deck-Inspection Attacks, like {{Card|Jester}} and {{Card|Saboteur}}<br><br />
*{{Card|Outpost}}<br><br />
*Other Potion Cards<br><br />
<br />
=== Antisynergies ===<br />
*Fast games, so cards such as {{Card|Jack of all Trades}} and {{Card|Masquerade}}<Br><br />
*Few cheap actions to pick up<Br><br />
*No +Buy/ +Actions<Br><br />
*Cursers, especially {{Card|Mountebank}}<Br><br />
<br />
== Trivia ==<br />
=== Card Art ===<br />
{{Quote<br />
|Text=Village can be seen in the scrying pool.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=This started out costing {{coin|3}}, without the Spy part. That version was ridiculous. It seemed like it would work with potion in the cost though. And it did! Then an attack in the set didn't work out, and the card I wanted to replace it with wasn't an attack. The names had already been sent to the artists, due to the tight schedule; I had to pick something else in the set and graft an attack onto it, and it had to be something where the name made some sort of sense with that. Scrying Pool was that card. I grafted Spy onto it and well there it is. It's a decent fit, as the rest of the card cares about the top of your deck, and it's Spy with the spying before the drawing, which is something. It's pretty wordy though, and I didn't realize that some people would look at this and think "oh it's a Spy variant" rather than "oh it draws you lots of actions and I guess also spies." It's not just a Spy variant guys. There is a mistake in the FAQ for this card. There's the bit where it explains what happens if you run out of cards before finding your non-action, only it says "action" instead. The card itself has it right. The Korean translator found this mistake; you other translators could learn a lot from that guy. Actually I think the German translator also found something, but he found his thing in time for us to fix it. The Korean translator could learn a lot from him.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 The Secret History of the Alchemy Cards]<br />
}}<br />
<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/King%27s_CourtKing's Court2012-11-06T20:12:30Z<p>Drab Emordnilap: </p>
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<div><br />
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{{Cleanup|Reason=A higher quality card image.}}<br />
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<br />
{{Cardbox|<br />
|Card = King's Court<br />
|Cost = {{coin|7}}<br />
|Set = Prosperity<br />
|Type = Action<br />
<br />
|Illustrator = Dennis Lohausen<br />
|Text = You may choose an Action card in your hand. Play it three times.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*This is similar to Throne Room (from Dominion), but plays the Action three times rather than twice. <br />
*You pick another Action card in your hand, play it, play it again, and play it a third time. <br />
*This does not use up any extra Actions you were allowed to play due to cards like Worker's Village - King's Court itself uses up one Action and that is it. <br />
*You cannot play any other cards in between resolving the King's Court-ed Action card multiple times, unless that Action card specifically tells you to (such as<br />
*King's Court itself does). <br />
*If you King's Court a King's Court, you will play three different Actions after that, playing each one of them three times - you do not play one Action nine times. <br />
*If you King's Court a card that gives you +1 Action, such as Grand Market, you will end up with 3 Actions left afterwards, not the 1 Action you would have if you just played three Grand Markets.<br />
<br />
=== Other Rules clarifications ===<br />
Only the King's Court directly modifying a Duration card stays out with the Duration. For instance, if you play KC, KC, KC, Wharf, Wharf, Wharf, only one KC stays out. However, if you play KC, KC, Wharf, KC, Wharf, Wharf, two KC's will need to stay out since one KC was used to modify the first Wharf and another KC was used to modify the second and third Wharves.<br />
<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally it cost {{coin|5}}, then {{coin|6}}. Of course Throne Room originally cost {{coin|3}}. King's Court got "you may" at the last minute. Throne Room should say "you may," because what if you want to play it for some reason (making Peddler cheaper for example) but don't want to play the only other action in your hand (a card-trasher of some kind say)? The card doesn't keep you honest, like (most) other cards do. And "you may" is a lot less text than "or reveals a hand with no actions," which would also look weird. Anyway it's too late for Throne Room. Should King's Court match Throne Room, or have the fix? It matched until near the end. Man, why not use the fix? That's what I think.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/ProsperityProsperity2012-11-06T20:10:44Z<p>Drab Emordnilap: /* Cornucopia on DS.com and F.DS.com */</p>
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<div>{{Setbox|<br />
|Set = Prosperity<br />
|Type = Expansion<br />
|Cards = 300 (25 Kingdom Cards)<br />
|Material = {{Card|Trade Route}} tokens, {{VP}} [[VP token|token]], mats<br />
|Theme = Expensive cards, alternative treasures<br />
|Release Date = October 2010<br />
|Official Rulebook = [http://www.riograndegames.com/uploads/Game/Game_361_gameRules.pdf PDF]<br />
}}<br />
<br />
Prosperity is the 4th Dominion expansion, released in June 2011. The basic theme of the set is wealth (prosperity!) and victory point chips, featuring cards that are expensive, able to generate large amounts of coin, or generate victory point chips. It is a full size expansion, and it is best known for featuring a variety of powerful game changing cards. Prosperity is a unique set as it is the only expansion to feature cards costing more than {{coin|6}}, it has the highest average card cost of all expansions, and it introduces two new basic supply cards. ({{Card|Colony}} and {{Card|Platinum}}) <br />
<br />
==Contents==<br />
===Basic Supply Cards===<br />
{{coin|9}} {{Card|Platinum}}<br />
<br>{{coin|11}} {{Card|Colony}}<br />
*Platinum and Colony are not used in every game, unless that game includes only Kingdom Cards from Prosperity. Otherwise, their use should be determined based on the proportion of Prosperity and non-Prosperity cards in use.<br />
*Either Platinum and Colony are both used, or neither is used.<br />
*Games using Platinum and Colony have another ending condition in addition to the usual ones: at the end of each turn, if the [[Supply]] pile of Colony cards is empty, the game ends.<br />
===Kingdom Cards===<br />
{{coin|3}} {{Card|Loan}}, {{Card|Trade Route}}, {{Card|Watchtower}}<br />
<br>{{coin|4}} {{Card|Bishop}}, {{Card|Monument}}, {{Card|Quarry}}, {{Card|Talisman}}, {{Card|Worker's Village}}<br />
<br>{{coin|5}} {{Card|City}}, {{Card|Contraband}}, {{Card|Counting House}}, {{Card|Mint}}, {{Card|Mountebank}}, {{Card|Rabble}}, {{Card|Royal Seal}}, {{Card|Vault}}, {{Card|Venture}} <br />
<br>{{coin|6}} {{Card|Goons}}, {{Card|Grand Market}}, {{Card|Hoard}}<br />
<br>{{coin|7}} {{Card|Bank}}, {{Card|Expand}}, {{Card|Forge}}, {{Card|King's Court}}<br />
<br>{{coin|8}} {{Card|Peddler}}<br />
===Additional Materials ===<br />
*Victory Point Tokens, Trade Route Tokens, Mats<br />
<br />
==Flavor Text== <br />
{{Quote|<br />
|Text=Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://www.riograndegames.com/games.html?id=361 the Dominion rulebook]<br />
}}<br />
== Cards Which Exhibit The Prosperity Theme ==<br />
*{{Card|Bank}} - With large card draw Bank is capable of generating very large amounts of money.<br />
*{{Card|Expand}} - Trash your low cost cards for far nicer high cost cards.<br />
*{{Card|Goons}} - Goons is a high cost attack which attacks, provides coin, and generates VP chips.<br />
*{{Card|Grand Market}} - A wealthier version of {{Card|Market}} both in effect when played and means needed to purchase it.<br />
*{{Card|King's Court}} - One of the games most powerful cards, it is often single-handedly able to support engines.<br />
<br />
== Impact of Prosperity ==<br />
<br />
=== Game Changing Cards ===<br />
Prosperity is filled with incredibly powerful cards which often dominate the games they are a part of. Some of these include:<br />
*{{Card|City}} - Level 2 Cities are fantastic cards, offering +Actions, +Cards, and +$. <br />
*{{Card|Goons}} - The VP chips and +Buy make Goons viable in both BM and engine games. Goons is capable of producing obscene scores well over 100 points.<br />
*{{Card|Grand Market}} - A powerful [[cantrip]] which players will often rush to grab.<br />
*{{Card|King's Court}} - Being able to play a card 3 times is invaluable, and players will often gladly trade a {{Card|Province}} buy to grab a King's Court.<br />
*{{Card|Mountebank}} - One of the most powerful attacks in the game, it is capable of damaging an opponent's deck even after the {{Card|Curse}} pile empties.<br />
<br />
=== Colonies and Platinum ===<br />
Colonies and Platinum impact the games they are present in in a variety of ways.<br />
*Longer Games - Colony games typically last longer than {{Card|Province}} games, as it is more difficult to build to the $11 required to buy a Colony. <br />
*Engine Viability - Because games are typically longer, engines tend to be more viable than BM strategies in Colony games.<br />
*Alternate VP - Alternate VP are typically less viable in Colony games, as the 10VP of a Colony is often large enough to offset the massed VP you will see from cards such as Dukes, Gardens, or Silk Roads.<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
*Rather than a card-by-card breakdown, Prosperity's Secret History was originally written as a version-by-version look at the set as a whole. That version can still be viewed [http://forum.dominionstrategy.com/index.php?topic=119.0 here], but Donald X. has provided it to the community in the same format as the other Histories to accomodate this wiki. [http://forum.dominionstrategy.com/index.php?topic=5231.msg126311#msg126311]<br />
<br />
{{Quote<br />
|Text=As part of my ongoing effort to endlessly document Prosperity, here is a new intro.<br />
<br />
I made Dominion. It gradually got more cards. One day I divided up the cards into a main set, a first expansion, and a second expansion. Then I moved on! My friends just wanted to play Dominion though. Okay; I could make some more Dominion expansions.<br />
<br />
I asked my friend Molly if there was a theme she'd like to see. She said "spendy." And spendy I gave her.<br />
<br />
Initially the set's themes were: spendy, in particular Platinum/Colony; cards caring about treasures; treasures that did something when spent; and actions that let you spend money to do things. At the time the set was just 18 cards, including Platinum/Colony. Intrigue and Seaside/Hinterlands were both 15, but counting Platinum/Colony in 15 cards seemed too small, and then a page holds 9 cards. So, 18. Then I decided the sets were too small and upped them all to 20; then during work on the published version I tried all of the sets at 16 cards briefly, then finally up to 25.<br />
<br />
The spendy theme got fleshed out by having four cards costing {{coin|7}}, and nothing costing {{coin|2}}. Seaside got extra {{coin|2}}'s to compensate. Cards caring about treasures remained a minor theme. I added more treasures that did things, but changed "when spent" to "when played," to deal with rules questions, while having some treasures do things "while in play." The actions that let you spend money died; they weren't compelling and anyway Black Market confused some people.<br />
<br />
I added a non-attack interaction subtheme. The set needed interaction, like any set, but it had trouble with attacks. Attacks slow down the game and push you away from buying Colonies. But this is the set with Colonies, you want those to be reachable. So in the end the set only has 3 attacks, but it has 5 non-attacks that interact (not counting Watchtower).<br />
<br />
I also added the VP tokens. Monument hadn't always been in the set, and then at one point left, tentatively slated for Dark Ages. I brought it back as a thing people liked that seemed to fit well. I knew tokens would be used for Monument, and also that people would be disappointed if it was the only card that used them (Seaside just had one use per token type because the set did not originally use tokens). In the end I managed to have three cards that used them.<br />
<br />
Prosperity was initially the third expansion. Around the time work on it was almost done, it turned out that the powers that be wanted small expansions, and could the next one be small? So Prosperity got put on hold while I worked on Alchemy. This gave it extra time to get extra polished. Bishop and Goons came out of that period, and various small tweaks.<br />
<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.msg128923#msg128923 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
== Recommended Sets of 10 ==<br />
=== Prosperity Only ===<br />
*Beginners - Bank, Counting House, Expand, Goons, Monument, Rabble, Royal Seal, Venture, Watchtower, Worker's Village<br />
*Friendly Interactive - Bishop, City, Contraband, Forge, Hoard, Peddler, Royal Seal, Trade Route, Vault, Worker's Village<br />
*Big Actions - City, Expand, Grand Market, King's Court, Loan, Mint, Quarry, Rabble, Talisman, Vault<br />
=== Prosperity & Dominion ===<br />
*Biggest Money - Bank, Grand Market, Mint, Royal Seal, Venture / Adventurer, Laboratory, Mine, Moneylender, Spy<br />
*The King's Army - Expand, Goons, King's Court, Rabble, Vault / Bureaucrat, Council Room, Moat, Spy, Village<br />
*The Good Life - Contraband, Counting House, Hoard, Monument, Mountebank / Bureaucrat, Cellar, Chancellor, Gardens, Village<br />
=== Prosperity & Intrigue ===<br />
*Paths to Victory - Bishop, Counting House, Goons, Monument, Peddler / Baron, Harem, Pawn, Shanty Town, Upgrade<br />
*All Along the Watchtower - Hoard, Talisman, Trade Route, Vault, Watchtower / Bridge, Great Hall, Mining Village, Pawn, Torturer<br />
*Lucky Seven - Bank, Expand, Forge, King's Court, Vault / Bridge, Coppersmith, Swindler, Tribute, Wishing Well<br />
=== Prosperity & Hinterlands ===<br />
*Instant Gratification - Bishop, Expand, Hoard, Mint, Watchtower / Farmland, Haggler, Ill-Gotten Gains, Noble Brigand, Trader<br />
* Treasure Trove - Bank, Monument, Royal Seal, Trade Route, Venture / Cache, Develop, Fool's Gold, Ill-Gotten Gains, Mandarin<br />
<br />
== Prosperity on DS.com and F.DS.com ==<br />
=== DominionStrategy.com ===<br />
<br />
{{Template:Navbox expansions}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/King%27s_CourtKing's Court2012-11-06T20:07:19Z<p>Drab Emordnilap: </p>
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<div><br />
<br />
{{Messagebox|Message=Request: A higher quality card image.|Color:blue|Category:Short Article}}<br />
<br />
<br />
{{Cardbox|<br />
|Card = King's Court<br />
|Cost = {{coin|7}}<br />
|Set = Prosperity<br />
|Type = Action<br />
<br />
|Illustrator = Dennis Lohausen<br />
|Text = You may choose an Action card in your hand. Play it three times.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*This is similar to Throne Room (from Dominion), but plays the Action three times rather than twice. <br />
*You pick another Action card in your hand, play it, play it again, and play it a third time. <br />
*This does not use up any extra Actions you were allowed to play due to cards like Worker's Village - King's Court itself uses up one Action and that is it. <br />
*You cannot play any other cards in between resolving the King's Court-ed Action card multiple times, unless that Action card specifically tells you to (such as<br />
*King's Court itself does). <br />
*If you King's Court a King's Court, you will play three different Actions after that, playing each one of them three times - you do not play one Action nine times. <br />
*If you King's Court a card that gives you +1 Action, such as Grand Market, you will end up with 3 Actions left afterwards, not the 1 Action you would have if you just played three Grand Markets.<br />
<br />
=== Other Rules clarifications ===<br />
Only the King's Court directly modifying a Duration card stays out with the Duration. For instance, if you play KC, KC, KC, Wharf, Wharf, Wharf, only one KC stays out. However, if you play KC, KC, Wharf, KC, Wharf, Wharf, two KC's will need to stay out since one KC was used to modify the first Wharf and another KC was used to modify the second and third Wharves.<br />
<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally it cost {{coin|5}}, then {{coin|6}}. Of course Throne Room originally cost {{coin|3}}. King's Court got "you may" at the last minute. Throne Room should say "you may," because what if you want to play it for some reason (making Peddler cheaper for example) but don't want to play the only other action in your hand (a card-trasher of some kind say)? The card doesn't keep you honest, like (most) other cards do. And "you may" is a lot less text than "or reveals a hand with no actions," which would also look weird. Anyway it's too late for Throne Room. Should King's Court match Throne Room, or have the fix? It matched until near the end. Man, why not use the fix? That's what I think.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/ForgeForge2012-11-06T20:03:43Z<p>Drab Emordnilap: /* Official FAQ */ Fixed Potion Template</p>
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<div>{{Cardbox|<br />
|Card = Forge<br />
|Cost = {{coin|7}}<br />
|Set = Prosperity<br />
|Type = Action<br />
<br />
|Illustrator = Martin Hoffmann<br />
|Text = Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.<br />
}}<br />
<br />
'''Forge''' is an [[Action]] card from [[Prosperity]]. It can be a powerful [[trasher]] and [[remodeler]], but it is often hampered by its high cost and relative lack of flexibility.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
"Any number" includes zero. <br />
If you trash no cards, you have to gain a card costing {{Coin|0}} if you can. <br />
This is different from how cards like Expand work if you do not trash anything, because Forge looks at the total, not at any one card's cost. <br />
If there is no card at the required cost, you do not gain a card. <br />
The card you gain comes from the Supply and is put into your discard pile. <br />
{{P}} symbols (on cards from Dominion: Alchemy) are not added, and the card you gain cannot have a {{P}} symbol in its cost.<br />
<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally cost {{coin|5}}, then {{coin|6}}. The "in coins" clause was added late, to simplify Alchemy interactions.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/ForgeForge2012-11-06T20:03:17Z<p>Drab Emordnilap: /* Official FAQ */ Fixed Potion Template</p>
<hr />
<div>{{Cardbox|<br />
|Card = Forge<br />
|Cost = {{coin|7}}<br />
|Set = Prosperity<br />
|Type = Action<br />
<br />
|Illustrator = Martin Hoffmann<br />
|Text = Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.<br />
}}<br />
<br />
'''Forge''' is an [[Action]] card from [[Prosperity]]. It can be a powerful [[trasher]] and [[remodeler]], but it is often hampered by its high cost and relative lack of flexibility.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
"Any number" includes zero. <br />
If you trash no cards, you have to gain a card costing {{Coin|0}} if you can. <br />
This is different from how cards like Expand work if you do not trash anything, because Forge looks at the total, not at any one card's cost. <br />
If there is no card at the required cost, you do not gain a card. <br />
The card you gain comes from the Supply and is put into your discard pile. <br />
{{P}} symbols (on cards from Dominion: Alchemy) are not added, and the card you gain cannot have a {{Potion}} symbol in its cost.<br />
<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally cost {{coin|5}}, then {{coin|6}}. The "in coins" clause was added late, to simplify Alchemy interactions.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/BishopBishop2012-11-06T20:02:42Z<p>Drab Emordnilap: Fixed {{P}} Template</p>
<hr />
<div>{{Cardbox|<br />
|Card = Bishop<br />
|Cost = {{coin|4}}<br />
|Set = Prosperity<br />
|Type = Action<br />
<br />
|Illustrator = Rom<br />
|Text = +{{coin|1}}<br/>+1 {{VP}}<br/>Trash a card from your hand. + {{VP}} equal to half its cost in coins, rounded down. Each other player may trash a card from his hand.<br />
}}<br />
'''Bishop''' is an [[Action]] card from [[Prosperity]]. It is one of three cards which utilize [[VP token]]s, along with {{Card|Goons}} and {{Card|Monument}}. Bishop allows you to [[trash]] a card and gain points proportional to its cost, but allows your opponents to trash a card as well, which can potentially be highly valuable to them in setting up a strong [[engine]] quickly. Bishop can enable a strategy known as the [[Golden Deck]], wherein each turn you trash one {{Card|Province}} with Bishop and have enough coin to buy another, scoring +5 {{VP}} for each one trashed, until the Province supply is exhausted and the game ends.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*Trashing a card is optional for the other players but mandatory for you. <br />
*If players care about the order things happen for this, you trash a card first, then each other player may trash a card, in turn order. <br />
*Only the player who played Bishop can get {{VP}} tokens from it. <br />
*{{P}} in costs is ignored, for example if you trash Golem (from Dominion: Alchemy), which costs {{Coin|4}}{{Potion}}, you get 3{{VP}} total (counting the 1{{VP}} you always get from Bishop). <br />
*If you have no cards left in hand to trash, you still get the {{Coin|1}} and 1{{VP}}.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/18/prosperity-bishop/ Original article] by theory<br />
<br />
There’s two ways to view Bishop. The first is by lumping it with Salvager and Remodel, as a 4-cost, single-card trasher that provides some kind of benefit. (In this sense, Island is a bit like a one-time version of Bishop: it provides 2 {{VP}} + the value of the Island card, but Bishop’s ability scales upward and can be used multiple times.) From this vantage, Bishop is just another deck-trimmer that isn’t quite as fast as Chapel but provides a little ancillary benefit while trashing. Its +{{coin|1}} is more useful than one might think; the worst possible opening draw with Salvager is 4 Coppers and 1 Salvager, especially if there are key {{coin|4}} cards to buy. Bishop doesn’t have this problem.<br />
<br />
The alternative is to view Bishop with Goons and/or Monument as a different strategy altogether. This approach eschews Victory cards, instead focusing on buying crappy cards with Goons for VP tokens, then trashing them with Bishop for more VP tokens. If your opponent can’t end the game, you can happily collect {{VP}} in perpetuity. This approach depends heavily on +Actions and some way to get through your deck.<br />
<br />
Alternatively, with Talisman or Hoard, you can gain a ton of fuel for your Bishops. Trashing Estates and Duchies with Bishop is usually a win-win—you (mostly) break even on VP, while trimming your deck. Trashing Provinces is a little risky, though perhaps worth it if you can do it early enough.<br />
<br />
Bishop is worst when you have weighed down your opponents with Curses and Coppers, since they derive more benefit than you out of the trashing. Similarly, in the early game, there’s often a tension over who has to buy Bishop. This is because if there are other useful {{coin|4}} cards (or other, more important terminal Actions of any cost), then neither side wants to be the one who buys the Bishop, letting the other player trim his deck for free. It’s a bit of a prisoner’s dilemma.<br />
<br />
Bishop is also central to a class of strategies called the [[Golden Deck]]. In a Golden Deck, the goal is to trash your hand down to the point where you can guarantee that you'll be able to trash a Province or Colony each turn while buying a new one to replace it, thus netting 5 or 6 points per turn while draining the respective VP pile very quickly. The trashing from Bishop is too slow to achieve this on its own, but when paired with another strong trasher like Chapel, it can be done very quickly. <br />
=== Synergies/Combos ===<br />
*Chapel<br />
*Goons, as part of an overall {{VP}} strategy<br />
*Bridge / Peddler / Quarry, because of the cost differential (buy a Peddler for {{coin|0}}, trash it for 4 VP)<br />
*Hoard (sample game) or Talisman, for Bishop fodder<br />
*Loan, which can clear out Coppers for the Bishop (see sample game)<br />
=== Antisynergies ===<br />
*Opponents’ handsize-reduction attacks (e.g., Militia)<br />
*Your own Curse-giving attacks<br />
*Odd-cost cards<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=When Prosperity got delayed, I got extra time to make changes. I decided, why not take out the worst card? At the same time I wanted more cards that used the VP tokens, so they'd seem less gratuitous. I tried a few different cards in this slot and liked Bishop the best.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/EmbassyEmbassy2012-11-05T22:53:49Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Embassy<br />
|Cost = 5<br />
|Set = Hinterlands<br />
|Type = Action<br />
<br />
|Illustrator = Marco Morte<br />
|Text = +5 Cards<br/>Discard 3 cards<br/><br />
----<br />
''When you gain this, each other player gains a Silver.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*When you play this, you draw five cards, then discard three cards. The cards you discard can be ones that were in your hand and/or ones you just drew.<br />
*You discard three cards if able, even if you were unable to draw the full five cards (due to not having enough cards in your deck and discard pile). If you do not have three cards to discard, you discard as many as you can.<br />
*When you gain this, each other player gains a [[Silver]]. Players only gain [[Silver]]s when you gain this, not when you play this.<br />
*They gain [[Silver]]s whether you gained Embassy due to buying it, or gained it some other way.<br />
*Gaining [[Silver]]s is not optional for them.<br />
*The [[Silver]]s come from the [[Supply]]. If there are not enough [[Silver]]s left to go around, deal them out in turn order, starting with the player to the left of the player who gained Embassy.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I had had "draw five discard three" in Prosperity a long time ago. It had been too strong, but it didn't seem like it needed much to make it acceptable, so a when-gain penalty was a good fit. Giving the other players a Silver doesn't matter much in the long run, but on turn one it's significant.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Template:Navbox_CardsTemplate:Navbox Cards2012-11-05T21:42:16Z<p>Drab Emordnilap: </p>
<hr />
<div>{{Navbox|Title=Dominion [[Card | Cards]]|Group1=[[Dominion]]|List1=<br />
'''$2''' [[Cellar]] • [[Chapel]] • [[Moat]] '''$3''' [[Chancellor]] • [[Village]] • [[Woodcutter]] • [[Workshop]] '''$4''' [[Bureaucrat]] • [[Feast]] • [[Gardens]] • [[Militia]] • [[Moneylender]] • [[Remodel]] • [[Smithy]] • [[Spy]] • [[Thief]] • [[Throne Room]] '''$5''' [[Council Room]] • [[Festival]] • [[Laboratory]] • [[Library]] • [[Market]] • [[Mine]] • [[Witch]] '''$6''' [[Adventurer]]|Group2=[[Intrigue]]|List2=<br />
'''$2''' [[Courtyard]] • [[Pawn]] • [[Secret Chamber]] '''$3''' [[Great Hall]] • [[Masquerade]] • [[Shanty Town]] • [[Steward]] • [[Swindler]] • [[Wishing Well]] '''$4''' [[Baron]] • [[Bridge]] • [[Conspirator]] • [[Coppersmith]] • [[Ironworks]] • [[Mining Village]] • [[Scout]] '''$5''' [[Duke]] • [[Minion]] • [[Saboteur]] • [[Torturer]] • [[Trading Post]] • [[Tribute]] • [[Upgrade]] '''$6''' [[Harem]] • [[Nobles]]|Group3=[[Seaside]]|List3=<br />
'''$2''' [[Embargo]] • [[Haven]] • [[Lighthouse]] • [[Native Village]] • [[Pearl Diver]] '''$3''' [[Ambassador]] • [[Fishing Village]] • [[Lookout]] • [[Smugglers]] • [[Warehouse]] '''$4''' [[Caravan]] • [[Cutpurse]] • [[Island]] • [[Navigator]] • [[Pirate Ship]] • [[Salvager]] • [[Sea Hag]] • [[Treasure Map]] '''$5''' [[Bazaar]] • [[Explorer]] • [[Ghost Ship]] • [[Merchant Ship]] • [[Outpost]] • [[Tactician]] • [[Treasury]] • [[Wharf]]|Group4=[[Alchemy]]|List4=<br />
'''$2''' [[Herbalist]] '''$5''' [[Apprentice]] '''$◉''' [[Transmute]] • [[Vineyard]] '''$2◉''' [[Apothecary]] • [[Scrying Pool]] • [[University]] '''$3◉''' [[Alchemist]] • [[Familiar]] • [[Philosopher's Stone]] '''$4◉''' [[Golem]] '''$6◉''' [[Possession]] |Group5=[[Prosperity]]|List5=<br />
'''$3''' [[Loan]] • [[Trade Route]] • [[Watchtower]] '''$4''' [[Bishop]] • [[Monument]] • [[Quarry]] • [[Talisman]] • [[Worker's Village]] '''$5''' [[City]] • [[Contraband]] • [[Counting House]] • [[Mint]] • [[Mountebank]] • [[Rabble]] • [[Royal Seal]] • [[Vault]] • [[Venture]] '''$6''' [[Goons]] • [[Grand Market]] • [[Hoard]] '''$7''' [[Bank]] • [[Expand]] • [[Forge]] • [[King's Court]] '''$8''' [[Peddler]]|Group6=[[Cornucopia]]|List6=<br />
'''$2''' [[Hamlet]] '''$3''' [[Fortune Teller]] • [[Menagerie]] '''$4''' [[Farming Village]] • [[Horse Traders]] • [[Remake]] • [[Tournament]] ([[Prize|Prizes]]) • [[Young Witch]] '''$5''' [[Harvest]] • [[Horn of Plenty]] • [[Hunting Party]] • [[Jester]] '''$6''' [[Fairgrounds]]|Group7=[[Hinterlands]]|List7=<br />
'''$2''' [[Crossroads]] • [[Duchess]] • [[Fool's Gold]] '''$3''' [[Develop]] • [[Oasis]] • [[Oracle]] • [[Scheme]] • [[Tunnel]] '''$4''' [[Jack of all Trades]] • [[Noble Brigand]] • [[Nomad Camp]] • [[Silk Road]] • [[Spice Merchant]] • [[Trader]] '''$5''' [[Cache]] • [[Cartographer]] • [[Embassy]] • [[Haggler]] • [[Highway]] • [[Ill-Gotten Gains]] • [[Inn]] • [[Mandarin]] • [[Margrave]] • [[Stables]] '''$6''' [[Border Village]] • [[Farmland]]|Group8=[[Dark Ages]]|List8=<br />
'''$1''' [[Poor House]] '''$2''' [[Beggar]] • [[Squire]] • [[Vagrant]] '''$3''' [[Forager]] • [[Hermit]] ([[Madman]]) • [[Market Square]] • [[Sage]] • [[Storeroom]] • [[Urchin]] ([[Mercenary]]) '''$4''' [[Armory]] • [[Death Cart]] • [[Feodum]] • [[Fortress]] • [[Ironmonger]] • [[Marauder]] • [[Procession]] • [[Rats]] • [[Scavenger]] • [[Wandering Minstrel]] '''$5''' [[Band of Misfits]] • [[Bandit Camp]] • [[Catacombs]] • [[Count]] • [[Counterfeit]] • [[Cultist]] • [[Graverobber]] • [[Junk Dealer]] • [[Knight]]s • [[Mystic]] • [[Pillage]] • [[Rebuild]] • [[Rogue]] '''$6''' [[Altar]] • [[Hunting Grounds]]|Group9=[[Guilds]]|List9=''not yet released''|Group10=[[Promo]]|List10=<br />
'''$3''' [[Black Market]] '''$4''' [[Envoy]] • [[Walled Village]] '''$5''' [[Governor]] • [[Stash]]|Group11=[[Basic cards]]|List11=<br />
'''$0''' [[Copper]] • [[Curse]] • [[Ruins]] • [[Spoils]] '''$1''' [[Shelter]]s '''$2''' [[Estate]] '''$3''' [[Silver]] '''$4''' [[Potion]] '''$5''' [[Duchy]] '''$6''' [[Gold]] '''$8''' [[Province]] '''$9''' [[Platinum]] '''$11''' [[Colony]]<br />
}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/ApprenticeApprentice2012-11-05T21:39:47Z<p>Drab Emordnilap: /* Secret History */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Apprentice<br />
|Cost = 5<br />
|Set = Alchemy<br />
|Type = Action<br />
<br />
|Illustrator = Martin Hoffman<br />
|Text = +1 Action<br/>Trash a card from your hand. +1 Card per Coin it costs. +2 Cards if it has ◉ in its cost.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*If you do not have any cards left in hand to trash, you do not draw any cards. <br />
*If you trash a card costing {{coin|0}}, such as Curse or Copper, you do not draw any cards. <br />
*Otherwise you draw a card per coin ($) the card you trashed cost, and another two cards if it had potion (◉) in its cost. For example, if you trash a Golem, which costs {{coin|4}} + ◉, you draw 6 cards.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=This started out in another set, without the potion part. It seemed like a good fit for this set, so I moved it here, first at {{coin|3}}+◉. At that cost it was slow to get going, and eventually I put it back at {{coin|5}}. The potion part makes it seem less sad when you are playing an Alchemy-heavy game, and also answers the question "what does it do with potion costs" right on the card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 The Secret History of the Alchemy Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/ApprenticeApprentice2012-11-05T21:39:15Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Apprentice<br />
|Cost = 5<br />
|Set = Alchemy<br />
|Type = Action<br />
<br />
|Illustrator = Martin Hoffman<br />
|Text = +1 Action<br/>Trash a card from your hand. +1 Card per Coin it costs. +2 Cards if it has ◉ in its cost.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*If you do not have any cards left in hand to trash, you do not draw any cards. <br />
*If you trash a card costing {{coin|0}}, such as Curse or Copper, you do not draw any cards. <br />
*Otherwise you draw a card per coin ($) the card you trashed cost, and another two cards if it had potion (◉) in its cost. For example, if you trash a Golem, which costs {{coin|4}} + ◉, you draw 6 cards.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=This started out in another set, without the potion part. It seemed like a good fit for this set, so I moved it here, first at {{coin|3}}+P. At that cost it was slow to get going, and eventually I put it back at {{coin|5}}. The potion part makes it seem less sad when you are playing an Alchemy-heavy game, and also answers the question "what does it do with potion costs" right on the card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 The Secret History of the Alchemy Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/VictoryVictory2012-11-05T21:38:01Z<p>Drab Emordnilap: /* List of Victory Cards */</p>
<hr />
<div>A '''victory''' card is a [[card type]] that gives the player a certain number of [[victory point]]s. Cards that give victory points via [[victory token]]s, however, are not considered victory cards. Players who notice [[endgame|the game is nearing an end]] and try to buy or gain victory cards every remaining turn are said to be [[greening]] or "going green" because victory cards themselves are colored green. Victory cards such as [[Duke]] and [[Silk Road]] are used in [[alt-VP]] (alternate victory point) strategies.<br />
<br />
Most Victory cards have names referring to areas of land.<br />
<br />
== List of Victory Cards ==<br />
$◉ [[Vineyard]] <br />
<br>{{coin|1}} [[Overgrown Estate]]<br />
<br>{{coin|2}} [[Estate]] <br />
<br>{{coin|3}} [[Great Hall]], [[Tunnel]] <br />
<br>{{coin|4}} [[Feodum]], [[Gardens]], [[Island]], [[Silk Road]] <br />
<br>{{coin|5}} [[Dame Josephine]], [[Duchy]], [[Duke]] <br />
<br>{{coin|6}} [[Fairgrounds]], [[Farmland]], [[Harem]], [[Nobles]]<br />
<br>{{coin|8}} [[Province]]<br />
<br>$11 [[Colony]]</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Fool%27s_GoldFool's Gold2012-11-05T21:26:07Z<p>Drab Emordnilap: /* Secret History */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Fool's Gold<br />
|Cost = 2<br />
|Set = Hinterlands<br />
|Type = Treasure<br />
|Type2 = Reaction <br />
|Illustrator = Ryan Laukat<br />
|Text = If this is the first time you played a Fool's Gold this turn, this is worth {{coin|1}}, otherwise it's worth {{coin|4}}. When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*This is both a [[Treasure]] and a [[Reaction]]. It can be played in your buy phase like other [[Treasure]]s.<br />
*When you play it, it is worth {{coin|1}} if this is the first time you played a Fool's Gold this turn, and otherwise it is worth {{coin|4}}. So if you play three Fool's Golds in the same turn, the first is worth {{coin|1}}, the second is worth {{coin|4}}, and the thirds is worth {{coin|4}}.<br />
*Fool's Gold is also a [[Reaction]]. When another player gains a [[Province]], you may [[trash]] Fool's Gold from your hand; if you do, you gain a [[Gold]] from the [[Supply]], putting it on top of your deck rather than into your discard pile.<br />
*If there are no cards in your deck, the [[Gold]] becomes the only card in your deck.<br />
*If there are no [[Gold]] cards left in the [[Supply]], you do not gain one, but can still [[trash]] Fool's Gold.<br />
*This [[Reaction]] is only usable when another player gains a [[Province]], not you. It is usable whether a [[Province]] was gained due to being bought, or gained some other way.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The top started out as worth {{coin|1}} per copy you had, on a version of [[Ill-Gotten Gains]]. It needed a tortured wording to have it be that if you played three you got {{coin|3}} for each, since you play them one at a time. Bill Barksdale suggested having it be {{coin|1}} and then {{coin|4}}, which was much simpler. It's stronger when you have just two, and weaker when you have more than three, but that all worked out. Meanwhile the bottom started on a card in a later set, and bopped around a little before ending up here. At one point the [[Gold]] didn't go on top of your deck, but it's so late, it has to go there.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Fool%27s_GoldFool's Gold2012-11-05T21:25:21Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Fool's Gold<br />
|Cost = 2<br />
|Set = Hinterlands<br />
|Type = Treasure<br />
|Type2 = Reaction <br />
|Illustrator = Ryan Laukat<br />
|Text = If this is the first time you played a Fool's Gold this turn, this is worth {{coin|1}}, otherwise it's worth {{coin|4}}. When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*This is both a [[Treasure]] and a [[Reaction]]. It can be played in your buy phase like other [[Treasure]]s.<br />
*When you play it, it is worth {{coin|1}} if this is the first time you played a Fool's Gold this turn, and otherwise it is worth {{coin|4}}. So if you play three Fool's Golds in the same turn, the first is worth {{coin|1}}, the second is worth {{coin|4}}, and the thirds is worth {{coin|4}}.<br />
*Fool's Gold is also a [[Reaction]]. When another player gains a [[Province]], you may [[trash]] Fool's Gold from your hand; if you do, you gain a [[Gold]] from the [[Supply]], putting it on top of your deck rather than into your discard pile.<br />
*If there are no cards in your deck, the [[Gold]] becomes the only card in your deck.<br />
*If there are no [[Gold]] cards left in the [[Supply]], you do not gain one, but can still [[trash]] Fool's Gold.<br />
*This [[Reaction]] is only usable when another player gains a [[Province]], not you. It is usable whether a [[Province]] was gained due to being bought, or gained some other way.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The top started out as worth {{coin|1}} per copy you had, on a version of Ill-Gotten Gains. It needed a tortured wording to have it be that if you played three you got {{coin|3}} for each, since you play them one at a time. Bill Barksdale suggested having it be {{coin|1}} and then {{coin|4}}, which was much simpler. It's stronger when you have just two, and weaker when you have more than three, but that all worked out. Meanwhile the bottom started on a card in a later set, and bopped around a little before ending up here. At one point the Gold didn't go on top of your deck, but it's so late, it has to go there.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Talk:SpoilsTalk:Spoils2012-11-05T18:33:48Z<p>Drab Emordnilap: </p>
<hr />
<div>I don't think Counterfeit + Spoils work. Counterfeit loses track of Spoils ~~[[User:TwiNight|TwiNight]] ([[User talk:TwiNight|talk]]) 12:42, 5 November 2012 (EST)<br />
<br />
:Depends how you define "works". What happens is that you play Spoils twice first. It is returned to its pile the first time, but you still get coin the second time (just like Feast can get Throne Roomed for 2 cards). Then, Counterfeit tries to trash Spoils, but can't find it, so it doesn't trash it. But, the important thing is you do get +{{Coin|6}} from the Spoils. --[[User:Schneau|Schneau]] ([[User talk:Schneau|talk]]) 12:48, 5 November 2012 (EST)<br />
<br />
==Spoils Pile==<br />
The page doesn't mention anywhere how many Spoils start in the pile. --[[User:Drab Emordnilap|Drab Emordnilap]] ([[User talk:Drab Emordnilap|talk]]) 13:33, 5 November 2012 (EST)</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/FeodumFeodum2012-11-05T18:29:04Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>'''Feodum'''<br />
{{Cardbox|<br />
|Card = Feodum<br />
|Cost = 4<br />
|Set = Dark Ages<br />
|Type = Victory<br />
|Illustrator = Matthias Catrein<br />
|Text = Worth 1 {{VP}} for every 3 [[Silver]]s in your deck.<br />
----<br />
''When you trash this, gain 3 [[Silver]]s.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is a [[Victory]] card. Play with 8 for games with 2 players, or 12 cards for games with 3 or more players.<br />
*At the end of the game, each Feodum is worth 1 {{VP}} for every 3 [[Silver]]s in your deck, rounded down. For example, if you have 11 Silvers, your Feodums are worth 3 {{VP}} each.<br />
*If a Feodum is trashed, you gain 3 [[Silver]]s. The [[Silver]]s come from the [[Supply]] and are put into your discard pile.<br />
*If there are not enough [[Silver]]s left, gain as many as you can.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=At last, the victory card that counts treasures that you've been waiting for. As explained in the preview, it only counts Silvers in order to be more different from Gardens and not just favor the kind of deck you already wanted. Making it a Silver piñata seemed cool and the card was just like that from the beginning<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Bag_of_GoldBag of Gold2012-11-05T18:26:53Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Bag of Gold<br />
|Cost = 0*<br />
|Set = Cornucopia<br />
|Type = Action<br />
|Type2 = Prize<br />
|Illustrator = Ryan Laukat<br />
|NotInKingdom = yes<br />
|Text = +1 Action <br/><br />
''Gain a Gold, putting it on top of your deck.'' <br/><br />
(This is not in the Supply.)<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*The Gold you gain comes from the Supply and is put on top of your deck.<br />
*If your deck has no cards in it, it becomes the only card in your deck.<br />
*If there are no Golds left in the Supply, you do not gain one.<br />
*This is a [[Prize]]; see the Additional Rules.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Bag of Gold originally did not give +1 Action.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]<br />
}}<br />
<br />
{{Navbox Prizes}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Talk:Victory_tokenTalk:Victory token2012-11-05T18:26:15Z<p>Drab Emordnilap: Created page with "Can someone upload an image of the metal token itself? --~~~~"</p>
<hr />
<div>Can someone upload an image of the metal token itself? --[[User:Drab Emordnilap|Drab Emordnilap]] ([[User talk:Drab Emordnilap|talk]]) 13:26, 5 November 2012 (EST)</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Template:CoinTemplate:Coin2012-11-05T16:32:22Z<p>Drab Emordnilap: Reverting my previous edit</p>
<hr />
<div><noinclude> Usage: <nowiki>{{Coin|5}}</nowiki></noinclude><br />
<includeonly><span style="position:relative;">[[File:Coin.png|16px]]<span style="position:absolute;left:5px;top:0px;font-size:10px;font-weight:bold;">{{{1}}}</span></span></includeonly></div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Template:CoinTemplate:Coin2012-11-05T16:31:45Z<p>Drab Emordnilap: </p>
<hr />
<div><noinclude> Usage: <nowiki>{{Coin|5}}</nowiki></noinclude><br />
<includeonly><span style="position:relative;">[[File:Coin.png|14px]]<span style="position:absolute;left:5px;top:0px;font-size:10px;font-weight:bold;">{{{1}}}</span></span></includeonly></div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Border_VillageBorder Village2012-11-05T16:29:18Z<p>Drab Emordnilap: /* Official FAQ */ Something with the coin template is messing up the bulleted list.</p>
<hr />
<div>{{Cardbox|<br />
|Card = Border Village<br />
|Cost = 6<br />
|Set = Hinterlands<br />
|Type = Action<br />
<br />
|Illustrator = Kurt Miller<br />
|Text = +1 Card<br/>+2 Actions<br/><br />
----<br />
''When you gain this, gain a card costing less than this.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*When you play this, you draw a card and can play two more Actions this turn.<br />
*When you gain this, you also gain a card from the Supply that costs less than Border Village. Normally that will be a card costing up to {{coin|5}}, but if Border Village costs less than normal, such as due to [[Highway]], then the card you gain will have a lower maximum cost.<br />
*You only gain a card when you gain Border Village, not when you play it.<br />
*You gain a card whether you gained Border Village due to buying it, or gained it some other way.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=From when Hinterlands was first its own set. Originally it cost $5. I made it better by charging more. There's a trick you can't usually do. <br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Talk:VanillaTalk:Vanilla2012-11-05T16:26:01Z<p>Drab Emordnilap: </p>
<hr />
<div>Would anyone consider "discard X card(s)" as a vanilla effect? It feels pretty vanilla as it is the opposite of +X card(s). --[[User:Qvist|Qvist]] ([[User talk:Qvist|talk]]) 11:04, 5 November 2012 (EST)<br />
*I think it'd be hard to draw the line at what is and isn't vanilla if we use any definition other than "plusses that are bolded". --[[User:Drab Emordnilap|Drab Emordnilap]] ([[User talk:Drab Emordnilap|talk]]) 11:26, 5 November 2012 (EST)</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/CurseCurse2012-11-05T15:23:41Z<p>Drab Emordnilap: This article still needs a lot, but at least it's not blank now.</p>
<hr />
<div>{{Cardbox|<br />
|Card = Curse<br />
|Cost = 0<br />
|Set = Common<br />
|Type = Curse<br />
|Illustrator = Claus Stephan<br />
|Text = -1 VP<br />
|NotInKingdom = yes<br />
|BaseCard = yes<br />
}}<br />
<br />
Curse is a Curse card from the [[Base]] set. It provides a negative {{VP}} during scoring. Curses are in the [[Supply]], and so may be bought, but they're more often gained from an opponent's [[Curser]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
=== Other Rules clarifications ===<br />
The number of Curses in the [[Supply]] is 10 for each player beyond the first -- 10 for two players, 20 for three players, 30 for four players, and so on.<br />
<br />
{{Navbox Cards}}<br />
<br />
{{Stub}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/AmbassadorAmbassador2012-11-05T14:48:04Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Ambassador<br />
|Cost = 3<br />
|Set = Seaside<br />
|Type = Action<br />
<br />
| Type2 = Attack<br />
<br />
|Illustrator = Alexander Jung<br />
|Text = Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand back in the Supply. Then the other players each gain a copy of it from the Supply.<br />
* You may choose not to put any of them back in the Supply.<br />
* If the pile for the chosen card runs out, some players may not get one; cards are given out in turn order starting with the next player.<br />
* If you have no other cards in hand when you play this, it does nothing.<br />
<br />
=== Other Rules clarifications ===<br />
* If you reveal a card which is not in the Supply, such as [[Spoils]], [[Madman]], [[Mercenary]], or [[Shelters]], Ambassador does nothing.<br />
* If you reveal a card which is part of a Supply pile with differently named cards, such as [[Ruins]] or [[Knights]], you can only return two cards to the supply pile if they have the same name. Other players will only gain cards with that name. <br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/12/23/seaside-ambassador/ Original article] by theory''<br />
<br />
This is the card that a $5/$2 player hates seeing on the board more than any other. Along with [[Chapel]], Ambassador is one of Dominion’s two best openers. The first couple of turns are critical: if you fall behind in “[[Estate tennis]]”, your deck will quickly crash and burn.<br />
<br />
The most common Ambassador dilemma early on is drawing it with 3 [[Copper]] + 1 Estate. Contrary to popular practice, Ambassadoring 2 Coppers (rather than 1 Estate) is the best play; deck-thinning is, at this point, more important than a marginal increase in your attack. Moreover, Ambassadoring the Coppers decreases the chance your opponent will Ambassador you two Estates while increasing your own chances for the same. Of course, it’s not a great move if you or your opponent are also relying on [[Moneylender]]/[[Coppersmith]], but the point remains that you should almost always try to Ambassador two cards at a time in the early game.<br />
<br />
In the midgame, you can start Ambassadoring early cards that have outstayed their welcome: your opponent will likely have little use for a late game [[Loan]], [[Moneylender]], or [[Chapel]]. If you have strong enough deck-drawing (perhaps your opponent foolishly passed up on buying an Ambassador), consider buying a [[Curse]] and using the Ambassador as a pseudo-[[Witch]].<br />
<br />
Like almost all attacks, Ambassador is great with [[Throne Room]]/[[King’s Court]]: just be sure not to give away all the copies of the card you are Ambassadoring! In addition, Ambassador is the rare attack that does not conflict with other attacks. No matter when you play it, it is always dealing damage to your opponents. Of course, you will draw hands where you don’t want to play the Ambassador, but it’s nice to have an attack that amplifies other attacks rather than cancelling them. It is especially powerful with [[Pirate Ship]].<br />
<br />
Ambassador is also a great defense, especially against opponents that opened with [[Mountebank]], [[Witch]], or [[Torturer]]. That doesn’t mean that those cards aren’t important if Ambassador is available (if you’re Ambassadoring a Curse, you aren’t Ambassadoring something else), but it’s certainly a better defense than getting a [[Moat]] and crossing your fingers.<br />
<br />
Keep an eye out for Ambassador’s unique game-ending ability: it’s sometimes to your advantage to gift your opponent a [[Province]] or [[Colony]] in order to force the game to end on your turn. (See, e.g., [http://councilroom.com/game?game_id=game-20101210-113521-6fab2680.html.gz this game], where I win by gifting my opponent the last Colony instead of allowing him the chance to win with a lucky Tactician.)<br />
<br />
Perhaps Ambassador’s greatest weakness is the dreaded [[Possession|Possessed]] Ambassador. But even then, opening Ambassador isn’t dangerous so long as you have a way to get rid of your Ambassador ([[Remodel]], [[Salvager]], [[Bishop]]). Indeed, stuffing your opponent with crap will probably keep him from Possessions and let you get first crack at them.<br />
<br />
Note that Ambassador is significantly weaker in [[Dark Ages]] games using [[Shelters]], since Ambassador cannot be used to get rid of your starting Shelters. <br />
=== Synergies/Combos ===<br />
*[[Throne Room]] / [[King’s Court]]<br />
*[[Curse]] (sometimes)<br />
*Opponents’ Curse-giving attacks<br />
*[[Pirate Ship]]<br />
=== Antisynergies ===<br />
*Opponent’s [[Possession]]<br />
*Opponent’s [[Militia]] (somewhat, but not as much as with [[Chapel]])<br />
*[[Chapel]] (somewhat; it’s viable to open Ambassador/Chapel, but probably not better than Silver/Chapel)<br />
*[[Gardens]] decks, also [[Silk Road]] and [[Duke]]. <br />
*[[Shelters]] and [[Ruins]]<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=Originally this had you pass cards directly to the other players (or they took them from the supply if you didn't have enough). It was simpler to have them go to the supply first. That version also let you get rid of one card per player, but that was too much in 4-player games, so now it only lets you get rid of two cards at once. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 The Secret History of the Seaside Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/JoaTJoaT2012-11-05T00:09:36Z<p>Drab Emordnilap: Redirected page to Jack of all Trades</p>
<hr />
<div>#REDIRECT [[Jack of all Trades]]</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Talk:JaoTTalk:JaoT2012-11-05T00:09:00Z<p>Drab Emordnilap: Created page with "Just a heads up, this is actually not the correct acronym for Jack of all Trades. --~~~~"</p>
<hr />
<div>Just a heads up, this is actually not the correct acronym for [[Jack of all Trades]]. --[[User:Drab Emordnilap|Drab Emordnilap]] ([[User talk:Drab Emordnilap|talk]]) 19:09, 4 November 2012 (EST)</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Horse_TradersHorse Traders2012-11-04T16:54:41Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Horse Traders<br />
|Cost = 4<br />
|Set = Cornucopia<br />
|Type = Action<br />
| Type2 = Reaction<br />
<br />
|Illustrator = Jeff Himmelman<br />
|Text = +1 Buy<br/>+$3<br/>Discard 2 cards.<br />
----<br />
''When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*When you play this, you get +1 Buy and +$3, and discard 2 cards from your hand.<br />
*If you do not have enough cards to discard, just discard what you can; you still get the +1 Buy and +$3.<br />
*When another player plays an Attack card, before that card does anything, you may reveal this from your hand. If you do, you set it aside, and at the start of your next turn, you return it to your hand and draw a card.<br />
*While it is set aside, it is not in play or in your hand, and cannot be further revealed to Attacks. Therefore it will only work on one Attack per round of turns.<br />
*You can reveal it for an Attack and still play it on your next turn.<br />
*You can reveal multiple Horse Traders to a single Attack. For example, if another player plays Followers, you could reveal and set aside two Horse Traders from your hand, then gain a Curse but discard no cards, as you would only have three cards in hand at that point. Then on your next turn you would pick up the two Horse Traders and also draw two cards.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
<br />
=== Synergies/Combos ===<br />
*[[Duke]]<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Seaside originally had a reaction that drew you a card when attacked. It died because it needed a messy phrasing to stop you from drawing your deck with it on one attack, after reactions changed to staying in your hand. But I had big plans to one day revive it with that messy phrasing. <br /><br />
<br /><br />
I first tried it out in this set on a Village. I changed it to the money/discard thing in order to better fit the expansion theme. When I changed the theme I still liked the card so I kept it. <br /><br />
<br /><br />
Prior to making $3, it made $1 per 2 cards in your hand (no discarding), fitting the dead theme even better. That was too scary with card-drawing combos and lackluster without them.<br /><br />
<br /><br />
There was significant debate over whether or not it should be cumulative - should it work against multiple attacks per round. For me there was no question. Originally it was cumulative. There would be games where somebody just randomly bought lots of attacks anyway, and the person with the most Horse Traders won. It's plenty of bonus without being cumulative.<br /><br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Native_VillageNative Village2012-11-03T05:25:41Z<p>Drab Emordnilap: /* Official FAQ */ typo</p>
<hr />
<div>{{Cardbox|<br />
|Card = Native Village<br />
|Cost = 2<br />
|Set = Seaside<br />
|Type = [[Action]]<br />
|Illustrator = Franz Vohwinkel<br />
|Text = +2 Actions<br/>Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you first gain one of these, take a Native Village player mat to put cards from this on.<br />
* When you play Native Village, either take all of the set aside cards from your Native Village player mat and put them into your hand, or set aside the top card of your deck face down (shuffling first if needed) on the Native Village player mat.<br />
* You may choose either option even if you have no cards on your mat or no cards in your deck.<br />
* You may look at the cards on your Native Village player mat at any time.<br />
* At the end of the game, any cards still on your mat return to your deck for scoring.<br />
* Native Village itself does not get set aside; it goes to your discard pile during the Clean-up phase.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2011/01/10/seaside-native-village/ Original article] by theory''<br />
<br />
The +Actions isn’t what makes this card so interesting—if all you’re looking for is more Actions, any other Village is superior. (The exception is if you have [[Library|Libraries]] or [[Watchtower]]s and want to take advantage of its handsize-lowering effect.)<br />
<br />
Rather, Native Village is nice for its ability to tuck away cards: it can “trash” unwanted cards, hide cards from [[Pirate Ship]]s/[[Saboteur]]s, or just build up for a mega-turn. Conducting deck-inspection is quite helpful in order to guarantee what you’re drawing; similarly, Native Village is a good soft counter to [[Ghost Ship]]s, [[Bureaucrat]]s, and [[Spy|Spies]], since the Victory cards they leave on your deck can be tucked away. In addition, if you can draw your entire deck, you can use [[Cellar]]/[[Warehouse]] to selectively discard Victory cards such that only Victory cards are left in your draw deck, prime targets for your Native Village to gobble up.<br />
<br />
Nevertheless, Native Village’s “trashing” ability is pretty much the worst way to go about deck-thinning. It’s too slow when you need to single-mindedly focus on trashing, and in a thin-deck monster, Native Village’s drawing ability can more harm than good if you’ll mostly be drawing good cards. It’s useful as late game storage for [[Province]]s/[[Colony|Colonies]], but the chance of drawing a critical [[Platinum]] is too much of a risk.<br />
<br />
Even without trashing, Native Village is only really viable when there’s also a way to make use of its +Actions (usually +Cards); when there isn’t, Native Village’s pseudo-trash-the-top-card ability is probably too chancy and slow to be worth buying.<br />
<br />
If you’re pursuing Native Villages, you’ll need quite a few of them in order to recover from drawing good cards onto the Native Village mat. This means that a source of +Buy is critical for Native Village, so that you don’t repeatedly overpay for its ability.<br />
<br />
Of course, no article on Native Village could be complete without mentioning Native Village's possibly best [[Combo: Native Village and Bridge]]. This is an unusual and simple mega-turn strategy using those two cards, and which plays differently enough to be worth its own page.<br />
=== Synergies/Combos ===<br />
* [[Bridge]], for the [[Combo: Native Village and Bridge]]<br />
*Deck-inspection ([[Pearl Diver]], [[Wishing Well]], [[Spy]], [[Navigator]]), including opponents’ Spies<br />
*[[Library]]/[[Watchtower]]<br />
*[[Pirate Ship]] wars (both to play your own Pirate Ships, and to hide your Coppers from opponents)<br />
*Cards that benefit from large handsizes: [[Bank]], [[Coppersmith]], [[Secret Chamber]]<br />
*Opponents’ [[Ghost Ship]]s/[[Bureaucrat]]s<br />
*Opponents’ [[Saboteur]]s<br />
*Good terminals, usually +Cards<br />
*+Buy<br />
=== Antisynergies ===<br />
*Strong early [[trashing]]/[[Ambassador]]<br />
*[[Philosopher's Stone]]<br />
*[[Counting House]]<br />
*[[Embargo]] (on the Native Villages)<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=Originally this had you unable to look at the set aside cards. Celebrity guest playtester Richard Garfield at first misplayed this to let you look at the cards, then suggested, hey, why not change it so you can. We tried it both ways and well it was close. In the end I felt like serious players might actually prefer not being able to peek. However being able to peek made the card a little more powerful (so serious players would play it more), and, I felt, a little more attractive to casual players, who don't want to be counting cards so much. As you can see we went with peeking. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 from The Secret History of the Seaside Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Talk:SmugglersTalk:Smugglers2012-11-03T05:23:05Z<p>Drab Emordnilap: Created page with "==Other Rules Clarifications== Updated ruling on which cards are legal to select versus which can be gained per [http://boardgamegeek.com/article/10181768#10181768 this thread..."</p>
<hr />
<div>==Other Rules Clarifications==<br />
Updated ruling on which cards are legal to select versus which can be gained per [http://boardgamegeek.com/article/10181768#10181768 this thread]. --[[User:Drab Emordnilap|Drab Emordnilap]] ([[User talk:Drab Emordnilap|talk]]) 01:23, 3 November 2012 (EDT)</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/SmugglersSmugglers2012-11-03T05:20:56Z<p>Drab Emordnilap: /* Other Rules clarifications */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Smugglers<br />
|Cost = 3<br />
|Set = Seaside<br />
|Type = [[Action]]<br />
|Illustrator = RC Torres<br />
|Text = Gain a copy of a card costing up to $6 that the player to your right gained on his last turn.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This looks at the most recent turn of the player to your right, even if you've taken multiple turns in a row.<br />
* If that player gained no cards, or nothing costing 6 or less, then Smugglers does nothing.<br />
* If that player gained multiple cards costing 6 or less, you choose which one to gain a copy of.<br />
* Gained cards must come from the supply.<br />
* They can be any card gained, whether bought or otherwise gained; you can even gain a card that the previous player gained with Smugglers.<br />
* If the previous player gained a card via Black Market, you will not be able to gain a copy of it, as there are no copies of it in the supply.<br />
* This is not an Attack; Lighthouse and Moat can't stop it.<br />
<br />
=== Other Rules clarifications ===<br />
* When you play Smugglers, you first choose any card costing from up to $6 gained by the player on your right on his last turn. Then, if that card is available in the supply, you gain one.<br />
* You may choose a card not in the supply, such as [[Diadem]], [[Spoils]], a card your right hand opponent bought from the [[Black Market]], or one which he bought the last copy from the supply. If you do, you won't gain a copy.<br />
* If your opponent gained a [[Ruins]] or a [[Knights|Knight]], Smugglers will only let you gain a copy if the top card of the [[Ruins]] or [[Knights]] pile has the same name. (This is quite unlikely in the case of Knights!)<br />
* Cards with a Potion cost do not cost less than 6.<br />
<br />
== Strategy Article ==<br />
There is no strategy article for Smugglers.<br />
<br />
It's a situational card; whether it is a good buy depends on whether your strategy aligns with your opponents' buys. Used well, it can let you build a roaring [[engine]] cheaply; used poorly, it can bog your engine with too many [[Treasure]]s, cause clashing terminals in your [[Big Money]] strategy, or simply do nothing while your opponent buys [[Potion]]-cost cards. It can be very powerful if both you and your opponent are racing for a particular pile, such as [[Minions]]. With cost reduction such as [[Highway]], Smugglers can even duplicate Province or Colony gains. <br />
=== Synergies/Combos ===<br />
* Straightforward strategies such as [[Minion]] or [[Torturer]] races.<br />
* Cost reducers, [[Bridge]] or [[Highway]]. <br />
* Cantrips<br />
=== Antisynergies ===<br />
* [[Potion]]-cost cards<br />
* Card which you only want one copy of<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=This started life as "+$2. Cards the previous player bought cost $1 less this turn," in the 4th expansion. It was okay, but the bonus just didn't come up often enough to be exciting. So I replaced it with this better way to care about what the previous player bought. I tried it as "up to $5" but it really needed to go to $6. The best thing about the card is when the previous player buys a card you don't really want, but you can't pass up the opportunity to take one, and it ends up warping your deck. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 from The Secret History of the Seaside Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Talk:StashTalk:Stash2012-11-02T04:52:18Z<p>Drab Emordnilap: Created page with "Any way we could get an image of the unique back for Stash on this page? --~~~~"</p>
<hr />
<div>Any way we could get an image of the unique back for Stash on this page? --[[User:Drab Emordnilap|Drab Emordnilap]] ([[User talk:Drab Emordnilap|talk]]) 00:52, 2 November 2012 (EDT)</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/GolemGolem2012-10-31T00:13:42Z<p>Drab Emordnilap: /* Official FAQ */</p>
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<div>{{Cardbox|<br />
|Card = Golem<br />
|Cost = $4◉<br />
|Set = Alchemy<br />
|Type = [[Action]]<br />
|Illustrator = Franz Vohwinkel<br />
|Text = Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards. Discard the other cards, then play the Action cards in either order.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*Reveal cards from the top of your deck, one at a time, until you have revealed two Action cards that are not Golem.<br />
*If you run out of cards before revealing two non-Golem Actions, shuffle your discard pile (but not the revealed cards) and continue.<br />
*If you run out and have no discard pile left either, you just get the Actions you found.<br />
*Discard all of the revealed cards except for the non-Golem Actions you found. If you did not find any, you're done.<br />
*If you found one, play it. If you found two, play them both, in either order. You cannot choose not to play one of them.<br />
*These Action cards are not in your hand and so are unaffected by things that look for cards in your hand. For example, if one of them is [[Throne Room]] (from [[Dominion]]), you cannot use it on the other one.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=I tried several cards for this slot, but once I tried this one it didn't change. I considered having a Homunculus instead in this slot. Homunculi are specifically alchemy-related. But a Homunculus is a small guy, and I already had Familiar for that. I wanted a big guy, dumbly performing tasks.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 from The Secret History of the Alchemy Cards]<br />
}}<br />
<br />
<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Great_HallGreat Hall2012-10-31T00:03:00Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Great Hall<br />
|Cost = 5<br />
|Set = Intrigue<br />
|Type = [[Action]] - [[Victory]]<br />
|Illustrator = Julien Delval<br />
|Text = 1 Victory Point<br/>+1 Card<br>+1 Action<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*This is both an Action card and a Victory card.<br />
*When you play it, you draw a card and may play another Action.<br />
*At the end of the game, it's worth 1 VP, like an Estate.<br />
*During set-up, place 12 Great Halls in the Supply for a 3- or 4-player game and 8 in the Supply for a 2-player game.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There's no strategy article for Great Hall. <br />
<br />
It's a pretty simple card - it's a Victory card which gives 1VP and, unlike an [[Estate]], does not take up space in your hand. While Great Halls may seem like they'd be a good buy pretty often, there are two things to keep in mind:<br />
* Opportunity cost. Even if you don't mind having a Great Hall, there are often better $3 cards to spend your turn buying.<br />
* Discard attacks. If you have a Great Hall when you are hit with a [[Militia]] or [[Torturer]], you don't know whether to discard it or not, since you don't know what card it would have drawn. <br />
=== Synergies/Combos ===<br />
* [[Ironworks]] allows you to pick up Great Halls for 'free', since playing an Ironworks to gain a Great Hall gives you +1 card and +1 action.<br />
* [[Scout]] can draw Great Halls into your hand and then let you play them. <br />
* [[Scrying Pool]] is great with cheap cantrips.<br />
=== Antisynergies ===<br />
* Discard attacks ([[Militia]], [[Torturer]], [[Goons]], [[Mercenary]]) hurt more when you have Great Halls in your hand. <br />
* There is rarely a good time to pick up Great Halls in a [[Big Money]]-like game, except near the end where [[Estate]]s are just as good. <br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=One of the oldest cards in the set. Originally it cost 3. One day I realized the Upgrade / Great Hall deck was just too ridiculous, and upped the price of both cards. Later on I realized that Upgrade had been the problem by itself, and returned Great Hall to its original cost. It's interesting how interesting it is for a card that does nothing.|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=116.0 from the Secret History of the Intrigue cards]<br />
}}<br />
<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Secret_ChamberSecret Chamber2012-10-31T00:00:47Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Secret Chamber<br />
|Cost = 2<br />
|Set = Intrigue<br />
|Type = [[Action]] - [[Reaction]]<br />
|Illustrator = Marcel-André Casasola Merkle<br />
|Text = Discard any number of cards. +$1 per card discarded.<br><br />
----<br />
''When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck.''<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*When you play this as an Action on your turn, you first discard any number of cards from your hand, then get 1 coin per card you discarded. The other ability does nothing at that time as it is only used as a Reaction.<br />
*You may choose to discard zero cards, but then you will get zero additional coins.<br />
*When someone else plays an Attack card, you may reveal Secret Chamber from your hand. If you do, first you draw 2 cards, then you put any 2 cards from your hand on top of your deck (in any order).<br />
*The cards you put back do not have to be the ones you drew. You can put Secret Chamber itself on top of your deck; it's still in your hand when you reveal it.<br />
*Revealing Secret Chamber happens prior to resolving what an Attack does to you. For example, if another player plays [[Thief]], you can reveal Secret Chamber, draw 2 cards, put 2 back, and then you resolve getting hit by the Thief.<br />
*You can reveal Secret Chamber whenever another player plays an Attack card, even if that Attack would not affect you.<br />
*Also, you can reveal more than one Reaction card in response to an Attack. For example, after revealing the Secret Chamber in response to an Attack and resolving the effect of the Secret Chamber, you can still reveal a [[Moat]] to avoid the Attack completely.<br />
<br />
=== Other Rules clarifications ===<br />
You may reveal the same Secret Chamber multiple times when reacting to an Attack; for example, in response to an attack, you could reveal Secret Chamber, draw a Moat snd a Copper off the top of your deck, put back two coppers, reveal the Moat to be unaffected by the attack, and then reveal Secret Chamber again to put either the Moat or the Secret Chamber back on top of your deck. <br />
<br />
Revealing the Secret Chamber alone does NOT prevent the attack from affecting you. You can reveal Secret Chamber even in response to an attack that does not affect the top of your deck, like Witch. <br />
== Strategy Article ==<br />
There isn't a strategy article for Secret Chamber. <br />
=== Synergies/Combos ===<br />
* It is pretty good to get early in [[Ambassador]] games, since in reaction to your opponents Ambassadors it both helps you line up estates to Amb away and prevent Ambassador collision, AND it allows you to send back coppers with impunity, knowing you'll easily be able to get to $4 to start your economy again.<br />
* [[Scrying Pool]] can be used with Secret Chamber to discard lots of Actions for coin and draw them up again. <br />
* Secret Chamber can be used to discard a lot of cards for coin before playing a [[Tactician]], thus letting you play Tacticians every turn and still have coin to spend. Note that you have to have some extra source of draw, like a [[Laboratory]], for the Secret Chamber to give you $8 and still leave a card in hand to discard to the next Tactician.<br />
<br />
=== Antisynergies ===<br />
* [[Vault]] has a similar Action but with +2 cards, which helps a lot. <br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text= The set had a reaction early on, but had lost it by the time development started. Dale wanted another reaction, and the set had space, due to going up to 25 cards. I didn't want to just stop attacks flat-out again, so this card instead does something odd that's useful against lots of attacks. You'll have to consider the individual cases for yourself, but really, it does show a lot of attacks what for. The non-reaction part had been a card in the main set in the murky past, which had left due to being too weak. It seemed good enough here with the reaction tacked onto it, and cute because it helps vs. Curses, which the reaction part doesn't. As with the similar nixed card described in the Courtyard entry, this can cause some AP, but it's not as bad because the attack gives you some direction and it isn't your turn.|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=116.0 from the Secret History of the Intrigue cards]<br />
}}<br />
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{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/PawnPawn2012-10-30T23:57:45Z<p>Drab Emordnilap: /* Official FAQ */</p>
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<div>{{Cardbox|<br />
|Card = Pawn<br />
|Cost = 2<br />
|Set = Intrigue<br />
|Type = [[Action]]<br />
|Illustrator = Franz Vohwinkel<br />
|Text = Choose two: +1 Card; +1 Action; +1 Buy; +$1.<br/>(The choices must be different.)<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*First pick any 2 of the 4 options. You cannot pick the same option twice. After picking both, do both, in either order.<br />
*You may not choose to draw a card, look at the card drawn, and then make your second choice.<br />
<br />
=== Other Rules clarifications ===<br />
If Pawn is [[Throne Room]]ed or [[King's Court]]ed, the choices do not have to be the same for each play of Pawn. <br />
== Strategy Article ==<br />
There is no strategy article currently written for Pawn.<br />
<br />
Pawn's a reasonable cheap source of +Buy in engines, and its versatility can be helpful. With reasonable deck-tracking, it can be used for +1 card, +$1 which is pretty good value if you don't draw an action dead. It can be used as a source of disappearing money in Watchtower or Library engines. <br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=A very early card that never changed (except the name - it was originally called Spare Room). It was considered for the main set for a while, but left because it slowed down new players too much. You play Pawn, stare at the card for forever, trying to make sure you've considered all of the possibilities, then finally pick +1 card +1 action. The card you draw is another Pawn and somehow you have to reconsider everything. It's one of my personal favorites, but really had to wait for an expansion, so that most players will have played a bunch already.|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=116.0 from the Secret History of the Intrigue cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/CourtyardCourtyard2012-10-30T23:57:15Z<p>Drab Emordnilap: /* Official FAQ */</p>
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<div>{{Cardbox|<br />
|Card = Courtyard<br />
|Cost = 2<br />
|Set = Intrigue<br />
|Type = [[Action]]<br />
|Illustrator = Harald Lieske<br />
|Text = +3 Cards <br>Put a card from your hand on top of your deck.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*You draw cards and add them to your hand before putting one back. The card you put on top of your deck can be any card in your new hand and doesn't have to be one of the 3 you just drew.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/05/29/intrigue-courtyard/ Original article] by theory''<br />
<br />
Appearances can be deceiving. Courtyard looks (and is priced as) a gimped [[Smithy]], effectively only drawing 2 cards instead of 3. In reality, the top-decking effect makes Courtyard a far stronger card than [[Smithy]], at least when you aren’t actually looking to draw your deck. It means any Actions that you draw dead can be placed back on top of your deck, and any incomplete combos (like [[Fool’s Gold]]) can be placed back to be drawn another day. In a single-Action game, where you’ll only have a single terminal Action and several nonterminal Actions, Courtyard is far preferable to [[Smithy]].<br />
<br />
In many ways, Courtyard is like [[Haven]]. It smooths your turns and assists your combos so that you can draw $8 and $8 instead of $7 and $9. Multiple Courtyards are much less useful than multiple [[Havens]], but Courtyard makes up for its terminal-ness by drawing you to a 7 card hand first. In other words, Courtyard tends to lend itself to [[Big Money]], while [[Haven]] lends itself to [[engines]]. This is borne out by simulator results, where Courtyard is one of the premier [[Big Money]] enablers (along with [[Wharf]] and [[Jack of All Trades]]).<br />
<br />
Where Courtyard really excels is when you run a predominantly [[Big Money]] deck that has a few combo pieces in it. [[Tournament]], [[Baron]], [[Fool’s Gold]], etc. are all very strong additions to a [[Big Money]]-Courtyard deck.<br />
<br />
Paradoxically, where Courtyard is least effective is when you actually try to use it at a [[Smithy]]. Here, you’ll just find yourself re-drawing that top-decked card over and over again, and you’re really just drawing 2 cards at a time. The point of Courtyard is not actually to draw +3 Cards; it’s the deck rearrangement and handsize increase that makes it such a strong card.<br />
===Big Money strategy===<br />
''[http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ Original article] by HiveMindEmulator, edited by theory''<br />
<br />
Courtyard BM is significantly stronger than [[Smithy]] BM, and in BM, the difference between $2 and $4 is basically nothing, since you don’t have the extra buys. So the question is how to take advantage of the ability to return a card to your deck. The most immediate benefit is that you don’t have to worry about 2 Courtyards colliding. One can just put the other back on top of the deck. This means you can, and should, buy your second Courtyard much sooner (i.e. after a single Silver), and can be much more willing to add a third (terminal) action to your deck. Having 2 Courtyards very early can be a huge advantage, since as with Smithies, when you play them, you very often find yourself able to buy Gold. Combining this with the power to put back excess money on hands where you draw to $5 or $7, and you’ll find that you are able to get a huge amount of Golds early. Once you’ve racked up the Golds, it’s smooth sailing, using your Courtyards to rearrange your hands into mostly $8s. As with Smithy, you should prefer to open [[Island]], [[Jack of all Trades]], or [[Masquerade]] ahead of Courtyard, delaying your first Courtyard to turn 3-4. And if you open Jack or Masquerade, you also want to delay your second Courtyard, since you already have that extra terminal.<br />
=== Synergies/Combos ===<br />
[[Big Money]]<br>Combo pieces, like [[Tournament]], [[Baron]], [[Fool’s Gold]]<br>Single-Action games<br />
<br />
=== Antisynergies ===<br />
[[Engines]]<br>Situations where you’re actually looking for +3 Cards<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=Almost all of the Dominion cards, from the main set and all of the hypothetical expansions, were designed by me. Which is just the way I like it. This one was not though. In the early days of Dominion, one of my friends printed/cut/sleeved his own copy, and along the way he added like a dozen cards. I played with them and liked a few that I hadn't thought of yet, and well this is one of them. I had previously tried "+1 Action, +2 Cards, put two cards from your hand on top of your deck," but nixed that for causing too much AP. This card does cause a little AP, but is much better.|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=116.0 from the Secret History of the Intrigue cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/AdventurerAdventurer2012-10-30T23:56:09Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Adventurer<br />
|Cost = 6<br />
|Set = Base<br />
|Type = [[Action]]<br />
|Illustrator = Ryan Laukat<br />
|Text = Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*If you have to shuffle in the middle, shuffle. Don't shuffle in the revealed cards as these cards do not go to the Discard pile until you have finished revealing cards.<br />
*If you run out of cards after shuffling and still only have one Treasure, you get just that one Treasure.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There isn't a strategy article for Adventurer. It has been mentioned in [http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ this article] by HiveMindEmulator, edited by theory.<br />
<br />
If I asked you to enumerate the terminal draw cards, you’d probably forget Adventurer. I know I did at first. Technically, it’s terminal and it draws 2 cards, and like Library it guarantees no dead actions, and even no victory cards! Sounds great, but the problem is that it costs $6 and will rarely be better than Gold in a BM deck with 7 Coppers in it. In pure BM (and engines too, for that matter), it’s basically always better to spend your terminals and $6 purchases on something else.<br />
=== Synergies/Combos ===<br />
* Works with trashing, especially trashing to get rid of Coppers - [[Moneylender]], [[Spice Merchant]], [[Chapel]]. <br />
=== Antisynergies ===<br />
* Typically is worse than other sources of terminal draw.<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{<br />
Quote|Text=For a while the main set did not have an action costing 6. I thought it would be good if it did. At some point we decided to go with 25 Kingdom cards (it was 25, then 20, then 25 again), so there was space for a 6, and I went looking through the expansions for the most appropriate one - something interesting but not too weird that wasn't too tied to its expansion. I took Adventurer from the 7th expansion. I don't know how many expansions Dominion will actually get, all printed and everything, but my friends were insatiable, so I cranked out a lot of cards. | Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 from the Secret History of Dominion cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/WitchWitch2012-10-30T23:55:15Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Witch<br />
|Cost = 5<br />
|Set = Base<br />
|Type = [[Action]] - [[Attack]]<br />
|Illustrator = Matthias Catrein<br />
|Text = +2 Cards<br>Each other player gains a Curse card.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*If there aren't enough Curses left to go around when you play the Witch, you deal them out in turn order – starting with the player after you.<br />
*If you play Witch with no Curses remaining, you will still draw 2 cards. A player gaining a Curse puts it face-up into his Discard pile.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There isn't a strategy article about Witch.<br />
<br />
Like most Cursers, Witch is a very powerful card, even in the presence of trashing or defensive reactions. <br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=In the very first game of Dominion, this cost 3 but didn't draw you cards. It quickly shot up to 5, then gained the penalty of "pay one coin." That's how much people hated Witch. It stayed like that until around when development started. When I started doing more testing of the main set cards (as opposed to expansions), it was obvious that Witch was weak. First it lost the penalty, then gained +1 Card, then +2 Cards. It costs 5; there is some tough competition there. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 from the Secret History of Dominion cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/MineMine2012-10-30T23:53:53Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Mine<br />
|Cost = 5<br />
|Set = Base<br />
|Type = [[Action]]<br />
|Illustrator = Claus Stefan<br />
|Text = Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more; put it into your hand.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*Generally, you can trash a Copper card and gain a Silver, or trash a Silver card and gain a Gold. However, you could also trash a Treasure to gain the same Treasure or a cheaper one.<br />
*The gained card goes in your hand; thus, you can spend it the same turn.<br />
*If you don't have a Treasure card in your hand to trash, you can’t gain anything.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/07/09/dominion-mine/ Article] by greatexpectations with additional analysis from LastFootnote, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=3012.0 forum]''<br />
<br />
<br />
'''A Favorite Card of Mine'''<br />
<br />
Let’s be honest here: Mine is probably most famous for being the card everyone confuses with [[Mint]]. A similar name, similar Treasure-related behavior, and the same $5 price point will do this. Unfortunately, Mine’s reputation doesn’t get much better past that, considering:<br />
<br />
* It comes from the largely bland Base Dominion set, achieving the honor of being arguably the worst trash for benefit card of the set.<br />
* Council Room’s Popular Buys ranks it as the 28th worst card by Win Rate With, and the 8th worst at the $5 price point.<br />
* The forum user base [[List_of_Cards_by_Qvist_Rankings|ranked]] it as one of the worst cards at the $5 price point.<br />
<br />
Mine is very often an ignorable card, but as with many other middling/bad cards, in the kingdoms where it actually is useful it can be the star of the show. Much of Mine’s intrigue is due to its fairly unique ability of gaining a card directly in hand. It is this ability which likely bumps Mine from the $4 to the $5 price point. This allows you the benefit of not only improving your deck but also improving your current hand.<br />
<br />
The first thing to note, most obviously, is that Mine is mostly best in “money” games, as opposed to “engine” games where you rely on Actions to generate your money. Of course, a Mine can be a nice supplement to an engine, to boost your additional buying power and allow you to spend your buys on engine parts rather than Treasure, but it is generally a side luxury at best.<br />
<br />
<br />
<br />
'''Repeated Play'''<br />
<br />
Mine is typically at its best when it can be played repeatedly. You can achieve this with [[Caravan]]/[[Laboratory]] stacks, [[Hunting Party]]/[[Golem]] decks, [[King's Court]]/[[Throne Room]], or conventional large draw decks. Besides the obvious improvements to your deck in the long run, repeated play offers the benefits of not having to waste your buys to improve your economy. Because the upgraded card goes directly into your hand, you can not only improve your economy you can do so immediately.<br />
<br />
One way to think about this is that Mine improves all of your future reshuffles. The more reshuffles you will subsequently have, the more valuable Mine becomes in the long run. In the extreme case, at the end of the game, Mine is little more than a Copper. In the best case, at the start of a game, Mine offers tremendous long-term potential.<br />
<br />
Therefore, to maximize Mine’s benefit, you either need to play it multiple times each reshuffle (using King’s Court or Throne Room), or accelerate your reshuffling (with Caravan/Laboratory, Hunting Party, etc.).<br />
<br />
The very best way to repeatedly play Mine is with sifters like [[Cellar]] and [[Warehouse]]. They are cheap, do not necessarily enable alternative powerful engines (like King’s Court or Hunting Party), and enable a lot of deck reshuffles quickly, so you can get your newly Mined Treasures that much faster. But they have a second big advantage…<br />
<br />
<br />
<br />
'''When a few Gold is more desirable than a lot of Silver'''<br />
<br />
In the absence of special Treasure cards, Mine does two things. It turns Copper into Silver and it turns Silver into Gold. As has been pointed out before (I believe by WanderingWinder), Copper isn’t a terrible card in big money games. Moreover, Silver is easy to obtain. You start the game being able to hit $3 very reliably. So trashing a Copper in order to gain a Silver is pretty mediocre.<br />
<br />
Gold, on the other hand, is harder to obtain. If there’s one thing that Mine does well, it’s fill your deck with Gold. Therefore as Gold becomes more desirable, so does Mine. Given a big-money type game, there are three basic things that make Gold more desirable: the availability of sifters, discard attacks that allow you to choose what you discard, and trash-for-benefit cards that allow you to convert Gold into Provinces.<br />
<br />
Sifters are the big one. Cellar, Warehouse, [[Cartographer]], [[Stables]], etc. all allow you to play your Mine often and then allow you to pick the Gold you’ve accumulated out of the Coppers and Estates left in your deck. Laboratory variants can also help you play Mine more often, but that alone isn’t enough reason to choose Mine over other terminal Actions. You want to play almost all of your power terminals as often as possible. Mine does “stack” more than most terminals, gaining more benefit the earlier and more often you play it, like a Curse-giver. But that alone may not be enough reason to buy it. On the other hand, Lab variants and sifters complement each other very well, so if Mine, a sifter, and non-terminal draw are all available, that’s even more reason to consider Mine.<br />
<br />
Your opponent’s discard attacks are the next big reason to buy Mine. In a big money game with Militias being played, Gold becomes much more valuable: a hand of Silver-Silver-Silver-Silver-Estate can’t buy a Province after being Militia’d, but Gold-Gold-Silver-Estate-Estate can. At the same time, however, Militia makes Gold much more difficult to obtain. Mine helps you amass Gold quickly without having to hit $6 in hand. In a 2-player game, you can’t just ignore Militia in favor of Mine. If you don’t slow your opponent down, they’ll usually win despite your Mine. However, a combination of the two cards can work. Also, if you’re playing a multiplayer game and your opponents are both buying Militias, Mine becomes much more desirable as you can let them snipe at each other while you accumulate Gold.<br />
<br />
Perhaps Mine’s biggest tragedy is that these two enablers are mutually exclusive. If your opponents are buying discard attacks, you don’t want sifters.<br />
<br />
As for trash-for-benefit cards, I don’t think that needs much explanation. Mine supplies you with the Gold, and with [[Remodel]] or [[Governor]], you can quickly convert them into Provinces.<br />
<br />
<br />
<br />
'''Alternate Treasure Cards'''<br />
<br />
Both [[Platinum]] and [[Potion]]s can give Mine a huge boost. The jump from Gold to Platinum is massive, and because of this Mine will always be more attractive on [[Colony]] boards than [[Province]] boards. Similarly, as this article points out, Mine is useful on [[Alchemy]] heavy boards because of its flexibility into and out of the race for Potion cost-cards. For example, in an [[Alchemist]] chain, you can convert your Treasures to/from Potions as needed to keep the chain going.<br />
<br />
Mine’s power can be extended to most other alternate treasure cards as well. [[Horn of Plenty]], [[Venture]], [[Hoard]], and [[Harem]] are all very attractive targets for Mine with a Silver in hand. Additionally, [[Hinterlands]] was very kind to Mine, offering both [[Ill-Gotten Gains]] and [[Fool’s Gold]]. Mine lets you turn silver into IGG, IGG into another IGG, or IGG into Gold, all of which are strong options. Mine/Fool’s Gold is a pretty solid (+4) opening according to Best/Worst Openings, allowing Mine to turn your early copper into a Fool’s Gold in hand.<br />
<br />
<br />
<br />
'''How To Play Mine'''<br />
<br />
Mine can offer some tricky decisions when it comes to choosing what exactly you want to upgrade. Should I swap Copper for Silver, or Silver for Gold? In general, Silver to Gold is probably the better move. Here are a couple of guidelines for helping to make that decision:<br />
<br />
* If it is a Colony board, you should prioritize upgrading S->G over C->S. Your ultimate target is Platinum, so you will want the best chance of later upgrading Gold->Plat<br />
* If it is a board with discard attacks, you should prioritize S->G over C->S. You will be working with smaller hand sizes and you will want the larger bang for your buck.<br />
* Swindler makes things difficult. You don’t want to lose your coppers to curses, but at the same time Gold is often immune to the Swindler attack. This will be board dependent.<br />
* C->S should probably be prioritized on Jester boards. You do not want to be fed more copper, but you also do not want your opponent to grab free gold. A similar suggestion can apply with Smuggler.<br />
* In general, S->G is better for your deck, but C->S maximizes the number of potential Mine targets. I rarely find myself without a target for my Mine, so unless there is a good reason otherwise, I will usually upgrade to the highest cost Treasure possible. If you find yourself Mining C->S all the time, you should consider that maybe you shouldn't have gotten the Mine in the first place. <br />
<br />
<br />
<br />
'''Conclusion'''<br />
<br />
Mine’s real problem is that it is an assistant for a relatively slow strategy. On many boards, there is often a more explosive strategy that will beat out Mine’s long-term benefits. But given the right conditions, Mine can give you a long-term buying power advantage over your opponent.<br />
<br />
=== Synergies/Combos ===<br />
Works with:<br />
* Sifters ([[Cellar]], [[Warehouse]]) <br />
* Repeated play ([[Caravan]], [[Laboratory]], [[Hunting Party]], [[Golem]])<br />
* Alternate treasures besides Copper, Silver, Gold. <br />
=== Antisynergies ===<br />
Conflicts with:<br />
* Heavy trashing<br />
* Other strong $5 Terminals<br />
* Strong engines<br />
* Copper-based strategies<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=Of the 10 Actions in the first game ever of Dominion, this has changed the least. It always cost 5, and always let you trade Copper for Silver or Silver for Gold. The only difference is that now it phrases this as "gain a Treasure costing up to 3 more," as if someday there might be other treasures that this would also work with. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 from the Secret History of Dominion cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/MarketMarket2012-10-30T23:25:46Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Market<br />
|Cost = 5<br />
|Set = Base<br />
|Type = [[Action]]<br />
|Illustrator = Matthias Catrein<br />
|Text = +1 Card<br>+1 Action<br>+1 Buy<br>+$1<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*Draw a card.<br />
*You may play another Action card during your Action phase.<br />
*During your Buy phase, you may buy an additional card from the supply, and add one coin to the total value of the Treasure cards played.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/30/dominion-market/ Original article] by theory''<br />
<br />
It pains me to say this, but Market is a mediocre-to-weak $5, among the bottom third of cards in [[List_of_Cards_by_Qvist_Rankings|Qvist's rankings]]. <br />
<br />
Don’t get me wrong: Markets are definitely good, as a non-terminal Action that provides +$1 and +1 Buy, and therefore readily spammable. But the problem is its opportunity cost. At the $5 level, there are some seriously amazing cards that you’d be passing up for the Market. The $5 Attacks in particular are so ridiculously strong that you will usually fall behind quickly if you can’t keep up with the [[Mountebank]]ing or the [[Witch]]ing. Market, on the other hand, is essentially equivalent to having played a [[Fishing Village]] on the last turn, except with the +Action traded for a +Buy. Zzzz.<br />
<br />
Not to mention that Market has a ton of similarly-priced clones ([[Peddler]], [[Bazaar]], [[Treasury]], [[Grand Market]]), all of which are superior unless you have a pressing need for a ton of +Buy. Of Actions, Cards, Coins, and Buys, Buys are the least helpful resource—the Market’s abundance of extra Buys are almost always wasted because the quality of cards is superlinear; a $6 card is better than 2 $3 cards or 3 $2 cards. (This is why [[Tactician]] is a good card.) With the exception of certain situations involving [[Goons]], [[Gardens]], [[Peddlers]], [[Bridge]], [[Highway]], and [[Hoard]]), you very rarely want more than 2 or 3 Buys.<br />
<br />
Of course, if there are no other non-terminal $5 Actions, then you’ll mostly be buying Markets with your $5. But it won’t be ideal, and with two Buys at $10 you’d probably rather purchase $6/$4 or Province/$2 instead of two Markets.<br />
<br />
Market, therefore, is best deployed as a supplemental card when superior alternatives for +Buy (e.g., Grand Market, Festival, Goons, or even [[Worker’s Village]]) are not available. A card to pick up along the way so your [[Laboratory]]/[[Alchemist]] chain doesn’t look foolish spending $20 on one Province (or worse, one [[Woodcutter]]). But rarely as a card to build your deck around, and one of the first to be sacrificed to the [[Salvager]] or [[Forge]].<br />
<br />
Market’s strengths and weaknesses are best illustrated by comparing it to Laboratory. It trades an extra card for +$1 and +1 Buy. Accordingly, it does best in extremely dense and/or fully-drawable decks, where the $1 and the Buy outweigh the disadvantage of drawing one fewer card. It does worse when cards like [[Cellar]] and [[Vault]] are available, which take better advantage of increased hand sizes. And its lack of deck-drawing power makes it much more vulnerable to opponents’ attacks. You’d rather have 3 Laboratories and 1 Market over 4 Laboratories with no +Buy, but 2 Laboratories and 2 Markets usually leaves you with wasted extra Buys and wishing you had another card in hand instead.<br />
<br />
=== Synergies/Combos ===<br />
Works with:<br />
* Dense or fully-drawable decks<br />
* Cards that call for lots of +Buy ([[Goons]], [[Peddler]], [[Highway]], [[Vineyard]]).<br />
* [[Quarry]], which can make great use of +Buy, at the very least to pick up lots of Markets. <br />
=== Antisynergies ===<br />
Conflicts with:<br />
* Opponents' attacks<br />
* Better sources of +Buy<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=This started out with a mere "+1 Buy" on that first evening of Dominion, and gradually accumulated the rest of the +'s over a couple evenings. If I left it at that you might think the first version was cheaper than 5, but no, it was 5. Before playing that first game, I had no idea what card costs should be, and my guesses were not always in the ballpark. Drawing Market meant you had fewer cards in hand to actually spend on that buy, so it obviously needed some money to go with it; and then there was another card that gave you a free coin, and I merged them. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 from the Secret History of Dominion cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/LibraryLibrary2012-10-30T23:25:16Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Library<br />
|Cost = 5<br />
|Set = Base<br />
|Type = [[Action]]<br />
|Illustrator = Harald Lieske<br />
|Text = Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*If you have to shuffle in the middle, the set-aside cards are not shuffled into the new Deck. They will be discarded when you have finished drawing cards.<br />
*If you run out of cards even after shuffling, you just get however many there were.<br />
*You are not obligated to set aside Actions – you just have the option to do so.<br />
*If you have 7 or more cards in hand after you play the Library, you don't draw any cards.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2011/03/02/dominion-library/ Original article] by theory''<br />
<br />
Library is one of the most unusual of the +Cards Actions. Because you don’t draw a set number of cards, but rather up to 7, it responds poorly to [[Throne Room]] but does quite well with small hands (normally a drawback). Preferably, you get your small hand through disappearing +2 Actions cards ([[Festival]], [[University]]); indeed, the synergy between Festival and Library are so strong that when Donald X. moved Festival into the base set, he pulled Library in with it as well to keep them together. It’s theoretically true that Library works well with [[Outpost]], but the chance of drawing a +Actions with it in the 3-card hand is pretty small unless you’re [[Haven]]ing cards between hands.<br />
<br />
Alternatively, Library is a fundamental “soft counter” to handsize-decreasing cards like [[Militia]] and [[Torturer]]. (In fact, its presence is often a strong deterrent to playing Militia, since it’s even better of a counter than [[Moat]].) Library can also be used effectively with discard-for-benefit cards ([[Vault]], [[Secret Chamber]], even [[Haven]]), if you have enough +Actions to play it all: discard your cards, then redraw with the Library. And it’s possible — though unlikely — to use [[Golem]] for this purpose (ideally by drawing [[Tactician]]/Library).<br />
<br />
Its benefit of setting Action cards aside is a little less useful than it seems. Obviously it’s of most use when your deck is cluttered with terminal Actions … but then your deck is cluttered with terminal Actions. It’s more often better used as a way to discard the outmoded opening Actions (e.g., [[Chapel]], [[Moneylender]]), or as part of an endgame desperate draw, hoping to get up to $8. (Special note: often you’ll want to set aside useless non-terminals like [[Great Hall]]; this is because it draws you a card, but without giving you the option of setting it aside or not.) Alternatively, it can be nice when combined with [[Scrying Pool]], since Library can draw all your non-Actions, and Scrying Pool picks up the Actions.<br />
<br />
Unsurprisingly, Library is quite terrible when your hand is already quite large. This means that not only does it anti-synergize with [[Laboratory]], it also anti-synergizes with itself unless you are drawing more disappearing +2 Actions. But at least you can set them aside, which can be quite useful if you’re running a rote [[Smithy]]/Big Money strategy with Library in place of Smithy.<br />
<br />
=== Synergies/Combos ===<br />
Works with<br />
* Cards which give +2 actions but do not draw a card: [[Festival]], [[University]], [[Native Village]], [[Nobles]], [[Squire]], [[Hamlet]], [[Fishing Village]], and others.<br />
* Cards which decrease your handsize for a benefit: [[Cellar]], [[Warehouse]], [[Vault]], [[Secret Chamber]], [[Black Market]].<br />
* Opponents' handsize-decreasing attacks: [[Militia]], [[Torturer]], [[Goons]], [[Ghost Ship]], and others.<br />
* Actions which outlive their usefulness, such as early trashers. <br />
=== Antisynergies ===<br />
Conflicts with: <br />
* Other handsize increasers such as [[Caravan]], [[Tactician]], [[Laboratory]], and even other terminal draw like [[Smithy]]<br />
* Opponents' [[Council Room]]s. <br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=When I nabbed Festival from the 6th expansion, I took Library with it, since to me they went together. Actually it was a 3-card package, but the other card did not make the grade. Library seemed like a fine card to have around, so why not. At one point it came under fire for having confusing text, and could conceivably have gotten booted. We fixed up the text and ended up deciding it wasn't too complicated after all. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 from the Secret History of Dominion cards]<br />
}}<br />
<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/LaboratoryLaboratory2012-10-30T23:24:18Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Laboratory<br />
|Cost = 5<br />
|Set = Base<br />
|Type = [[Action]]<br />
|Illustrator = Julien Delval<br />
|Text = +2 Cards<br>+1 Action<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*Draw two cards. You may play another Action card during your Action phase.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2011/02/09/dominion-laboratory/ Original article] by theory''<br />
<br />
The benchmark against which every other $5 card is measured. Laboratory was the first Dominion card released with such delicious self-synergy: unlike +Actions/+Cards engines, Laboratory chains can’t sputter because it drew its cards in the wrong order. And there’s no fine-tuning selection of purchases needed, no need to balance between terminals and +Actions: just spam Lab over and over again. This makes Lab chains easier to run than a Village/Smithy chain, albeit a bit more expensive.<br />
<br />
Along with [[City]], Laboratory is one of the few non-attack $5 cards that might be worth buying with $6. (Similarly, it’s also one of the cards that might make opening with [[Feast]] worth it.) It’s not as important as City or [[Mountebank]] or [[Witch]], but you can quickly fall behind if you allow your opponent to grab all the Labs, even if you establish a counterbalancing Gold advantage:<br />
<br />
[[File:LabGoldPlot.png|960px]]<br />
<br />
This isn't conclusive, but this graph from Councilroom.com indicates that you can't forsake Labs entirely to concentrate on Golds. <br />
<br />
Laboratory is an excellent addition to just about any deck, since almost every deck benefits from increased handsize, and few other non-terminals instantly increase your handsize. But Laboratory is especially powerful in trimmed decks, because its value is entirely tied to your deck’s average card value. At the same time, Lab doesn’t actually improve your deck in a macro sense. It’s easy to get caught up in a Village Idiot situation, where despite being able to draw your deck, you have nothing worth drawing. So it’s important to balance your Lab buildup with actual deck improvement if you foresee being able to draw your deck.<br />
<br />
In a high-powered Lab deck, you also need some source of +Buy. Ideally you’d pick up some kind of Market, to facilitate drawing more Labs and use your terminal on an attack instead, but if you see that you’ll be building a Lab chain, and there’s no non-terminal source of +Buy, you can get the need for +Buy out of the way with an early Woodcutter.<br />
<br />
If there isn’t +Buy, it’s important not to build too fine-tuned a deck. It’s no use spending time getting your Lab chain to consistently draw $20 if you can only buy one Province at a time: you’ll likely fall too far behind an opponent whose deck only gets to $10, but got there two turns sooner than you did.<br />
<br />
=== Synergies/Combos ===<br />
Works with:<br />
* All cards that work with big hand sizes:<br />
** [[Cellar]]/[[Warehouse]]<br />
** [[Vault]]/[[Secret Chamber]]<br />
** [[Bank]]/[[Coppersmith]]<br />
** [[Forge]]<br />
* [[Conspirator]]<br />
* [[Market]]/[[Grand Market]]/some other source of +Buy<br />
* Early trashing, particularly [[Chapel]] if you can get it on a 5/2 opening<br />
* [[Throne Room]] / [[King’s Court]]<br />
=== Antisynergies ===<br />
Conflicts with:<br />
* Draw-up-to-X cards ([[Library]], [[Watchtower]], [[Jack of all Trades]]).<br />
* [[Tactician]]<br />
* [[Minion]]<br />
* [[Philosopher’s Stone]]<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=A very early card that looked like this for forever. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 from the Secret History of Dominion cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/FestivalFestival2012-10-30T23:23:45Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Festival<br />
|Cost = 5<br />
|Set = Base<br />
|Type = [[Action]]<br />
|Illustrator = Marcel-Andre Casasola Merkle<br />
|Text = +2 Actions<br>+1 Buy<br>+$2<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*If you are playing multiple Festivals, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time (i.e. "I'm playing the Festival and now have two Actions remaining. I play a Market and have two Actions remaining. I play another Festival and now have three Actions remaining….").<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There's no strategy article for Festival. <br />
<br />
It's a pretty good card - it gives +$, +Action, and +Buy, all you need to do is add +Cards and you've got most of what you need for an engine on one card. <br />
=== Synergies/Combos ===<br />
* Since it decreases your handsize, it combos with [[Library]] and [[Watchtower]]. <br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=When the set went (back) up to 25 cards, it needed another Village-type card, and this was a simple one from the 6th expansion. It was originally called Circus. I think Dale suggested the name Festival. This is the only other name change that occurred during development (besides Bureaucrat / Militia). If I had it to do again, I might put a little more work into these names; a lot of them are fine - Thief steals treasures, Moat stops attacks, and while at first you figure, I guess the Thief can't swim, later you see the Moat art and realize it's not the kind of Moat that's swimmable - but some are odd - Feast is a big Workshop that only works once? See, you're talking shop at the feast. Names were just not an issue we looked at. Everything seemed fine because it had been called whatever for so long. It's the Raiders of the Lost Ark phenomenon. Raiders of the Lost Ark? Some thieves robbing a boat? But once you get used to it, it's Raiders, that movie. Anyway I have spent more time on expansion card names since. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 from the Secret History of Dominion cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Council_RoomCouncil Room2012-10-30T23:23:24Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Council Room<br />
|Cost = 5<br />
|Set = Base<br />
|Type = [[Action]]<br />
|Illustrator = Matthias Catrein<br />
|Text = +4 Cards<br>+1 Buy<br>Each other player draws a card.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*The other players must draw a card whether they want to or not. All players should shuffle as necessary.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no Council Room strategy article, but it is mentioned in the Terminal Draw [[Big Money]] article at http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ . <br />
<br />
Compared to Smithy, Council Room gives both you and your opponents an additional card, and gives you an additional buy. Early on, this is probably a bit worse than Smithy for terminal draw Big Money, since you won’t use the buy, and an 8th card on your big turn is probably overkill while a 6th card on a regular turn for them can make a bigger difference. However, having an extra card and buy on your big turn (on which you have 2 buys) can be a big deal late game. Since Council Room doesn’t really shine until late game, you’re not in a huge rush to buy them. You should not buy one for $6 ahead of Gold, and you should probably delay the second one until after the second reshuffle even if you draw $5 on both turns 3 and 4. Since you’re not in a huge rush to get your Council Room, you can even do things like opening Bureaucrat or Baron to help you get more early treasures, delaying your CR, but giving you more power to use with your +buy later. But you still can’t pull off some of the weaker openings that you would with Library of Vault, since Council Room does draw a lot of cards dead, and the game is going to tend to be even shorter than other terminal draw BM games if both players are allowing each other to draw extra cards with their Council Rooms.<br />
<br />
Council Room also makes for very powerful engines, especially when it is paired with a discard attack to counteract its benefit to the opponent.<br />
=== Synergies/Combos ===<br />
* Handsize attacks such as [[Militia]], [[Margrave]], [[Goons]], and [[Ghost Ship]] allow you to play multiple Council Rooms and then force the opponent to discard those extra cards. <br />
* Council Room / [[Fool's Gold]] is an elite opening, providing for extremely quick cycling, giving large hands with a great chance of matching up Fool's Golds, and giving +Buy to get FG quickly. <br />
=== Antisynergies ===<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=Originally the 4th expansion had a "non-attack player interaction" sub-theme. It was easily the best expansion, and it became clear that I should split that sucker up. The main set got this card. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 from the Secret History of Dominion cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/Throne_RoomThrone Room2012-10-30T23:23:07Z<p>Drab Emordnilap: /* Official FAQ */</p>
<hr />
<div>{{Cardbox|<br />
|Card = Throne Room<br />
|Cost = 4<br />
|Set = Base<br />
|Type = [[Action]]<br />
|Illustrator = Harald Lieske<br />
|Text = Choose an Action card in your hand. Play it twice.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*You pick another Action card in your hand, play it, and play it again. The second use of the Action card doesn't use up any extra Actions you have.<br />
*You completely resolve playing the Action the first time before playing it the second time.<br />
*If you Throne Room a Throne Room, you play an Action, doing it twice, and then play another Action and do it twice; you do not resolve an Action four times.<br />
*If you Throne Room a card that gives you +1 Action, such as [[Market]], you will end up with 2 Actions left afterwards, which is tricky, because if you'd just played Market twice you'd only have 1 Action left afterwards. Remember to count the number of Actions you have remaining out loud to keep from getting confused!<br />
*You cannot play any other Actions in between playing the Throne Roomed Action twice.<br />
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=== Other Rules clarifications ===<br />
When you play Throne Room you MUST pick an action from your hand to play twice if you have any actions in your hand; you can't choose not to. <br />
<br />
When you play Throne Room and choose to target a [[Duration]], the Throne Room stays out in play with the Duration that it affects. If you Throne Room a Throne Room which affects a Duration, the top-level Throne Room does not stay in play and gets cleaned up during the Clean-up phase of the turn. <br />
== Strategy Article ==<br />
There is no strategy article on Throne Room. <br />
<br />
Throne Room is a powerful addition to most decks with a high action density. It's weak in games where you might draw it without any good actions. It typically not a good buy on turn 1 or 2, since you won't yet have good actions to Throne Room. <br />
=== Synergies/Combos ===<br />
* In the presence of cards that give +1 action, a Throne Room can be used as a makeshift Village. <br />
* Strong trashing like [[Chapel]] helps line up Throne Room with good targets. <br />
=== Antisynergies ===<br />
* Draw-up-to-X cards like [[Library]] do not have much of a benefit from being Throned. <br />
* [[Looter]]s, [[Curser]]s, and especially [[Mountebank]]. <br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=For most of its life this card cost 3. My feeling was that you didn't want to buy two on turns 1 and 2, and probably didn't want to buy one on either of those turns (except with the Feast combo). Later in the game it doesn't matter as much whether it costs 3 or 4. So why not 3? In general, if a card can be cheaper, I make it cheaper. I want the cards as cheap as possible without breaking the game, rather than as expensive as possible without going unplayed. So, I knew Throne Room was good, but it seemed like 3 was okay.<br />
<br/><br><br />
Well late in development there was a game where no-one fought me for the Throne Rooms and I had a turn where I chained 6 of them. "I play Throne Room. First I Throne Room a Throne Room; for that one first I Throne Room a Smithy, then a Throne Room; for that one first I Throne Room a Throne Room..." I had a big cloud of actions on the table (we use a binary tree in these ridiculous situations). It's not just powerful; it's messy. I thought, hmm, maybe this could stand being 4 after all. It makes it just a bit harder to get a million of them; you don't go, "Market, buy two Throne Rooms" nearly as often. There was some worry that now there weren't enough 3's, but we decided we could live with just having four. There's Silver at 3, so it's fine to sometimes deal out a random 10 and not get a 3.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
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{{Navbox Cards}}</div>Drab Emordnilaphttps://wiki.dominionstrategy.com/index.php/ThiefThief2012-10-30T23:22:04Z<p>Drab Emordnilap: /* Official FAQ */</p>
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<div>{{Cardbox|<br />
|Card = Thief<br />
|Cost = 4<br />
|Set = Base<br />
|Type = [[Action]] - [[Attack]]<br />
|Illustrator = Julien Delval<br />
|Text = Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.<br />
}}<br />
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== FAQ ==<br />
=== Official FAQ ===<br />
*A player with just one card left reveals that last card and then shuffles to get the other card to reveal (without including the revealed card); a player with no cards left shuffles to get both of them. <br />
*A player who still doesn't have two cards to reveal after shuffling just reveals what he can.<br />
*Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards, and then you gain any of the trashed cards that you want.<br />
*You can only take Treasures just trashed—not ones trashed on previous turns. You can take none of them, all of them, or anything in between.<br />
*Put the Treasures you decided to gain into your Discard pile. The ones you choose not to gain stay in the Trash pile.<br />
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=== Other Rules clarifications ===<br />
The treasures are trashed and then gained, so any things that happen on-trash happen first, and then any on-gain abilities activate afterwards. <br />
== Strategy Article ==<br />
Currently, there is no Thief strategy article. <br />
<br />
Thief is typically a very weak card, and was at one point voted the Worst $4 card. (It later lost this spot to [[Scout]]). Thief appears strong to many new players, who remember the times Thieves stole their Gold but forget the times Thieves cleared out all their useless Coppers. In practice, Thief is often very weak for the following reasons:<br />
* It gives you no benefit when played. The treasure you get is delayed by a shuffle, and if the Thief had been a better action card or a Silver, you could have probably bought a good card instead of having to steal one.<br />
* It often helps the opponent by clearing out their Coppers. <br />
* Thief is also significantly weaker in 2-player than in 4-player. It's not unusual for the Thief attack to have no effect at all! <br />
<br />
So in many cases, Thief is unlikely to hit anything good; the cases where Thief is likely to be good are listed below in the Synergies section. <br />
<br />
=== Synergies/Combos ===<br />
* Opponents' heavy trashing allows the Thief to have a high chance of stealing good cards, if the main source of money is still [[Silver]] and [[Gold]]. <br />
* Treasure-based decks such as those relying on a high [[Venture]] or [[Fool's Gold]] density are vulnerable to Thief. <br />
* When you have more than one opponent, Thief becomes a reasonable [[Gardens]] enabler. <br />
* [[King's Court]] can facilitate a very large number of Thief plays, and it is possible to deplete your opponent of treasure entirely! <br />
* Top-deck inspection attacks such as [[Spy]], [[Oracle]], or [[Scrying Pool]] allow you to get a good treasure on top of your opponents' decks. <br />
=== Antisynergies ===<br />
* When the opponent does not trash their own Coppers, Thief is likely to hit Coppers, helping them. <br />
* An engine made up of mostly Actions is unlikely to be hurt by Thief, even if the engine has a few Golds or Silvers in it. <br />
* Actions which give +$ make Thief ineffective. <br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=This is the only card that Valerie and Dale changed (other than non-functional wording changes). Which is of course just the way I would have wanted things - I mean who wouldn't? They had no compulsion to make changes for the sake of changing things; they complained about a few weak/confusing cards that just left, and everything else but Thief ended up the way I made it. Anyway Thief originally revealed the top 2 cards, then put the untrashed ones back. Valerie didn't like how, if you got hit with Thief and your top 2 cards were non-Treasures, then subsequent Thieves would also get nothing. Also there was the issue of remembering the order to put the cards back. So they changed it from reveal to reveal-then-discard. I was initially skeptical but in the end I think it was a good change. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 from the Secret History of Dominion cards]<br />
}}<br />
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{{Navbox Cards}}</div>Drab Emordnilap