https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=Khanh93&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-29T10:44:49ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/Wandering_MinstrelWandering Minstrel2021-11-13T17:31:27Z<p>Khanh93: </p>
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<div>{{Improve}}<br />
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{{Infobox Card<br />
|name = Wandering Minstrel<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Guillaume Ducos <br />
|text = '''+1 Card<br>+2 Actions'''<br>Reveal the top 3 cards of your deck. Put the Action cards back in any order and discard the rest.<br />
}}<br />
<br />
'''Wandering Minstrel''' is an [[Action]] card from [[Dark Ages]]. It's one of the few [[villages]] that doesn't have anything like "Village" in the name. It's also got some filtering ability to make sure your engine keeps drawing Actions. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First draw a card, then reveal the top 3 cards of your deck, shuffling your discard pile if there are not enough cards in your deck. <br />
* If there still are not enough after shuffling, just reveal what you can. <br />
* Put the revealed Action cards on top of your deck in any order, and discard the other cards. <br />
* If you didn't reveal any Action cards, no cards will be put on top.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article yet for Wandering Minstrel. Feel free to add your thoughts!<br />
<br />
It seems like a reasonably straightforward [[Village (Card type)|village]] to use. It discards all your non-actions, finding you your other actions to keep your [[engine]] running. Sure, it discards {{Card|Gold|Golds}} and {{Card|Platinum|Platinums}} and other fancy [[Treasure|Treasures]], but that's probably okay - if it helps you find more [[villages]] and [[smithies]], you'll draw them anyway. It's best when you're aiming to draw your whole deck and really don't mind discarding even your top-notch Treasures.<br />
<br />
It is particularly important to manage your reshuffles when using Wandering Minstrels. Once you've drawn all your actions and discarded all your treasures, green cards, and curses make sure not to cause a reshuffle mid-turn unless you can draw everything that's left. Otherwise you may be hit with one or more turns with no actions at all as you wade through all the non-actions that your Minstrels threw out. <br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Minion}}, as Wandering Minstrel will get past your non-Actions to Minions faster<br />
* [[engine|engines]] which aim to draw your whole deck<br />
<br />
=== Antisynergies ===<br />
* Lack of a need for [[villages]], such as in [[Big Money]].<br />
* [[Ruins]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Wandering MinstrelOld|Wandering Minstrel}} || {{CardVersionImage|Wandering MinstrelDigitalOld|Wandering Minstrel from Goko/Making Fun}} || '''+1 Card'''. '''+2 Actions'''. Reveal the top 3 cards of your deck. Put the Actions back on top in any order and discard the rest. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Wandering Minstrel|Wandering Minstrel}} || {{CardVersionImage|Wandering MinstrelDigital|Wandering Minstrel from Shuffle iT}} || '''+1 Card'''. '''+2 Actions'''. Reveal the top 3 cards of your deck. Put the Action cards back in any order and discard the rest. || Dark Ages [[Second Edition|2nd Edition]] || September 2017<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Bard (lit. ''bard'') || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Reizende Minstreel || || || ||<br />
|-<br />
!Finnish<br />
| Trubaduuri (lit. ''troubadour'') || || || ||<br />
|-<br />
!French<br />
| Ménestrel errant || || || ||<br />
|-<br />
!German<br />
| Barde (lit. ''bard'') ||{{CardLangVersionImage|German}}|| || '''+1 Karte<br>+2 Aktionen'''<br>Decke die obersten 3 Karten von<br>deinem Nachziehstapel auf. Lege<br>aufgedeckte Aktionskarten in belie-<br>biger Reihenfolge zurück auf den<br>Nachziehstapel. Lege die übrigen<br>aufgedeckten Karten ab. ||<br />
|-<br />
!Japanese<br />
| 吟遊詩人 (pron. ''gin'yūshijin'', lit. ''troubadour'') || || || '''+1 カードを引く'''。 '''+2 アクション'''。 山札の上から3枚を公開する。その中のアクションカードを好きな順番で山札の上に戻し、残りを捨て札にする。 ||<br />
|-<br />
!Korean<br />
| 방랑 시인 (pron. ''banglang siin'', lit. ''vagabond poet'') || || || ||<br />
|-<br />
!Russian<br />
| Странствующий Бард (pron. ''stranstvuyushshiy bard'', literally ''wandering bard'') || || || ||<br />
|-<br />
!Spanish<br />
| Juglar (lit. ''minstrel'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Wandering_MinstrelArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Theme ===<br />
{{Quote<br />
|Text=<br />
Well he's like the pied piper. He gets all the kids to follow him, and then those kids do things for you.<br />
<br />
It's true that the flavor for "+2 actions" that most such cards use is, there are people doing things for you. Often a whole village of people, but sometimes just some {{Card|Nobles}}. {{Card|Squire}} and Wandering Minstrel don't fit that. {{Card|Squire}} at one point was in part a village that only played attacks, and Wandering Minstrel at one point was a card that made +{{Cost|2}}, and they kept their flavor when those parts changed.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4146.msg90899#msg90899 Dark Ages is the most thematic expansion?]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=In Cornucopia I tried out a card that was +{{Cost|2}}, name a type, dig for it, leave the first match on top. It would have been "strictly better" than Chancellor at {{Cost|3}} (since you could name a type that wasn't in your deck), and I didn't want to charge {{Cost|4}} for it or give it an awful condition specifically to make it worse than Chancellor (a card not famous for being strong). So I dropped it. I turned it into a village in Guilds, then moved it to Dark Ages, where I made it always dig for actions, with no choice. That card was a bit too strong and also slowed down games more than an ideal amount. So now it just looks at the top 3 cards and leaves the actions on top.<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 />
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{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/Special_cardsSpecial cards2013-01-07T12:10:21Z<p>Khanh93: </p>
<hr />
<div>These are cards that are not used for gameplay, but other uses.<br />
<br />
== Randomizers ==<br />
[[File:Randomizer.jpg|thumb|100px|Randomizer card back]]<br />
Randomizers are cards that can be used during the setup of a game to choose a random [[Kingdom]]. They have backs with blue borders to differentiate them from deck cards that have a tan border.<br />
{{-}}<br />
== Blank cards ==<br />
[[File:Blank.jpg|thumb|100px|Blank card]]<br />
Blank cards are provided for creating your own [[Kingdom card]].<br />
{{-}}<br />
== Trash pile cards ==<br />
[[File:Trash.jpg|thumb|100px|Trash pile card]]<br />
[[File:Trash-new.jpg|thumb|100px|[[Base Cards]] card art]]<br />
Trash pile cards are provided in the [[Base|Base set]], [[Intrigue]], and [[Base Cards]] to mark the trash pile.<br />
<br />
Donald X. has stated that he should have made the trash a mat instead of a card. <br />
<br />
{{Stub}}<br />
[[Category:Cards]]</div>Khanh93https://wiki.dominionstrategy.com/index.php/Special_cardsSpecial cards2013-01-07T12:10:06Z<p>Khanh93: </p>
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<div>These are cards that are not used for gameplay, but other uses.<br />
<br />
== Randomizers ==<br />
[[File:Randomizer.jpg|thumb|100px|Randomizer card back]]<br />
Randomizers are cards that can be used during the setup of a game to choose a random [[Kingdom]]. They have backs with blue borders to differentiate them from deck cards that have a tan border.<br />
{{-}}<br />
== Blank cards ==<br />
[[File:Blank.jpg|thumb|100px|Blank card]]<br />
Blank cards are provided for creating your own [[Kingdom card]].<br />
{{-}}<br />
== Trash pile cards ==<br />
[[File:Trash.jpg|thumb|100px|Trash pile card]]<br />
[[File:Trash-new.jpg|thumb|100px|[[Base Cards]] card art]]<br />
Trash pile cards are provided in the [[Base|Base set]], [[Intrigue]], and [[Base Cards]] to mark the trash pile.<br />
<br />
Donald X. Has stated that he should have made the trash a mat instead of a card. <br />
<br />
{{Stub}}<br />
[[Category:Cards]]</div>Khanh93https://wiki.dominionstrategy.com/index.php/DoubleJackDoubleJack2013-01-07T12:09:01Z<p>Khanh93: </p>
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<div>'''DoubleJack''' is a [[Big Money]] strategy which involves buying two copies of {{Card|Jack of all Trades}} and no other [[kingdom card]]s. It is the only Big Money strategy that shrugs off many [[attack]]s: the [[Terminal draw#Targeted handsize|draw-to-X]] feature nullifies [[discard attack]]s, and the [[trasher|trashing]] ability defends against [[curser|cursing]] and most [[junker|junking]] attacks. The fact that Jack gains you {{Card|Silver}} is what makes it fast, faster than {{Card|Smithy}} or {{Card|Envoy}}.<br />
<br />
It is not unbeatable; Jack+{{Card|Witch}}, for example, has an edge against simple DoubleJack, and [[engine]]s which consistently play an Attack every turn will be able to thwart Jack's defense. However, it does mean that you have to carefully consider how quickly your engine will be able to become consistent, since if the attack is played less consistently, DoubleJack will shrug it off with ease.<br />
<br />
DoubleJack is one of several strategies whose true power was not really known until the [[Simulator]] data enlightened the community. <br />
<br />
{{stub}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/DoubleJackDoubleJack2013-01-07T12:08:47Z<p>Khanh93: </p>
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<div>'''DoubleJack''' is a [[Big Money]] strategy which involves buying two copies of {{Card|Jack of all Trades}} and no other [[kingdom card]]s. It is the only Big Money strategy that shrugs off many [[attack]]s: the [[Terminal draw#Targeted handsize|draw-to-X]] feature nullifies [[discard attack]]s, and the [[trasher|trashing]] ability defends against [[curser|cursing]] and most [[junker|junking]] attacks. The fact that Jack gains you {{Card|Silver}} is what makes it fast, faster than {{Card|Smithy}} or {{Card|Envoy}}.<br />
<br />
It is not unbeatable; Jack+{{Card|Witch}}, for example, has an edge against simple DoubleJack, and [[engine]]s which consistently play an Attack every turn will be able to thwart Jack's defense. However, it does mean that you have to carefully consider how quickly your engine will be able to become consistent, since if the attack is played less consistently, DoubleJack will shrug it off with ease.<br />
<br />
DoubleJack is one of several strategies whose true power was not really known until the [Simulator] data enlightened the community. <br />
<br />
{{stub}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/ExpansionsExpansions2013-01-03T23:42:11Z<p>Khanh93: </p>
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<div>There are currently seven [[Dominion]] expansions, with the eighth slated to come out in Spring 2013.<br />
<br />
{{Template:Navbox expansions}}<br />
<br />
{{Stub}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/CyclingCycling2013-01-03T23:40:40Z<p>Khanh93: </p>
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<div>'''Cycling''' is going through your deck fast, causing frequent reshuffles. Fast cycling, such as with {{Card|Chancellor}}, lets you get to your newly-bought cards immediately; when your cycling is slowed down, such as by an opponent's {{Card|Ghost Ship}}, you can spend a very long time without seeing your new cards. <br />
<br />
* [[Engine]]s always have fast cycling<br />
* Cards which draw a lot of cards, such as {{Card|Embassy}} or {{Card|Envoy}} cause fast cycling<br />
* {{Card|Cellar}}, {{Card|Warehouse}}, and {{Card|Storeroom}} allow you to cycle a lot of cards but don't increase your handsize<br />
<br />
[http://dominionstrategy.com/2010/12/04/guest-article-the-fallacy-of-cycling/ An article on cycling from the blog.]<br />
{{stub}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/Talk:CurseTalk:Curse2013-01-03T23:32:37Z<p>Khanh93: Created page with "Is this page really still a stub? There's probably nothing left to add.--~~~~"</p>
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<div>Is this page really still a stub? There's probably nothing left to add.--[[User:Khanh93|Khanh93]] ([[User talk:Khanh93|talk]]) 18:32, 3 January 2013 (EST)</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Cornucopia_cardsCategory:Combos with Cornucopia cards2013-01-03T23:20:51Z<p>Khanh93: Created page with "[Combo | Combos] with cards from [Cornucopia]."</p>
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<div>[Combo | Combos] with cards from [Cornucopia].</div>Khanh93https://wiki.dominionstrategy.com/index.php/Opportunity_costOpportunity cost2013-01-02T06:40:00Z<p>Khanh93: </p>
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<div>'''Opportunity cost''' is the lost benefit of not buying one card in favor of another. For example, the problem with the "[[Village idiot]]" strategy is not that buying {{Card|Village}} harms your deck; it's that the Idiot continues buying {{Card|Village|Villages}} ''when he could be buying {{Card|Silver|Silvers}}'' (or terminals), which would provide a more useful benefit relative to the state of his deck. So when he does not have enough buying power for better cards, he can blame himself for not considering the opportunity cost of buying Villages over Silvers. In another example related to buying power, a {{Card|Hoard}} buy could have been a {{Card|Gold}} buy instead, so if you get a hand of Hoard-{{Card|Silver}}-{{Card|Copper}}-Copper-Copper as the game is [[endgame|nearing its end]], you may rue the opportunity cost of buying that Hoard instead of a Gold, since {{Cost|8}} is needed for a {{Card|Province}}.</div>Khanh93https://wiki.dominionstrategy.com/index.php/VillageVillage2013-01-02T06:36:43Z<p>Khanh93: deck --> deck No need for tha tpage to exist</p>
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<div>{{Infobox Card<br />
|name = Village<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Claus Stephan<br />
|text = +1 Card<br />+2 Actions<br />
}}<br />
''(This article is about the card from the base [[Base|Base game]]. For the class of related cards with similar effects, see [[Village (card category)]]).''<br />
<br />
'''Village''' is an [[Action]] card from the [[Base]] set. Village gives you +1 card from the deck and +2 actions, allowing you to play more than one [[terminal]] action each turn. This enables complex strategies and [[engine]]s. Other cards which give +2 actions are also referred to as [[villages]] (and often have "village" in their names), with Village being the simplest and the first that most players experience. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If you're playing multiple Villages, keep a careful count of your Actions. Say how many you have left out loud; this trick works every time.<br />
<br />
=== Other Rules clarifications ===<br />
"+2 actions" does NOT mean that you must immediately play 2 actions; it means that you may, later in the turn, play 2 more actions. Playing those actions is not part of resolving Village. <br />
== Strategy Article ==<br />
There has been no comprehensive strategy article written on Village. <br />
<br />
This may be because Village does not, by itself, constitute a strategy; Village is an enabler for other strategies that use "terminal" actions (actions that do not give +1 action). It may seem that Village is always a good card to have, since it gives +1 card and you're never sad to draw a Village in your hand. However, this gut feeling is not right - it still takes a turn to buy a Village, a turn where you could have bought something else which gets you closer to buying Provinces. So even though you never mind having the Village in your deck, many times Silver is a better buy. <br />
<br />
Village or its variants are integral components of a +Cards/+Actions engine; building such an engine is discussed at http://dominionstrategy.com/2011/03/07/actionscards/ and http://dominionstrategy.com/2012/07/30/building-the-first-game-engine/ . <br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Smithy}} and other cards which give +3 cards<br />
* Other actions which do not give +1 action but which you want to play multiples of. <br />
* {{Card|Chapel}} and other trashers, since they make it easier to match up your Village with your good Actions. <br />
=== Antisynergies ===<br />
* {{Card|Mountebank}} and other {{Card|Curse|Cursers}} or [[Looter]]s when there is no trashing, since they may make it difficult to match up your Village with your good Actions. <br />
* A lack of good terminal actions. <br />
* Other cards which give +2 actions but give a better bonus than just +1 card.<br />
<br />
== Trivia ==<br />
In common lingo, people may refer to any card which gives +2 actions as "[[Villages|a village]]", calling the {{Card|Village}} card a "[[Vanilla]] Village", to distinguish it from the [[Villages|many other cards]] which give +2 actions and some other bonus.<br />
<br />
=== Card art ===<br />
<br />
The art for the [[Dark Ages]] card {{Card|Pillage}} is based on Village, as is (in part) that of the [[Alchemy]] card {{Card|Scrying Pool}}.<br />
=== Secret History ===<br />
{{Quote|Text=This got better and better during the very early days of the game. One of my friends always went for Village and could not win a game. So over the first few weeks I gradually improved it to its current level. It's cool to see people arguing about whether it's too good or not and well I guess to keep that interesting I should avoid commenting myself. *whistles* |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/CellarCellar2013-01-02T06:35:46Z<p>Khanh93: /* Official FAQ */ Deck --> deck. This isn't a reasonable page to have?</p>
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<div>{{Infobox Card<br />
|name = Cellar<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = +1 Action<br/>Discard any number of cards. +1 Card per card discarded.<br />
}}<br />
<br />
'''Cellar''' is an [[Action]] card from the [[Base]] set that acts as a [[sifter]], replacing cards you do not want in your hand with an equal number of cards from the top of your deck. A similar card is {{Card|Warehouse}}, which allows you do draw three cards from your deck before having to discard three cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You can't discard Cellar to itself, since it isn't in your hand any longer when you resolve it.<br />
* You choose what cards to discard and discard them all at once.<br />
* You only draw cards after you have discarded.<br />
* If you have to shuffle to do the drawing, the discarded cards will end up shuffled into your new deck.<br />
<br />
=== Other Rules clarifications ===<br />
<br />
Example play of Cellar: <br />
<br />
Alice has a hand of Cellar, Copper, Smithy, Curse, Estate. There is one card left in her draw pile.<br />
<br />
Alice plays Cellar, choosing to keep her Smithy and discard three cards - Copper, Curse, Estate. She puts them in her discard pile. Then she draws the one card left in her deck, shuffles her discard pile to make a new deck, and draws two more cards. <br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/15/cellar/ Original article] by theory.''<br />
<br />
Like most other {{Cost|2}} Actions, Cellar is a versatile card. Early game, it cycles through your deck so you can quickly play your newly-bought cards. Mid-game, it fixes unlucky draws in order to set up your engine. Late-game, it helps you avoid your [[Victory]] cards to scrounge together enough money to end the game, and can keep your engine firing reliably even in the face of a handful of green.<br />
<br />
The efficacy of the card is directly tied to your hand size. Cellars are best with large handsizes; for instance, a {{Card|Laboratory}}/{{Card|Alchemist}} chain or a +Actions/+Cards engine. In games with smaller handsizes (e.g., {{Card|Militia}}-/{{Card|Goons}}-heavy games), Cellars are more of a liability than a benefit.<br />
<br />
Note that you need not actually discard any cards to the Cellar; this can be useful to lower the price of the {{Card|Peddler}} or to activate a {{Card|Conspirator}} chain.<br />
<br />
One of Cellar’s best features is its ability to control reshuffles. Suppose you draw a hand of 4 Victory cards and a Cellar, and you have no more cards left in your draw deck. Instead of Cellaring all 4 Victory cards, you can instead Cellar exactly 1 Victory Card, thus triggering the reshuffle, and then end your turn and discard your hand (which will hopefully still be junk). The quality of your draw deck is thus improved because you have kept a hand full of Victory cards out of the reshuffle.<br />
<br />
Players that draw two or more Cellars in a single hand often face a decision of whether or not to Cellar the other Cellar. The answer depends on your deck composition and how many other cards you are Cellaring. Cellaring the other Cellar allows you an extra card in your hand, but saving the other Cellar allows you a second chance to draw. Generally speaking, if you are Cellaring more than two other cards, you should almost always save the other Cellar; if you are Cellaring only one other card, you should probably Cellar the other Cellar as well.<br />
<br />
Cellars are also useful in crappy decks that have been {{Card|Witch|Witched}} or {{Card|Mountebank|Mountebanked}}. It’s often worth giving up one slot in your hand in order to be able to cycle through your bad cards.<br />
<br />
The biggest drawback to Cellar is that it’s been largely outclassed by {{Card|Warehouse}}, whose ability to draw 3 cards and look at them before discarding means that Cellar is superior only if you’re discarding 5 or more cards at once.<br />
<br />
=== Synergies/Combos ===<br />
* Cards that increase hand size: e.g., {{Card|Laboratory}}, {{Card|Alchemist}}, {{Card|Caravan}}, {{Card|Tactician}}, and +Cards/+Actions engines.<br />
* A 5/2 split, because it lets you cycle through your deck faster to play your {{Cost|5}} Action again<br />
* Draw-up-to-X cards such as {{Card|Watchtower}} or {{Card|Jack of all Trades}}, but especially {{Card|Library}}, which weeds out unwanted Actions but not unwanted Treasures or Victory cards. Cellars can alleviate the problem of a late-game Library drawing nothing but Victory cards.<br />
* Curse-based attacks<br />
<br />
=== Antisynergies ===<br />
* "Dense" decks, e.g., Market-based decks, where the lowered hand size hurts and you don't have anything you want to discard<br />
* Opponents’ handsize-lowering attacks ({{Card|Militia}}, {{Card|Goons}}, {{Card|Torturer}}, {{Card|Minion}}, {{Card|Ghost Ship}})<br />
* {{Card|Warehouse}}<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=The oldest version of this didn't give you +1 Action. It obviously needed it, got it early on, and survived unscathed since. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Intrigue_cardsCategory:Combos with Intrigue cards2013-01-01T19:45:42Z<p>Khanh93: Created page with "Combos with cards from Intrigue."</p>
<hr />
<div>[[Combo|Combos]] with cards from [[Intrigue]].</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Prosperity_cardsCategory:Combos with Prosperity cards2013-01-01T19:45:36Z<p>Khanh93: Created page with "Combos with cards from Prosperity."</p>
<hr />
<div>[[Combo|Combos]] with cards from [[Prosperity]].</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Dominion_cardsCategory:Combos with Dominion cards2013-01-01T19:42:47Z<p>Khanh93: </p>
<hr />
<div>[[Combo|Combos]] with cards from [[Dominion_(base_set)|Base Dominion]].</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Dominion_cardsCategory:Combos with Dominion cards2013-01-01T19:42:27Z<p>Khanh93: </p>
<hr />
<div>[[Combo|Combos]] with cards from [[Dominion_(base_set)|Base].</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Dominion_cardsCategory:Combos with Dominion cards2013-01-01T19:41:44Z<p>Khanh93: Created page with "Combos with cards from Dominion:Base."</p>
<hr />
<div>[[Combo|Combos]] with cards from [[Dominion:Base]].</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Hinterlands_cardsCategory:Combos with Hinterlands cards2013-01-01T19:41:20Z<p>Khanh93: Created page with "Combos with cards from Hinterlands."</p>
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<div>[[Combo|Combos]] with cards from [[Hinterlands]].</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Alchemy_cardsCategory:Combos with Alchemy cards2013-01-01T19:40:36Z<p>Khanh93: </p>
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<div>[[Combo|Combos]] with cards from [[Alchemy]].</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Alchemy_cardsCategory:Combos with Alchemy cards2013-01-01T19:40:22Z<p>Khanh93: Created page with "Combo with cards from Alchemy."</p>
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<div>[[Combos|Combo]] with cards from [[Alchemy]].</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Promo_cardsCategory:Combos with Promo cards2013-01-01T19:39:28Z<p>Khanh93: Created page with "Combos including Promo cards."</p>
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<div>[[Combo|Combos]] including [[Promo]] cards.</div>Khanh93https://wiki.dominionstrategy.com/index.php/Category:Combos_with_Seaside_cardsCategory:Combos with Seaside cards2013-01-01T19:38:38Z<p>Khanh93: Created page with "Combos that include cards from Seaside."</p>
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<div>[[Combo|Combos]] that include cards from [[Seaside]].</div>Khanh93https://wiki.dominionstrategy.com/index.php/ComboCombo2013-01-01T19:31:35Z<p>Khanh93: Removed reference to +Buy. This isn't a page that needs to exist?</p>
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<div>A '''combo''' is a combination of two or more cards that synergize and make for an effective strategy on their own. In some combos, one card will make up for the other's weakness. In others, the two cards will play off each others' strengths. While combos of 3 or more cards are possible, unless one of these is a base card in every game (or at least one of the cards needed is simply a card ''class'', (e.g. [[Village (card category)|village]] or +Buy/[[gainer]]) rather than a specific card), it's unlikely that you'll be able to find the combo in many games. Such combos really fall into the category of strategies rather than merely simple combos.<br />
<br />
For a list of combos, see [[:Category:Combo]].</div>Khanh93https://wiki.dominionstrategy.com/index.php/User:Khanh93User:Khanh932013-01-01T19:29:44Z<p>Khanh93: Created page with "khanh93 on f.ds and isotropic. Only a level 20 but like editing minutiae in articles."</p>
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<div>khanh93 on f.ds and isotropic. Only a level 20 but like editing minutiae in articles.</div>Khanh93https://wiki.dominionstrategy.com/index.php/Talk:Card_CategoriesTalk:Card Categories2013-01-01T19:28:34Z<p>Khanh93: </p>
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<div>Shouldn't the title sizes be smaller?--[[User:Hks|Hks]] ([[User talk:Hks|talk]]) 05:33, 16 December 2012 (EST)<br />
<br />
Should kingdom treasures be a category? I think they all fall into other categories on the page, eg. Talisman and HoP are gainers, Harem is alt-VP, Royal seal is topdeck control... --[[User:Khanh93|Khanh93]] ([[User talk:Khanh93|talk]]) 14:28, 1 January 2013 (EST)</div>Khanh93https://wiki.dominionstrategy.com/index.php/Card_CategoriesCard Categories2013-01-01T19:22:09Z<p>Khanh93: /* Trash for Benefit */ Removed reference non-existent Card Draw and Coin. Does those pages need to exist? Sounds superfluous.</p>
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<div>While analyzing the board at the start of a game, you often analyze each card by each functionality. This functionalities doesn't necessarily depend on the [[Card type]] and can be grouped into several categories.<br />
<br />
=[[Curser]]=<br />
This is often the most important category you look for. Cursers are cards which has the potential to distribute {{Card|Curse}} cards to other players. They belong to the strongest cards in the game. These are {{Card|Witch}}, {{Card|Torturer}}, {{Card|Sea Hag}}, {{Card|Familiar}}, {{Card|Mountebank}}, {{Card|Young Witch}}, {{Card|Followers}} and {{Card|Ill-Gotten Gains}}. The more broader term is [[Junker]] - a card which can distribute Curses but also other bad cards like {{Card|Estate|Estates}} and {{Card|Copper|Coppers}}. All Cursers and {{Card|Swindler}}, {{Card|Ambassador}} and {{Card|Jester}} are Junkers. A card distributing only Ruins is also called [[Looter]] (like its corresponding card type). These are {{Card|Cultist}} and {{Card|Marauder}}.<br />
<br />
=[[Handsize attack]]=<br />
Attack Cards that reduce the handsize of your opponents decks are called Handsize Reducer or [[Discarder]]. Usually your opponent can choose the cards to discard and never has to discard down to less than 3 or 4 cards. Examples are {{Card|Militia}}, {{Card|Goons}}, {{Card|Margrave}}, {{Card|Followers}}, {{Card|Urchin}} and {{Card|Sir Michael}}. {{Card|Ghost Ship}} is a little bit different as it doesn't let your opponent discard the cards, he has to put them on top of his deck and it therefore messes with the top of his deck too. {{Card|Bureaucrat}} is similar although putting the Victory card on top of the deck hurts more than losing it out of the hand. Bureaucrat, {{Card|Cutpurse}} and {{Card|Torturer}} are also the only discarding attacks that could stack down to less than 3 cards in hand - depending respectively on the number of Victory cards in hand, Coppers in hand and the choice of your opponent. {{Card|Minion}} doesn't let your opponent choose what to keep, similar to {{Card|Pillage}} where you can choose the card to discard.<br />
<br />
=[[Top Deck Messer]]=<br />
This is an Attack Card that messes with the top of your opponents' draw pile. {{Card|Spy}}, {{Card|Oracle}} and {{Card|Scrying Pool}} let you inspect 1-2 cards which you may discard, so that bad cards are likely to stay on top. {{Card|Bureaucrat}}, {{Card|Rabble}} and {{Card|Fortune Teller}} put directly Victory or Curse cards on top of their decks. With {{Card|Ghost Ship}} you let you opponent mess with their own draw pile when you let them put cards back on top.<br />
<br />
=[[Trasher (Attack)]]=<br />
These are Attack cards that trash the valuable cards from your opponents' deck. Some of these are limited to treasure cards, such as {{Card|Thief}}, {{Card|Noble Brigand}} and {{Card|Pirate Ship}}. Others offer a replacement your opponent may choose ({{Card|Saboteur}}) or you may choose ({{Card|Swindler}}). Another subcategory trashes only in a price range between {{Cost|3}} and {{Cost|6}} like [[Knights]] and {{Card|Rogue}}.<br />
<br />
=[[Cantrip]]=<br />
<br />
=[[Peddler variant]]=<br />
<br />
=[[Village (Card type)|Village]]=<br />
<br />
=[[Non-Terminal Drawer]]=<br />
<br />
=[[Terminal Drawer]]=<br />
<br />
=[[Terminal Silver]]=<br />
<br />
=[[Trasher]]=<br />
This is another important category to look for. Any card with the ability to trash one or more cards from your own hand or deck is called Trasher. Trashing is a very strong move - often underestimated by beginners - because you remove low value cards from your deck so that you can see your good cards more often. They generate high density of quality. Because of the many cards that have this ability, they are often divided into subcategories. <br />
<br />
== [[Trash for no Benefit]] ==<br />
The act of trashing doesn't give any benefit beside of removing the unwanted card from your deck. {{Card|Chapel}}, {{Card|Lookout}}, {{Card|Steward}}, {{Card|Masquerade}} and {{Card|Count}} belong to that category. {{Card|Ambassador}} fits here too, although it doesn't trash your cards, but removes them from your deck which has often the same effect. {{Card|Island}} and {{Card|Native Village}} aren't Trashers either, but are often called [[Pseudo Trasher]] because they can remove cards from your deck, but still count to your score. {{Card|Loan}}, {{Card|Junk Dealer}}, {{Card|Dame Anna}} and {{Card|Jack of all Trades}} belong also to this category because all benefits they provide don't depend on the trashing. And {{Card|Mint}} gets an Honorable Mention as it is not a trasher when played, but has an trash for no benefit on-buy effect.<br />
<br />
== [[Trash for Benefit]] ==<br />
Cards that can trash and give a benefit depending on the card trashed are called Trash for benefit cards. They depend often on the cost of the trashed card, but there are exceptions. The most common benefit you get is another card, so you're basically exchanging one card for another. Called after the most basic card, they are named [[Remodeler]]s. These are {{Card|Remodel}}, {{Card|Mine}}, {{Card|Upgrade}}, {{Card|Expand}}, {{Card|Remake}}, {{Card|Governor}}, {{Card|Graverobber}}, {{Card|Procession}} and {{Card|Rebuild}}. {{Card|Forge}} is different - but still fits - as it trades in X cards for 1 card. {{Card|Develop}} works the other way around - it trashes 1 card for 2 cards. {{Card|Transmute}} also belongs here, but it doesn't look at the cost of the card, it only depends on the type. And {{Card|Farmland}} gets an Honorable Mention as it is no trasher, but has a remodel on-buy effect. Then there are other Trash for Benefit cards that don't belong to the Remodel family. There is {{Card|Salvager}} and {{Card|Counterfeit}} trashing for {{Coin}}, {{Card|Bishop}} trashing for {{VP}}, {{Card|Apprentice}} trashing for +Cards and {{Card|Trader}} trashing for a amount of {{Card|Silver}}.<br />
<br />
== [[Trash for fixed Benefit]] ==<br />
All other Trashers fit in this third subcategory. The benefit you get isn't dependent on the card trashed and therefore fixed. These are {{Card|Moneylender}}, {{Card|Spice Merchant}}, {{Card|Trading Post}}, {{Card|Hermit}}, {{Card|Altar}}, {{Card|Death Cart}}, {{Card|Mercenary}} and {{Card|Rats}}. {{Card|Trade Route}} and {{Card|Forager}} belong to this category too although the benefit is variable, but it doesn't depend on the card trashed.<br />
<br />
=[[Gainer]]=<br />
Cards that gain other cards without buying them are called Gainers. Cards that only can gain specific cards like {{Card|Rats}} or {{Card|Jack of all Trades}} are not considered Gainers. Cards that need trashing to gain a card aren't considered Gainers either as they don't increase the deck size. They often have restrictions in card type or price range. {{Card|Workshop}}, {{Card|Ironworks}}, {{Card|Armory}} can gain cards costing up to {{Cost|4}}, {{Card|Hermit}} and {{Card|Dame Natalie}} up to {{Cost|3}}. {{Card|Smugglers}} can even gain cards up to {{Cost|6}}, but is restricted to cards that the previous player has gained on his last turn. {{Card|Graverobber}} and {{Card|Rogue}} are restricted to the price range between {{Cost|3}} and {{Cost|6}} and cards in the trash. {{Card|Feast}} isn't considered a Gainer as it is a one-shot and is only a replacement for a card costing up to {{Cost|5}}, but it can still gain multiple cards when played with {{Card|Throne Room}}, {{Card|King's Court}} or {{Card|Procession}}. {{Card|University}} is restricted to cards costing up to {{Cost|5}} and Action cards. {{Card|Talisman}}, {{Card|Haggler}} and {{Card|Horn of Plenty}} are all different as they trigger in the buy phase and aren't able to gain Victory cards - or in the case of Horn of Plenty you have to trash itself if you do. {{Card|Jester}} isn't restricted to any price range, but cannot gain Victory cards either and it depends on the top card of your opponent(s). {{Card|Develop}} is an exception to no-trashing rule as it can gain 2 cards by trashing only one and is often considered as Gainer. {{Card|Border Village}} is an Honorable Mention as it is no Gainer, but gains cards on-buy.<br />
<br />
=[[Sifter]]=<br />
<br />
=[[Defense Cards]]=<br />
These are mainly [[Reaction]] cards, protecting you from attacks or mitigating them. {{Card|Lighthouse}} is no Reaction card and protects you from Attack cards like {{Card|Moat}} does. {{Card|Jack of all Trades}} is like a delayed Moat as it may mitigate nearly all kinds of attacks on play. Cards that offer defense from Cursers are {{Card|Watchtower}} and {{Card|Trader}}. Cards that offer defense from Handsize Reducer are Draw up to X cards like {{Card|Watchtower}} and {{Card|Library}} and also {{Card|Horse Traders}} and {{Card|Menagerie}}. Cards that offer defense from Trashing attacks are {{Card|Secret Chamber}} and {{Card|Market Square}}.<br />
<br />
=Cards that bend the rules=<br />
Then there are cards that bend the rules of Dominion. They let you either take multiple turns, such as {{Card|Outpost}} and {{Card|Possession}} or you are allowed to play cards multiple times, such as {{Card|Throne Room}}, {{Card|King's Court}}, {{Card|Procession}} and {{Card|Counterfeit}}. {{Card|Black Market}} lets you buy cards that are "out of the kingdom".<br />
<br />
=[[Alternate victory points | Alternate Victory Cards]]=<br />
<br />
=[[Alternate treasure cards]]=<br />
<br />
[[Category:Card categories|*]]</div>Khanh93https://wiki.dominionstrategy.com/index.php/Bandit_CampBandit Camp2013-01-01T19:09:28Z<p>Khanh93: /* Antisynergies */</p>
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<div>{{Infobox Card<br />
|name = Bandit Camp<br />
|type1 = Action<br />
|illustrator = RC Torres<br />
|text = +1 Card<br />+2 Actions<br />Gain a Spoils from the Spoils pile.<br />
}}<br />
<br />
'''Bandit Camp''' is an [[Action]] card from [[Dark Ages]]. It is one of the [[villages]] since it gives +1 Card and +2 Actions like {{Card|Village}}; it also gains you a {{Card|Spoils}} to use later. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Draw a card before gaining a Spoils. <br />
* The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile. <br />
* If there are no Spoils cards left, you do not get one.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
Bandit camp was discussed on the [http://forum.dominionstrategy.com/index.php?topic=5428 forum]; this article is the result.<br />
<br />
<br />
=== So what does Bandit Camp do? ===<br />
<br />
Bandit Camp has two separate effects. <br />
<br />
The first is the same as a [[vanilla]] {{Card|Village}} - +1 card, +2 actions. Simple, but far overpriced at {{Cost|5}}. Now, a Village is a good thing to have, but you need to match it up with some terminals, and you're gaining Spoils which will get in the way of that; you'd think that in an engine, you don't want every Village you play to gain you a [[treasure]]! Sometimes, you just want a village, any village, and you'll even be willing to pay {{Cost|5}} for it. But that's rare.<br />
<br />
The second effect is gaining a {{Card|Spoils}} - gives you a one-shot Gold to use later. Gaining Spoils is pretty nice, and that brings us to the first Bandit Camp strategy - Bandit Camp in [[Big Money]]. <br />
<br />
=== Bandit Camp in Big Money === <br />
<br />
In a BM-like Game, Bandit Camp should be thought of as a delayed {{Card|Gold}}; it might as well have said "+1 card, +1 action, Gain a Spoils" or even "+1 card, +1 action, trash this and gain a Gold" and had usually the same effect. On the first shuffle after you buy the Bandit Camp, it does nothing for you, but replaces itself; on the second shuffle after you buy it, you have a Spoils (one-shot Gold) and a Bandit Camp that replaces itself in your hand and refreshes your Spoils. Basically like having a Gold - except with a little more flexibility, since there are ways to be clever with Spoils and save them up at the right times. (That may be outside the scope of this article, and is better served discussed on the Spoils page; always playing Spoils when they get you to a higher price tier is reasonable but probably not optimal.) <br />
<br />
Used this way, Bandit Camp will typically be better than a {{Card|Silver}}. If you [[open]] Bandit Camp/Nothing, that's like guaranteeing Gold on the first shuffle - pretty good. However, you have to be wary of a few things:<br />
<br />
* In the late game, the extra shuffle to wait to get the benefit from the Spoils might be too long. If you only use one Spoils from the Bandit Camp before the game ends, having a Silver twice might have been better! Use your judgement. <br />
* If you're playing [[Terminal Draw]] Big Money specifically, such as with {{Card|Smithy}}, {{Card|Envoy}}, {{Card|Embassy}}, or others, then the analogy of Bandit Camp to a delayed Gold no longer holds, since it can be drawn dead. (Bandit Camp with {{Card|Wharf}} plays far more like an [[engine]], it's still great.)<br />
* It antisynergizes with [[discard attack]]s - With a hand of ({{Card|Estate}}, Bandit Camp, Silver, Gold, Spoils} you would probably discard the Bandit Camp and buy a Province, but then you don't get the Spoils for the next shuffle.<br />
<br />
Of course, in a Money-heavy game without terminal draw, such as with {{Card|Merchant Ship}} or {{Card|Monument}}, or filled with cantrips, feel free to get Bandit Camps at {{Cost|5}} to your heart's content, at least until the game is almost over.<br />
<br />
=== What about an [[Engine]]? ===<br />
<br />
But in an engine, don't the Spoils and Village effects anti-synergize?<br />
<br />
To see when the effects don't anti-synergize, imagine a simple thought experiment - you have a 5-card hand with a Bandit Camp and some cheap [[cantrip]], perhaps a {{Card|Pearl Diver}}. You play a Bandit Camp, get +1 card to bring you back up to 5 cards in hand, gain a Spoils. Then you play the Pearl Diver and lets say you draw that Spoils. You're still at 5 cards in hand, one of which is a Spoils, and you have 2 Actions.<br />
<br />
So if you draw the Spoils on the same turn you gain it, it's almost as if the Bandit Camp read "+0 Cards, +2 Actions, gain a Spoils in hand!" And hey, that not-really-Bandit-Camp card would be pretty good. It immediately suggests a comparison to {{Card|Festival}}, which gives +0 Cards, +2 Actions, +{{Cost|2}} and +1 buy; a Spoils in hand is +{{Cost|3}} (but doesn't combo with {{Card|Watchtower}}/{{Card|Library}}/{{Card|Menagerie}}), so you're up {{Cost|1}} and down a buy compared to a Festival.<br />
<br />
But the real Bandit Camp is even better than the thought-experiment one. You get +1 card NOW, and the Spoils gets left in your discard, to be picked up later in the turn. So if you're running a sleek engine, Bandit Camp makes your deck turn out perfectly - Villages and Smithies on the top of the deck, with the Spoils on the bottom, to be picked up by your last Smithies.<br />
<br />
=== Bandit camp in a deck-drawing engine ===<br />
<br />
So in an any engine where you expect to draw your whole deck, Bandit Camp is a better source of money than Gold is. While your engine is running, the Bandit Camp is a Village and keeps things running smoothly; and then when you've picked up all of your engine components, you'll find that you now have a discard pile made up of only treasures, a number of Spoils equal to however many Bandit Camps you had in your deck, lined up perfectly for your Smithies to draw. Why would you get Golds which you might draw early and which would gum up your Village/Smithy chain before you've drawn everything you want to draw?<br />
<br />
=== Good times can end ===<br />
<br />
However, Bandit Camp only seems so perfect when you maintain the ability to draw the Spoils on the same turn you gain it. If your engine collapses, it becomes harder to get it running again. If you've played a bunch of Bandit Camps, but have let your engine choke on green, and you don't get a chance to draw those Spoils you've gained... then you're in trouble. You don’t have enough to spend this turn because you didn’t draw your Spoils, and next turn, you're going to have an even harder time getting your engine running and you’ll have to make do with a mixed hand of green, Spoils, and probably an engine component or two that don’t go together. Oops!<br />
<br />
=== How to use Bandit Camp - ideal case ===<br />
<br />
So, that leads to an obvious strategy for using Bandit Camp.<br />
* Build an engine, and make sure you can draw your deck.<br />
* Build up your buying power by adding more Bandit Camps, not Treasures - your engine will stay reliable because you'll always draw your Bandit Camps first and your Spoils last.<br />
* Make sure you keep drawing your whole deck while greening, because once you stop, it'll be hard to start back up again.<br />
<br />
=== Less perfect use cases ===<br />
<br />
OK, but you can't always expect a card to fit into its niche, sometimes the rest of the board just isn't there. So how do you use Bandit Camp then?<br />
<br />
In the less-than-perfect case, if you don't draw your deck all the time, you can still use Bandit Camp to good effect, it's still quite powerful. If you aren't drawing your whole deck, but as long as you are using up the Spoils at the same rate you're gaining them, then you have still saved yourself several Gold purchases, allowing you to snag the additional engine component. Even if the Spoils show up at the wrong time - is that any more likely to have happened than if you bought a Gold, or any more damaging? It isn't as awesome as the best case, but it is a good way to have both Villages and {{Cost|}} to spend.<br />
<br />
Bandit Camp is also excellent as an opener with Chapel, if you happen to draw 5/2. In that case, you don't mind having the Spoils come a little late, to find your Chapel and trash faster.<br />
<br />
=== Comparisons to similar cards: ===<br />
<br />
Bandit Camp should be compared to {{Card|Bazaar}} and {{Card|Festival}}, the other {{Cost|5}}-cost [[villages]] that give coin. They often play somewhat similarly - they both face the same problems that other expensive Villages have, namely that it takes a long time to accumulate both the expensive villages and the expensive terminals that you want to play with them. They both have similar benefits, allowing you to skip buying some Treasures because your Villages are also providing you with money. <br />
<br />
Bandit Camp provides more coin than Festival (a Spoils is {{Cost|3}} instead of {{Cost|2}}). It gives a separation between the "+1 Card" up front and the "-1 Card, +{{Cost|3}}" later in the deck. This can be a very strong advantage if you have good control over when you draw the Spoils, but a disadvantage if you don't. Bandit Camp also does not provide a +Buy, which it desperately needs - if you're using it as your primary Village, you'll easily accumulate 3+ Spoils per turn, more than you need for a Province even without the treasures you may still have. (It also does not combo with draw-up-to-X engines or Menagerie, obviously).<br />
<br />
Compared to Bazaar, Bandit Camp offers a major advantage - {{Cost|3}} for spoils instead of +{{Cost|1}} - but also a major disadvantage, since to get the +{{Cost|3}} you have +0 cards total, whereas Bazaar gives +{{Cost|1}} AND +1 card. This makes Bazaar better when your card draw or trashing is weak, but worse if you're not worried about draw power and want more buying power.<br />
<br />
=== Unusual cases playing with Bandit Camp: ===<br />
<br />
As with many Dominion cards, there are non-obvious niche cases that crop up with Bandit Camp; I'll end by mentioning a few of them.<br />
<br />
==== Running out of Spoils ====<br />
<br />
What happens if you're running a Bandit Camp deck and you run out of Spoils? You're dead in the water, that's what.<br />
<br />
This won't happen often in a standard 2-player game; 15 spoils for 2 people means you'd have to have about 7 spoils in each player's deck before the pile runs dry - that's a lot of Golds that are sitting there unused, almost three [[Provinces]] worth per player. <br />
<br />
But as you add more players, it becomes easier to run out the 15-card spoils pile. In 3-player, that's 5 spoils per player, still a lot. In 4-player, that's fewer than 4 spoils per player - if the players save up Spoils between turns even a little, you'll soon find that you can barely buy a single Province with the Spoils you can get. It only takes a few King's Courted Bandit Camps to leave the pile dangerously low. And if other players start deliberately trashing the Spoils, then watch out - your economy will be dead in the water in no time. Forager and Spice Merchant seem like they'd be the most likely culprits for such gimmicks, since they give you +Coin and +Buy for trashing the Spoils.<br />
<br />
Other Spoils-gainers can also interfere. If there are four players and a few of them are {{Card|Pillage}}-happy, then it only takes one King's Courted Pillage from two of them to leave you without any economy.<br />
<br />
{{Card|Black Market}} can provide cute tricks to save you from Spoils depletion, letting you play the Spoils mid-turn, then gain them back.<br />
<br />
==== Bandit Camp as a cantrip gainer. ====<br />
<br />
Hey, sometimes you just need fodder for your {{Card|Altar}}, {{Card|Forager}}, {{Card|Spice Merchant}}, {{Card|Junk Dealer}}... or even your {{Card|Expand}} or {{Card|Remodel}}. Bandit Camp is a cantrip which gains you a card, and that's actually very rare.<br />
<br />
=== Synergies/Combos ===<br />
<br />
Works with: <br />
* heavy [[trashing]], such as {{Card|Chapel}}, since it's best when you draw your whole deck, <br />
* Deck-drawing engines<br />
* Sources of +Buy - since the Spoils go away on use, you want to make the most of each one, and that means having +Buy.<br />
* {{Card|Throne Room}}, {{Card|King's Court}}, and {{Card|Procession}} will find their targets easier if you use Spoils for your source of {{Cost|}}. <br />
* Spoils works with {{Card|Counterfeit}}. Adding a Counterfeit to an overdrawn Spoils deck adds {{Cost|4}} and a buy, a very good deal.<br />
* {{Card|Poor House}} can fit well into a Bandit Camp deck, since you will draw it before your Spoils.<br />
* [[Big Money]] without terminal draw, such as {{Card|Monument}} - if you happen to draw {{Cost|5}} at the right time.<br />
<br />
=== Antisynergies ===<br />
<br />
Conflicts with: <br />
* Middling engines which are short on +Card. You know the type - where you 're not quite aiming to draw everything and are content with maybe connecting a Village with two terminals. Where you've had a reason to buy a bunch of terminals, and then some Villages to smooth them out, but you always have a bunch of stuff in your discard, so those Spoils will always seem to get drawn at the wrong place at the wrong time. Maybe then you'd rather have a Gold up-front than a delayed one, and a {{Card|Walled Village}} instead of a Bandit Camp.<br />
* [[Sifter|Sifters]], a little. {{Card|Warehouse}} and {{Card|Cellar}} are great, but they often work by discarding your Green cards mid-turn, where they'll get mixed in with the Spoils you're gaining. That's not to say Warehouse won't help your engine, but be mindful that green you discard might come back to bite you.<br />
* Engines that want [[virtual coin]] specifically would rather have {{Card|Festival}} or {{Card|Bazaar}}. These include {{Card|Minion}} engines, draw-up-to-X engines, {{Card|Golem}} engines, and [[double Tactician]].<br />
* [[Discard attack]]s can make Spoils less effective - the aforemented hand with both Spoils and Bandit Camp which gets hit by a {{Card|Militia}}.<br />
* Spoils depletion, such as due to other Spoils-gainers, multiple opponents, or good reasons to trash Spoils.<br />
* Rush strategies of course have no particularly good time to pick up a Bandit Camp. <br />
* Terminal draw Big Money, with the exception of {{Card|Wharf}} doesn't like Bandit Camp either (it doesn't like much of anything, really).<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I started out trying '+1 card, +1 action, gain a Silver.' It was a very basic card I hadn't done yet. It was kind of weak. I tried it with the Fool's Gold reaction on the bottom. Then the set needed another village, so I changed it to '+1 card, +2 actions, gain a Silver.' At that point people would complain that gaining Silver was at cross-purposes to having a village - the Silver reduces your chance of drawing your actions together. I thought it was fine though; some people won't see that, and if you are a more serious player who does see that, well, does it stop you from buying the card? I think not. And anyway some of the cards have to be simple.<br><br />
<br><br />
When I was looking for things to do with Spoils, I saw this card, and thought hey, try changing that Silver to Spoils. And that worked out, and somehow people stopped complaining. The one-shot Gold does not water down your village-ing capabilities as much as the Silver did.<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>Khanh93https://wiki.dominionstrategy.com/index.php/Card_CategoriesCard Categories2012-12-30T05:25:52Z<p>Khanh93: /* Trash for fixed Benefit */</p>
<hr />
<div>While analyzing the board at the start of a game, you often analyze each card by each functionality. This functionalities doesn't necessarily depend on the [[Card type]] and can be grouped into several categories.<br />
<br />
=[[Curser]]=<br />
This is often the most important category you look for. Cursers are cards which has the potential to distribute {{Card|Curse}} cards to other players. They belong to the strongest cards in the game. These are {{Card|Witch}}, {{Card|Torturer}}, {{Card|Sea Hag}}, {{Card|Familiar}}, {{Card|Mountebank}}, {{Card|Young Witch}}, {{Card|Followers}} and {{Card|Ill-Gotten Gains}}. The more broader term is [[Junker]] - a card which can distribute Curses but also other bad cards like {{Card|Estate|Estates}} and {{Card|Copper|Coppers}}. All Cursers and {{Card|Swindler}}, {{Card|Ambassador}} and {{Card|Jester}} are Junkers. A card distributing only Ruins is also called [[Looter]] (like its corresponding card type). These are {{Card|Cultist}} and {{Card|Marauder}}.<br />
<br />
=[[Handsize attack]]=<br />
Attack Cards that reduce the handsize of your opponents decks are called Handsize Reducer or [[Discarder]]. Usually your opponent can choose the cards to discard and never has to discard down to less than 3 or 4 cards. Examples are {{Card|Militia}}, {{Card|Goons}}, {{Card|Margrave}}, {{Card|Followers}}, {{Card|Urchin}} and {{Card|Sir Michael}}. {{Card|Ghost Ship}} is a little bit different as it doesn't let your opponent discard the cards, he has to put them on top of his deck and it therefore messes with the top of his deck too. {{Card|Bureaucrat}} is similar although putting the Victory card on top of the deck hurts more than losing it out of the hand. Bureaucrat, {{Card|Cutpurse}} and {{Card|Torturer}} are also the only discarding attacks that could stack down to less than 3 cards in hand - depending respectively on the number of Victory cards in hand, Coppers in hand and the choice of your opponent. {{Card|Minion}} doesn't let your opponent choose what to keep, similar to {{Card|Pillage}} where you can choose the card to discard.<br />
<br />
=[[Top Deck Messer]]=<br />
This is an Attack Card that messes with the top of your opponents' draw pile. {{Card|Spy}}, {{Card|Oracle}} and {{Card|Scrying Pool}} let you inspect 1-2 cards which you may discard, so that bad cards are likely to stay on top. {{Card|Bureaucrat}}, {{Card|Rabble}} and {{Card|Fortune Teller}} put directly Victory or Curse cards on top of their decks. With {{Card|Ghost Ship}} you let you opponent mess with their own draw pile when you let them put cards back on top.<br />
<br />
=[[Trasher (Attack)]]=<br />
These are Attack cards that trash the valuable cards from your opponents' deck. Some of these are limited to treasure cards, such as {{Card|Thief}}, {{Card|Noble Brigand}} and {{Card|Pirate Ship}}. Others offer a replacement your opponent may choose ({{Card|Saboteur}}) or you may choose ({{Card|Swindler}}). Another subcategory trashes only in a price range between {{Cost|3}} and {{Cost|6}} like [[Knights]] and {{Card|Rogue}}.<br />
<br />
=[[Cantrip]]=<br />
<br />
=[[Peddler variant]]=<br />
<br />
=[[Village (Card type)|Village]]=<br />
<br />
=[[Non-Terminal Drawer]]=<br />
<br />
=[[Terminal Drawer]]=<br />
<br />
=[[Terminal Silver]]=<br />
<br />
=[[Trasher]]=<br />
This is another important category to look for. Any card with the ability to trash one or more cards from your own hand or deck is called Trasher. Trashing is a very strong move - often underestimated by beginners - because you remove low value cards from your deck so that you can see your good cards more often. They generate high density of quality. Because of the many cards that have this ability, they are often divided into subcategories. <br />
<br />
== [[Trash for no Benefit]] ==<br />
The act of trashing doesn't give any benefit beside of removing the unwanted card from your deck. {{Card|Chapel}}, {{Card|Lookout}}, {{Card|Steward}}, {{Card|Masquerade}} and {{Card|Count}} belong to that category. {{Card|Ambassador}} fits here too, although it doesn't trash your cards, but removes them from your deck which has often the same effect. {{Card|Island}} and {{Card|Native Village}} aren't Trashers either, but are often called [[Pseudo Trasher]] because they can remove cards from your deck, but still count to your score. {{Card|Loan}}, {{Card|Junk Dealer}}, {{Card|Dame Anna}} and {{Card|Jack of all Trades}} belong also to this category because all benefits they provide don't depend on the trashing. And {{Card|Mint}} gets an Honorable Mention as it is not a trasher when played, but has an trash for no benefit on-buy effect.<br />
<br />
== [[Trash for Benefit]] ==<br />
Cards that can trash and give a benefit depending on the card trashed are called Trash for benefit cards. They depend often on the cost of the trashed card, but there are exceptions. The most common benefit you get is another card, so you're basically exchanging one card for another. Called after the most basic card, they are named [[Remodeler]]s. These are {{Card|Remodel}}, {{Card|Mine}}, {{Card|Upgrade}}, {{Card|Expand}}, {{Card|Remake}}, {{Card|Governor}}, {{Card|Graverobber}}, {{Card|Procession}} and {{Card|Rebuild}}. {{Card|Forge}} is different - but still fits - as it trades in X cards for 1 card. {{Card|Develop}} works the other way around - it trashes 1 card for 2 cards. {{Card|Transmute}} also belongs here, but it doesn't look at the cost of the card, it only depends on the type. And {{Card|Farmland}} gets an Honorable Mention as it is no trasher, but has a remodel on-buy effect. Then there are other Trash for Benefit cards that don't belong to the Remodel family. There is {{Card|Salvager}} and {{Card|Counterfeit}} trashing for [[Coins]], {{Card|Bishop}} trashing for {{VP}}, {{Card|Apprentice}} trashing for [[Card Draw]] and {{Card|Trader}} trashing for a amount of {{Card|Silver}}.<br />
<br />
== [[Trash for fixed Benefit]] ==<br />
All other Trashers fit in this third subcategory. The benefit you get isn't dependent on the card trashed and therefore fixed. These are {{Card|Moneylender}}, {{Card|Spice Merchant}}, {{Card|Trading Post}}, {{Card|Hermit}}, {{Card|Altar}}, {{Card|Death Cart}}, {{Card|Mercenary}} and {{Card|Rats}}. {{Card|Trade Route}} and {{Card|Forager}} belong to this category too although the benefit is variable, but it doesn't depend on the card trashed.<br />
<br />
=[[Gainer]]=<br />
Cards that gain other cards without buying them are called Gainers. Cards that only can gain specific cards like {{Card|Rats}} or {{Card|Jack of all Trades}} are not considered Gainers. Cards that need trashing to gain a card aren't considered Gainers either as they don't increase the deck size. They often have restrictions in card type or price range. {{Card|Workshop}}, {{Card|Ironworks}}, {{Card|Armory}} can gain cards costing up to {{Cost|4}}, {{Card|Hermit}} and {{Card|Dame Natalie}} up to {{Cost|3}}. {{Card|Smugglers}} can even gain cards up to {{Cost|6}}, but is restricted to cards that the previous player has gained on his last turn. {{Card|Graverobber}} and {{Card|Rogue}} are restricted to the price range between {{Cost|3}} and {{Cost|6}} and cards in the trash. {{Card|Feast}} isn't considered a Gainer as it is a one-shot and is only a replacement for a card costing up to {{Cost|5}}, but it can still gain multiple cards when played with {{Card|Throne Room}}, {{Card|King's Court}} or {{Card|Procession}}. {{Card|University}} is restricted to cards costing up to {{Cost|5}} and Action cards. {{Card|Talisman}}, {{Card|Haggler}} and {{Card|Horn of Plenty}} are all different as they trigger in the buy phase and aren't able to gain Victory cards - or in the case of Horn of Plenty you have to trash itself if you do. {{Card|Jester}} isn't restricted to any price range, but cannot gain Victory cards either and it depends on the top card of your opponent(s). {{Card|Develop}} is an exception to no-trashing rule as it can gain 2 cards by trashing only one and is often considered as Gainer. {{Card|Border Village}} is an Honorable Mention as it is no Gainer, but gains cards on-buy.<br />
<br />
=[[Sifter]]=<br />
<br />
=[[Defense Cards]]=<br />
These are mainly [[Reaction]] cards, protecting you from attacks or mitigating them. {{Card|Lighthouse}} is no Reaction card and protects you from Attack cards like {{Card|Moat}} does. {{Card|Jack of all Trades}} is like a delayed Moat as it may mitigate nearly all kinds of attacks on play. Cards that offer defense from Cursers are {{Card|Watchtower}} and {{Card|Trader}}. Cards that offer defense from Handsize Reducer are Draw up to X cards like {{Card|Watchtower}} and {{Card|Library}} and also {{Card|Horse Traders}} and {{Card|Menagerie}}. Cards that offer defense from Trashing attacks are {{Card|Secret Chamber}} and {{Card|Market Square}}.<br />
<br />
=Cards that bend the rules=<br />
Then there are cards that bend the rules of Dominion. They let you either take multiple turns, such as {{Card|Outpost}} and {{Card|Possession}} or you are allowed to play cards multiple times, such as {{Card|Throne Room}}, {{Card|King's Court}}, {{Card|Procession}} and {{Card|Counterfeit}}. {{Card|Black Market}} lets you buy cards that are "out of the kingdom".<br />
<br />
=[[Alternate victory points | Alternate Victory Cards]]=<br />
<br />
=[[Alternate treasure cards]]=</div>Khanh93https://wiki.dominionstrategy.com/index.php/Card_CategoriesCard Categories2012-12-30T05:24:45Z<p>Khanh93: /* Trash for no Benefit */</p>
<hr />
<div>While analyzing the board at the start of a game, you often analyze each card by each functionality. This functionalities doesn't necessarily depend on the [[Card type]] and can be grouped into several categories.<br />
<br />
=[[Curser]]=<br />
This is often the most important category you look for. Cursers are cards which has the potential to distribute {{Card|Curse}} cards to other players. They belong to the strongest cards in the game. These are {{Card|Witch}}, {{Card|Torturer}}, {{Card|Sea Hag}}, {{Card|Familiar}}, {{Card|Mountebank}}, {{Card|Young Witch}}, {{Card|Followers}} and {{Card|Ill-Gotten Gains}}. The more broader term is [[Junker]] - a card which can distribute Curses but also other bad cards like {{Card|Estate|Estates}} and {{Card|Copper|Coppers}}. All Cursers and {{Card|Swindler}}, {{Card|Ambassador}} and {{Card|Jester}} are Junkers. A card distributing only Ruins is also called [[Looter]] (like its corresponding card type). These are {{Card|Cultist}} and {{Card|Marauder}}.<br />
<br />
=[[Handsize attack]]=<br />
Attack Cards that reduce the handsize of your opponents decks are called Handsize Reducer or [[Discarder]]. Usually your opponent can choose the cards to discard and never has to discard down to less than 3 or 4 cards. Examples are {{Card|Militia}}, {{Card|Goons}}, {{Card|Margrave}}, {{Card|Followers}}, {{Card|Urchin}} and {{Card|Sir Michael}}. {{Card|Ghost Ship}} is a little bit different as it doesn't let your opponent discard the cards, he has to put them on top of his deck and it therefore messes with the top of his deck too. {{Card|Bureaucrat}} is similar although putting the Victory card on top of the deck hurts more than losing it out of the hand. Bureaucrat, {{Card|Cutpurse}} and {{Card|Torturer}} are also the only discarding attacks that could stack down to less than 3 cards in hand - depending respectively on the number of Victory cards in hand, Coppers in hand and the choice of your opponent. {{Card|Minion}} doesn't let your opponent choose what to keep, similar to {{Card|Pillage}} where you can choose the card to discard.<br />
<br />
=[[Top Deck Messer]]=<br />
This is an Attack Card that messes with the top of your opponents' draw pile. {{Card|Spy}}, {{Card|Oracle}} and {{Card|Scrying Pool}} let you inspect 1-2 cards which you may discard, so that bad cards are likely to stay on top. {{Card|Bureaucrat}}, {{Card|Rabble}} and {{Card|Fortune Teller}} put directly Victory or Curse cards on top of their decks. With {{Card|Ghost Ship}} you let you opponent mess with their own draw pile when you let them put cards back on top.<br />
<br />
=[[Trasher (Attack)]]=<br />
These are Attack cards that trash the valuable cards from your opponents' deck. Some of these are limited to treasure cards, such as {{Card|Thief}}, {{Card|Noble Brigand}} and {{Card|Pirate Ship}}. Others offer a replacement your opponent may choose ({{Card|Saboteur}}) or you may choose ({{Card|Swindler}}). Another subcategory trashes only in a price range between {{Cost|3}} and {{Cost|6}} like [[Knights]] and {{Card|Rogue}}.<br />
<br />
=[[Cantrip]]=<br />
<br />
=[[Peddler variant]]=<br />
<br />
=[[Village (Card type)|Village]]=<br />
<br />
=[[Non-Terminal Drawer]]=<br />
<br />
=[[Terminal Drawer]]=<br />
<br />
=[[Terminal Silver]]=<br />
<br />
=[[Trasher]]=<br />
This is another important category to look for. Any card with the ability to trash one or more cards from your own hand or deck is called Trasher. Trashing is a very strong move - often underestimated by beginners - because you remove low value cards from your deck so that you can see your good cards more often. They generate high density of quality. Because of the many cards that have this ability, they are often divided into subcategories. <br />
<br />
== [[Trash for no Benefit]] ==<br />
The act of trashing doesn't give any benefit beside of removing the unwanted card from your deck. {{Card|Chapel}}, {{Card|Lookout}}, {{Card|Steward}}, {{Card|Masquerade}} and {{Card|Count}} belong to that category. {{Card|Ambassador}} fits here too, although it doesn't trash your cards, but removes them from your deck which has often the same effect. {{Card|Island}} and {{Card|Native Village}} aren't Trashers either, but are often called [[Pseudo Trasher]] because they can remove cards from your deck, but still count to your score. {{Card|Loan}}, {{Card|Junk Dealer}}, {{Card|Dame Anna}} and {{Card|Jack of all Trades}} belong also to this category because all benefits they provide don't depend on the trashing. And {{Card|Mint}} gets an Honorable Mention as it is not a trasher when played, but has an trash for no benefit on-buy effect.<br />
<br />
== [[Trash for Benefit]] ==<br />
Cards that can trash and give a benefit depending on the card trashed are called Trash for benefit cards. They depend often on the cost of the trashed card, but there are exceptions. The most common benefit you get is another card, so you're basically exchanging one card for another. Called after the most basic card, they are named [[Remodeler]]s. These are {{Card|Remodel}}, {{Card|Mine}}, {{Card|Upgrade}}, {{Card|Expand}}, {{Card|Remake}}, {{Card|Governor}}, {{Card|Graverobber}}, {{Card|Procession}} and {{Card|Rebuild}}. {{Card|Forge}} is different - but still fits - as it trades in X cards for 1 card. {{Card|Develop}} works the other way around - it trashes 1 card for 2 cards. {{Card|Transmute}} also belongs here, but it doesn't look at the cost of the card, it only depends on the type. And {{Card|Farmland}} gets an Honorable Mention as it is no trasher, but has a remodel on-buy effect. Then there are other Trash for Benefit cards that don't belong to the Remodel family. There is {{Card|Salvager}} and {{Card|Counterfeit}} trashing for [[Coins]], {{Card|Bishop}} trashing for {{VP}}, {{Card|Apprentice}} trashing for [[Card Draw]] and {{Card|Trader}} trashing for a amount of {{Card|Silver}}.<br />
<br />
== [[Trash for fixed Benefit]] ==<br />
All other Trashers fit in this third subcategory. The benefit you get isn't dependant on the card trashed and therefore fixed. These are {{Card|Moneylender}}, {{Card|Spice Merchant}}, {{Card|Trading Post}}, {{Card|Hermit}}, {{Card|Altar}}, {{Card|Death Cart}}, {{Card|Mercenary}} and {{Card|Rats}}. {{Card|Trade Route}} and {{Card|Forager}} belong to this category too although the benefit is variable, but it doesn't depend on the card trashed.<br />
<br />
=[[Gainer]]=<br />
Cards that gain other cards without buying them are called Gainers. Cards that only can gain specific cards like {{Card|Rats}} or {{Card|Jack of all Trades}} are not considered Gainers. Cards that need trashing to gain a card aren't considered Gainers either as they don't increase the deck size. They often have restrictions in card type or price range. {{Card|Workshop}}, {{Card|Ironworks}}, {{Card|Armory}} can gain cards costing up to {{Cost|4}}, {{Card|Hermit}} and {{Card|Dame Natalie}} up to {{Cost|3}}. {{Card|Smugglers}} can even gain cards up to {{Cost|6}}, but is restricted to cards that the previous player has gained on his last turn. {{Card|Graverobber}} and {{Card|Rogue}} are restricted to the price range between {{Cost|3}} and {{Cost|6}} and cards in the trash. {{Card|Feast}} isn't considered a Gainer as it is a one-shot and is only a replacement for a card costing up to {{Cost|5}}, but it can still gain multiple cards when played with {{Card|Throne Room}}, {{Card|King's Court}} or {{Card|Procession}}. {{Card|University}} is restricted to cards costing up to {{Cost|5}} and Action cards. {{Card|Talisman}}, {{Card|Haggler}} and {{Card|Horn of Plenty}} are all different as they trigger in the buy phase and aren't able to gain Victory cards - or in the case of Horn of Plenty you have to trash itself if you do. {{Card|Jester}} isn't restricted to any price range, but cannot gain Victory cards either and it depends on the top card of your opponent(s). {{Card|Develop}} is an exception to no-trashing rule as it can gain 2 cards by trashing only one and is often considered as Gainer. {{Card|Border Village}} is an Honorable Mention as it is no Gainer, but gains cards on-buy.<br />
<br />
=[[Sifter]]=<br />
<br />
=[[Defense Cards]]=<br />
These are mainly [[Reaction]] cards, protecting you from attacks or mitigating them. {{Card|Lighthouse}} is no Reaction card and protects you from Attack cards like {{Card|Moat}} does. {{Card|Jack of all Trades}} is like a delayed Moat as it may mitigate nearly all kinds of attacks on play. Cards that offer defense from Cursers are {{Card|Watchtower}} and {{Card|Trader}}. Cards that offer defense from Handsize Reducer are Draw up to X cards like {{Card|Watchtower}} and {{Card|Library}} and also {{Card|Horse Traders}} and {{Card|Menagerie}}. Cards that offer defense from Trashing attacks are {{Card|Secret Chamber}} and {{Card|Market Square}}.<br />
<br />
=Cards that bend the rules=<br />
Then there are cards that bend the rules of Dominion. They let you either take multiple turns, such as {{Card|Outpost}} and {{Card|Possession}} or you are allowed to play cards multiple times, such as {{Card|Throne Room}}, {{Card|King's Court}}, {{Card|Procession}} and {{Card|Counterfeit}}. {{Card|Black Market}} lets you buy cards that are "out of the kingdom".<br />
<br />
=[[Alternate victory points | Alternate Victory Cards]]=<br />
<br />
=[[Alternate treasure cards]]=</div>Khanh93https://wiki.dominionstrategy.com/index.php/VictoryVictory2012-12-30T05:05:16Z<p>Khanh93: </p>
<hr />
<div>'''Victory''' is a [[card type]]. Victory cards typically give the player a certain number of [[victory point]]s. Four Victory cards are [[basic cards]]: {{Card|Estate}}, {{Card|Duchy}}, and {{Card|Province}}, which are in the [[supply]] in every game; and {{Card|Colony}}, which may be added in games using [[Kingdom card]]s from [[Prosperity]]. One, {{Card|Overgrown Estate}}, is a [[Shelter]]. The remaining Victory cards are collectively referred to as [[alt-VP]], or "alternate victory points". (The "alt-VP" category also often includes cards that give victory points via [[victory token]]s; however, these are not considered Victory cards.)<br />
<br />
The majority of Victory cards are [[dead]] cards during the game—i.e., although you score victory points by having them in your deck at the end of the game, they have little or no use ''during'' gameplay itself; and therefore having them in your deck weakens what you can achieve on each turn. The few victory cards that are not dead in your deck are typically worth relatively few victory points. Therefore the central strategic tension of Dominion is the following: how can you gain the Victory cards that you need in order to win the game, without unduly burdening your deck each turn with dead cards that will prevent you from being able to gain additional Victory cards on future turns? <br />
<br />
One of the major ways of resolving this tension is to wait to buy Victory cards until late in the game, once one has built a deck that can withstand the addition of a few dead cards without losing much efficiency. Once [[endgame|the game is nearing an end]], players often try to gain victory cards on almost every remaining turn; this process is referred to as "[[greening]]" or "going green" because victory cards have green frames. The extreme version of this approach is known as a [[megaturn]], in which players buy no or almost no Victory cards at all until ending the game by buying a large number of Victory cards on a single turn. Many of the alt-VP cards enable an alternative approach by having low costs and therefore being not too hard to buy even in a deck with a lot of dead cards in it. <br />
<br />
Victory card piles in the supply start with 8 cards in 2-player games and 12 cards in larger games. (The Province pile is increased further for games with more than four players.)<br />
<br />
Most Victory cards have names referring to areas of land.<br />
<br />
== List of Victory Cards ==<br />
{{Cost|P}} {{Card|Vineyard}} <br />
<br>{{Cost|1}} {{Card|Overgrown Estate}}<br />
<br>{{Cost|2}} {{Card|Estate}} <br />
<br>{{Cost|3}} {{Card|Great Hall}}, {{Card|Tunnel}} <br />
<br>{{Cost|4}} {{Card|Feodum}}, {{Card|Gardens}}, {{Card|Island}}, {{Card|Silk Road}} <br />
<br>{{Cost|5}} {{Card|Dame Josephine}}, {{Card|Duchy}}, {{Card|Duke}} <br />
<br>{{Cost|6}} {{Card|Fairgrounds}}, {{Card|Farmland}}, {{Card|Harem}}, {{Card|Nobles}}<br />
<br>{{Cost|8}} {{Card|Province}}<br />
<br>{{Cost|11}} {{Card|Colony}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/ExpandExpand2012-12-28T17:00:31Z<p>Khanh93: /* Large decks/ slow cycling decks */</p>
<hr />
<div>{{Infobox Card<br />
|name = Expand<br />
|type1 = Action<br />
<br />
|illustrator = Ryan Laukat<br />
|text = Trash a card from your hand. Gain a card costing up to {{Cost|3}} more than the trashed card.<br />
}}<br />
<br />
'''Expand''' is an [[Action]] card from [[Prosperity]]. It is a beefed-up [[trasher#Remodelers|version of]] {{Card|Remodel}}, allowing you to trash a card and gain a card costing {{Cost|3}} more. It's great for expanding {{Card|Estate|Estates}} into {{Cost|5}}-cards and then Expanding those cards into {{Card|Province|Provinces}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is not in your hand after you play it, so you cannot trash it as the card trashed. <br />
* The card you gain can cost up to {{Cost|3}} more than the trashed card, but it can also cost any smaller amount, even less than the cost of the trashed card. <br />
* You can trash a card and gain a copy of the same card. <br />
* If you have no card in hand to trash, you do not gain a card. <br />
* The card you gain comes from the Supply and is put into your discard pile.<br />
=== Other Rules clarifications ===<br />
* {{Cost|P}} is counted as part of the cost, so you could Expand a {{Card|Familiar}} into a {{Card|Possession}}. <br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=3344 Original article] on the forums started by Powerman, with comments by other forum members.'' <br />
<br />
Expand lets you trash a bad card from your hand, and instead gain a good one. It effectively is {{Card|Remodel|Remodel's}} older brother, as it does the same thing except adding up to {{Cost|3}} of value instead of {{Cost|2}} of value to the card. Does this make it a great card? Yes -- sometimes. But MOST of the time, the answer is no.<br />
<br />
=== When to buy Expand ===<br />
<br />
==== {{Card|Peddler}} ====<br />
Peddler is great with any [[trash for benefit]] card, and Expand is probably the best one for it. Why is that? Drawing a Peddler and an Expand gets you a Colony (or in a province game you can still get a province). This is extremely effective, as you can get the peddler for very little but trash it at full value for a huge VP Swing.<br />
<br />
<br />
==== {{Card|Grand Market}} ====<br />
Grand Market is probably the second best card for Expand. Why? Getting GM's is hard because you need not have copper in play. With Expand this isn't a problem, as you can turn your Silvers into GM's, which is more than a fair trade. Also late in the game, the {{Cost|6}} GM's can be turned into Provinces if need be, which can make a double province turn trivial.<br />
<br />
==== {{Card|Curse|Curses}} and [[curser]]s. ====<br />
Expand is one of the few cards that can do anything with curses. Remodel lets you turn them into Estates (most of the time), bleh. {{Card|Upgrade}}, {{Card|Transmute}}, {{Card|Salvager}}, etc. give you no benefit except getting the Curse out of your deck, which is ok but too slow and leaves you with a 3 card hand and your turn accomplishes little. Expand lets you turn curses into {{Cost|3}} cards, which is at a minimum always a {{Card|Silver}}. Otherwise, there are many more {{Cost|3}} cards you want than {{Cost|2}} cards you want, and depending on your deck adding a {{Card|Village}}/{{Card|Fishing Village}}/{{Card|Wishing Well}}/{{Card|Great Hall}}/etc. can be even more effective.<br />
<br />
And the cards that give out Curses also work well with Expand. Cursers are great early. Late? Not so much! After the curses are out, cursers fall somewhere between useless and a poor Silver. However, with Expand, that's ok. {{Card|Witch}} is done giving out curses? Turn it into a Province! {{Card|Familiar}}? How about a {{Card|Possession}}!<br />
<br />
==== Price Reduction ====<br />
Price reduction allows you to do crazy things with Expand. The first (and often easiest) way is by use of {{Card|Highway}}. How? Cards can't cost less than 0. This means for Expanding purposes, cards become closer to 0, so cards that already are 0 (Curse/Copper) become closer to the other cards. For example, after just 2 Highways, you can Expand a Curse into a {{Card|Duchy}} for a 4 VP swing. You can Expand a Copper into another {{Card|Highway}}. Another fun way is by use of {{Card|Quarry}}. Buy Actions (preferably of value {{Cost|5}}) for cheap, and then Expand them into Provinces.<br />
<br />
==== Strong (Nonterminal) 5's ====<br />
{{Cost|5}} cards fill an important role in an Expander's world. They fill the crucial step between Estates ({{Cost|2}}) and Provinces ({{Cost|8}}). On every board, there is an option to simply expand via Duchy, but that is very rarely ideal until very near the end of the game. Instead, it is a lot better to turn your estates into {{Cost|5}} cards that you want lots of. Cards that fall into this category are almost always nonterminal, such as {{Card|Laboratory}}, {{Card|Hunting Party}}, {{Card|Bazaar}}, {{Card|Market}} and {{Card|Minion}} (or Highway, as in the previous section), but depending on the Kingdom, terminals such as {{Card|Torturer}}, {{Card|Rabble}} and {{Card|Wharf}} deserve close consideration. {{Card|Treasury}} is a special case, as it can go back on top of your deck, and since you are expanding to gain your Province instead of buying it, you can keep topdecking.<br />
<br />
=== When to avoid Expand ===<br />
<br />
While these all make Expand have value, what causes it to lose value? When should you avoid Expand?<br />
<br />
<br />
==== Lack of +Actions ====<br />
Although Expand is a non-drawing terminal (which is generally the type you like with the absence of [[villages]]), Expand is not normally the terminal you want to use, as there is normally a stronger one on the board. It is worth noting that in terminal collisions, you can Expand your other terminal, but you have to ask yourself if it is worth losing your other terminal if it is early.<br />
<br />
==== If it will be used as a (weaker) {{Card|Mine}} ====<br />
0 + 3 = 3. 3 + 3 = 6. 6 + 3 = 9. The synergy between Expand and Treasures appears obvious. However, there exists a card (Mine) that does this better, as the card you gain goes directly into your hand. And Mine costs {{Cost|2}} less. And it's considered a "weak" {{Cost|5}} card to begin with. So Expanding treasures is almost always a bad use of Expand.<br />
<br />
==== If it will be used as a {{Card|Remodel}} ====<br />
Although sometimes you need the Remodel effect, Expand is not normally the way you want it. Remodel costs {{Cost|3}} less, and is far from a power {{Cost|4}}. Yes, expanding your Gold into a Province to win the game is a nice feeling, but chances are if you had simply bought a Gold instead of the Expand, you could have simply bought the Province outright. So adding {{Cost|3}} of value is less than ideal.<br />
<br />
==== If it will be used to no effect ====<br />
This may seem obvious, but I have seen many players (even some experienced players) fall into this trap. For example, they might expand a Gold into a Platinum, and then buy a Gold. If they hadn't Expanded, their deck would have ended up with a Gold and a Platinum. And by Expanding... they end up with a Gold and a Platinum. Obviously, the expand is being misused in this situation.<br />
<br />
==== Large decks/ slow cycling decks ====<br />
Like Mine and Remodel, Expand gets better the more times through your deck the good cards go. With a large deck, you might only see the card you gained 1 or 2 times, so the better card will have little to no impact on your deck. Expand shines in the presence of sifters like {{Card|Warehouse}}, but is bad in treasure-bloated decks.<br />
<br />
=== General Comments ===<br />
<br />
Expand is a card that looks scarily powerful at first, but really isn't all that good. Most of the time it is used as a Mine or Remodel, in which case you are overpaying for a card that isn't all that good to begin with. Perhaps the situation where Expand "shines" the most is upgrading your victory cards. Turning your estates into duchies gains you VP points without additional clogging of your deck. However, even this is often a poor idea as you are gaining points really slowly. Expand is much better in Prosperity games (surprise surprise) but is often a non factor in games with little prosperity, especially when colony is not out. It is important to remember that every Expand you buy could have been a gold, which gives {{Cost|3}}. So you have to ask yourself if it is really worth it.<br />
<br />
The general population buys this card 68% of the time, which is way too high. The win rate with is higher without it than with it. Expand is useful in probably 1/3 of the games it is available, not 2/3.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Peddler}}<br />
* {{Card|Grand Market}}<br />
* {{Card|Curse|Curses}} and [[curser]]s<br />
* [[Prosperity]] games with expensive cards, especially {{Card|Platinum}} and {{Card|Colony}}<br />
* {{Card|Mint}}<br />
* {{Card|Quarry}} and {{Card|Highway}} (and other cost reduction)<br />
* Strong {{Cost|5}}s like {{Card|Laboratory}}<br />
* {{Card|Treasury}}<br />
=== Antisynergies ===<br />
* [[Big Money]] boards<br />
* Lack of good {{Cost|5}}s<br />
* Bloated decks<br />
* Quick games<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally cost {{Cost|6}}. I missed this the first time so there you go, this wasn't all for nothing. It cost {{Cost|6}} briefly but is {{Cost|7}} in the oldest file with it.<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 />
<br />
{{Navbox Cards}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/EngineEngine2012-12-25T19:47:46Z<p>Khanh93: </p>
<hr />
<div>'''Engine''' is an archetypical deck structure which aims to buy many action cards and chain them together each turn. It is often contrasted with a [[Big Money]] strategy which seeks to buy mostly money and only a few supporting action. To build an engine you generally need a [[Village (Card type)|village]], [[terminal draw]], and either a [[gainer]] or card offering +Buy. For stronger engines any kind of [[trasher]] and [[Attack]] card is needed. But you can also build an engine from only buying non-[[terminal]] actions. These include [[Combo: Hunting Party+X]] and {{Card|Minion}}.<br />
<br />
== Types of Engines ==<br />
=== Single Card Engines ===<br />
These simple engines are typically powered by a single card. To achieve the required payload, they will often incorporate 1-2 Action cards, especially cards which trash, sift, or provide +{{Cost|2}}.<br />
* {{Card|Hunting Party}}<br />
* {{Card|Minion}}<br />
* {{Card|Governor}}<br />
* {{Card|Laboratory}}, {{Card|Stables}}<br />
=== Megaturn Engines ===<br />
Megaturn engines are usually more complex and take longer to develop than other engines. These engines will often aim to gain multiple Provinces (or Colonies) in a single turn.<br />
* {{Card|Highway}}, {{Card|Bridge}}<br />
* {{Card|Horn of Plenty}}<br />
* {{Card|Governor}}<br />
=== Draw Engines ===<br />
Draw engines are simple engines which will typically employ +Action and +Cards kingdom cards to attempt to draw a large portion of your deck each turn. An article discussing the basics of this type of strategy can be found [http://dominionstrategy.com/2011/03/07/actionscards/ here].<br />
{{stub}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/Money_strategiesMoney strategies2012-12-25T07:47:31Z<p>Khanh93: /* Terminal draw Big Money */</p>
<hr />
<div>:''"BM" redirects here. For the card, see {{Card|Black Market}}.''<br />
<br />
'''Big Money''' is an archetypical deck structure in which the player mostly buys [[Treasure]] cards, usually along with a small number of [[Action]] cards. It is usually contrasted with an [[Engine]], and whether to go for an [[Engine]]-like or [[Big Money]]-like strategy is an important strategic choice on many Dominion boards. <br />
<br />
There has been a lot of analysis on Big Money strategy, in part because Big Money is easier to model and simulate than more complex decks. <br />
<br />
A pure Big Money strategy—i.e., a strategy which involves ''only'' buying [[basic cards]]—is almost never optimal. However, since it is available in every game of Dominion, it can make a useful baseline for comparing other strategies against.<br />
<br />
== Strategy ==<br />
=== Strategy article: Big Money ===<br />
''[http://dominionstrategy.com/big-money/ Original article] by theory''<br />
<br />
Big Money is about as simple as a “strategy” can be in Dominion. Buy {{Card|Province}} with {{Cost|8}}, buy {{Card|Gold}} with {{Cost|6}}-{{Cost|7}}, buy {{Card|Silver}} with {{Cost|3}}-{{Cost|5}}, and don't buy anything else. (You can fine-tune it by buying {{Card|Duchy|Duchies}} at {{Cost|5}} once there are 5 Provinces left, or more advanced [[Duchy dancing]].)<br />
<br />
Why is it important? The idea is that for most beginners, you get caught up buying all sorts of pretty fancy Actions, and then one day you realize you are getting stomped by someone who literally just buys money. A lot of people quit at this point, convinced that Dominion is a “solved” game, with no further depth.<br />
<br />
But then, one day, you realize that Big Money isn’t unbeatable, it’s just a benchmark. A good mixture of Actions and Treasure easily crushes Big Money, and a good way to tell whether your strategy is a viable one or not is to see whether it can clear the Big Money hurdle. For reference, Big Money averages 4 Provinces by around 17 turns (assuming no attacks). Because you can always go Big Money in every set, every strategy you devise has to be able to do better than Big Money, or else it’s not really a strategy at all.<br />
<br />
The obvious way of realizing that Big Money isn’t unbeatable is seeing that Big Money plus one Action is going to beat Big Money: {{Card|Smithy}}-Big-Money, for instance, gets to 4 Provinces by 14 turns and will stomp Big Money every time. {{Card|Witch}}-Big-Money isn’t faster, but will crush Big Money under a tidal wave of Curses. And so on.<br />
<br />
Of course, Smithy-Big-Money isn’t all that much more interesting than playing Big Money. But as you keep going, you realize that more sophisticated interactions also beat Big Money. Maybe you {{Card|Chapel}} down your deck, then accelerate into an endgame mega-turn fueled by {{Card|Bridge|Bridges}} and {{Card|Throne Room|Throne Rooms}}. Maybe you draw your whole deck with {{Card|Village}}/{{Card|Council Room}} and end it with a punishing {{Card|Militia}}. Maybe you forsake Provinces altogether in favor of {{Card|Workshop}}/{{Card|Gardens}}. And as each expansion introduces new Action cards, Big Money becomes worse and worse.<br />
<br />
Here’s another way of thinking about it. Consider a highly simplified version of Dominion, where each turn you roll your “money die” five times. If the sum of your rolls reaches a certain threshold, you get to buy a Province.<br />
<br />
Now, the obvious and “Big Money” approach is to add more and bigger numbers to the die by buying Silvers and Golds. But there are other approaches:<br />
<br />
* You can eliminate all the low numbers from the die so your average die roll is higher. ({{Card|Chapel}})<br />
* You can find ways to roll the die more times. ({{Card|Village}}/{{Card|Smithy}})<br />
* You can add bonuses to your die roll. ({{Card|Festival}})<br />
* You can mess up other people’s die rolls. ({{Card|Witch}})<br />
* You can reroll low numbers. ({{Card|Cellar}})<br />
* You can lower the threshold to buy a Province. ({{Card|Bridge}})<br />
* You can go for less valuable cards on lower rolls and end the game before a Province player has time to build up points. ({{Card|Workshop}}/{{Card|Gardens}})<br />
<br />
What Big Money really is is a lower bound for advanced play. Good decks have no difficulty beating Big Money; most beginners cannot. In very, very few sets is Big Money (or 1 Action plus Big Money) the dominant strategy. Studying a board to figure out how to design a deck capable of beating Big Money: well, that’s what Dominion is all about.<br />
<br />
=== Big Money Optimized ===<br />
It is rare for Big Money alone to be optimal. However, for purposes of comparison and for purposes of developing further strategies, it is useful to know what "Optimal" Big Money play is. The optimal play for Big Money against another Big Money-like deck is described by the following rules:<br />
* When you draw {{Cost|8}} - always buy Province, unless you get {{Cost|8}} really early (no Gold, fewer than 5 Silvers in your deck), in which case buy a Gold.<br />
* When you draw {{Cost|6}}-{{Cost|7}}, buy Gold, unless the game is nearing the end (4 or fewer Provinces remaining), in which case buy Duchy.<br />
* When you draw {{Cost|5}}, buy Silver, unless the game is nearing the end (5 or fewer Provinces remaining), in which case buy Duchy.<br />
* When you draw {{Cost|3}}-{{Cost|4}}, buy Silver, unless the game is nearing the end (2 or fewer Provinces remaining), in which case buy Estate. <br />
* When you draw {{Cost|2}}, only buy an Estate if there are 3 or fewer Provinces remaining.<br />
<br />
<br />
This can be further improved by properly applying the [[Penultimate Province Rule]]. Still, this is not a strategy you should expect to follow in a real game of Dominion, but it is a baseline both for evaluating competing strategies and for adding in improvements. <br />
=== Terminal draw Big Money ===<br />
The most common way of improving a Big Money deck is with a small number of [[terminal draw]] cards. This is discussed in [[http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ this article]] written by HiveMindEmulator and edited by Theory, and partially reproduced below. <br />
<br />
One of simplest basic strategies you learn which is surprisingly effective in the base set is “{{Card|Smithy}} Big Money”. The idea of this strategy is to open Smithy/Silver, add a second Smithy sometime after a couple shuffles, and other than that, buy just money and VP cards. You can add in some card to help with the late game, like Market or Remodel, but for the most part, it’s just a couple Smithies and money. The idea is that the Smithy is going to draw you up to 7 cards, and with 7 cards, you can very often buy Gold. And when you have enough Silver/Gold, you can often buy Provinces.<br />
<br />
When you add in some expansions with more [[trashing]] and other [[engine]]-friendly cards, as well as cards that are better than Smithy with “Big Money” strategies, Smithy BM becomes pretty weak. But there are some variants of it that you may at times go for, particularly when there is no way to quickly build a strong engine. The goal of this article is to look at the terminal draw cards and discuss the differences from plain old Smithy BM and how they affect the game.<br />
<br />
Before we get into the cards, we should outline a few general ideas about terminal draw BM. First off, you can’t afford to have too many actions, particularly terminals, because you’re going to draw cards [[dead]]. And compared to decks without card-drawing, you go through more cards per turn. As a result, you want to stick to a couple drawing cards and only mix in other actions that do something particularly strong in the early- or late-game. Examples include end-game accelerating trash-for-benefit cards like {{Card|Remodel}} or {{Card|Salvager}}, and really strong estate-trashing openings like {{Card|Jack of all Trades}}, {{Card|Masquerade}}, or {{Card|Island}}. With these three cards in particular, you want to open them ahead of Smithy, adding the Smithy on turn 3-4.<br />
<br />
While you want to take it easy on the actions, you’re more than happy to grab kingdom treasure cards like {{Card|Fool's Gold}}, {{Card|Venture}}, {{Card|Stash}}, {{Card|Cache}}, {{Card|Royal Seal}}, {{Card|Bank}}, {{Card|Hoard}}, or {{Card|Harem}} (not {{Card|Loan}}, {{Card|Contraband}}, {{Card|Quarry}}, {{Card|Talisman}} or {{Card|Horn of Plenty}}, which are primarily for engines, and not {{Card|Philosopher's Stone}}, whose {{Card|Potion}} cost makes it too slow for a fast BM strat). Kingdom treasures tend to make terminal draw BM stronger, so the presence of one of these cards may steer you be more likely to play terminal draw BM. Terminal draw BM decks are really set back by drawing {{Cost|5}} (which is a little too much for a Silver but not enough for a Gold), so being able to buy Venture is a real benefit.<br />
<br />
On the flip side, strong engine parts and {{Card|Colony|Colonies}} are real drawbacks to running a terminal draw big money strategy. Your slow-but-steady “tortoise” strategy is more likely to be hammered down by a game-ending mega-turn “hare” strategy.<br />
<br />
A couple of tactics also show up in terminal draw BM games.<br />
<br />
* If playing your draw card will trigger a reshuffle, you have to weigh the benefits. Usually it’s worth it, since skipping this play of the card is usually just as bad as having it miss the shuffle, but if it’s not going to improve your buying power, you should skip it.<br />
* When it comes down to [[Duchy dancing]], you want to keep track of your opponents key cards: their terminal drawers and their Golds. For Smithy BM, for example, once you’re well into greening, Province turns typically require Smithy+Gold or 2xGold. So if you can tell from previous turns that your opponent can’t have one of these hands, you may want to break the [[Penultimate Province Rule]].<br />
<br />
As a disclaimer, none of the numerical things I say in this article are to be taken too literally. When I say that you want a Smithy “after the second shuffle”, that doesn’t necessarily mean that something magical happens when you shuffle the deck a second time. It’s just a relative timing. At around 16-18 cards in your deck, you can tolerate a second Smithy if your only actions are Smithies. But if you want to add some other card, or your opponent does some sort of attack, that changes things. <br />
<br />
Describing how to play Big Money with each Terminal draw card is best done on the wiki pages for those cards:<br />
* {{Card|Envoy}}<br />
* {{Card|Courtyard}}<br />
* {{Card|Masquerade}}<br />
* {{Card|Library}}<br />
* {{Card|Vault}}<br />
* {{Card|Embassy}}<br />
* {{Card|Council Room}}<br />
* {{Card|Wharf}}<br />
* {{Card|Moat}} and {{Card|Watchtower}}<br />
* {{Card|Steward}}<br />
* {{Card|Nobles}}<br />
* {{Card|Adventurer}} <br />
* {{Card|Torturer}}/{{Card|Margrave}}/{{Card|Rabble}}<br />
* {{Card|Ghost Ship}}<br />
* {{Card|Oracle}}<br />
* {{Card|Young Witch}}/{{Card|Witch}}<br />
* {{Card|Catacombs}}<br />
* {{Card|Hunting Grounds}}<br />
<br />
== The Keys to Big Money: Money Density and Opportunity Cost ==<br />
[[http://dominionstrategy.com/2012/02/27/the-keys-to-big-money-money-density-and-opportunity-cost/ Original article]] by WanderingWinder and edited by Theory. <br />
<br />
In a big-money kind of deck, there’s really two concepts you need to be aware of: the first is money density, the second is opportunity cost.<br />
<br />
=== Money Density ===<br />
<br />
Money density is the average value in {{Cost|}} production of cards in your deck: i.e., Copper produces one, Silvers two, Estates and such 0. It’s important to keep in mind that, based on 5-card hands, you need a money density of 1.6 to buy a Province and 2.2 for a Colony. You need only 1 for Duchies or {{Card|Duke|Dukes}}, and less for things like {{Card|Gardens}}, {{Card|Island|Islands}}, {{Card|Tunnel|Tunnels}}, whatever.<br />
<br />
Calculating your money density is very simple if you know what’s in your deck: add up all the production values of the money, divide by the total cards in your deck. So for your initial deck, you have 7*1 for the Coppers +3*0 for the Estates, all divided by the 10 total cards for a money density of 0.7.<br />
<br />
Branching out slightly, you probably want to buy at least one card that’s not a Silver or Gold or Province or Duchy, right? How do other cards fit in to money density? Well, the simplest are cards like {{Card|Woodcutter}}. Woodcutter (at least, the first one) provides an obvious benefit over Silver in that it gives you a buy. But, for all intents and purposes, it still counts as {{Cost|2}} in your money density.<br />
<br />
There’s another very simple, very common kind of card to deal with when making your money density calculations: [[cantrip]]s. (I’m using ‘cantrip’ here to define any kind of card that always draws at least one card and gives at least one action back to you). Cantrips are what I call, for the purposes of money density calculations, ‘virtual cards’. What I mean by that is, because they replace themselves totally in your hand, they don’t count toward the total count of cards which you’re using as the denominator for your money density calculations. So, if you buy a {{Card|Village}} and a {{Card|Militia}} with your two starting buys (not, by the way, a good strategy), you have 7 Coppers, 3 Estates, 1 Village, 1 Militia, producing 7, 0, 0, and 2 money respectively and with a total of 7, 3, 0, and 1 cards to count against your deck total. Your total money density is therefore 9/11 = .818181…..<br />
<br />
Further expanding on that, if you get a slightly more interesting (in this respect anyway) card, the {{Card|Peddler}}, into your deck, you’ve increased your effective deck size by 0 (because it’s a cantrip), but because it produces {{Cost|1}} extra, you’ve increased your buying power by one. If you could add Peddler to your starting deck, you would have {{Cost|8}} total money in 10 effective cards for a density of 0.8 {{Cost|}}.<br />
<br />
Okay, once you get that down, you need to think about terminal collision. I think that most of you know that buying only Treasures and VP won’t get you very far in terms of success (or fun). So you probably want to buy some terminal Actions, and by the end of the game, you probably want to buy more than one. This creates some chance that your terminal Actions will collide. The big key to playing Big Money decks is weighing out the benefits that Actions provide you with versus the chances that they collide. Of course, with non-terminals, you don’t have to worry about that, but very often, you’re better served by taking the risk at some point.<br />
<br />
Fortunately, calculating the chances for terminal collision isn’t too hard in general, you just have to remember to use your effective deck size rather than the actual number of cards in your deck. As for figuring out which benefits are worth it… well, I’ll let you guys work that out for yourselves. Just keep in mind that you aren’t optimizing your results in a vacuum, you have to beat another player. Which means, generally, that you have to count on yourself getting a little luckier than you should expect to on average, because in those really unlucky cases, you’ve probably already lost anyway. And the amount you have to count on yourself getting lucky, i.e., the amount of risks you have to take, increases more with the more players you add to the game. Villages will help to ease these wrinkles, but you have to get the Village together in the hand that the terminals collide in, which doesn’t happen so often as people think.<br />
<br />
Of course, this leads us to the very important subject of terminal card draw (like Smithy). In general, by the time you’re mixing multiple terminal draws… you’re probably engine building*. And for engine building, things like getting your engine to be able to fire consistently and having a sufficient payload are far more important than the money density concept.<br />
<br />
But even if you’re just running a Big Money + terminal card draw strategy, you probably still want multiple copies: with the big exception of Envoy, you probably want two Smithies, Courtyards, etc. And lots of terminal card draw have ways of mitigating the collision; Vault, Embassy, Courtyard…<br />
<br />
So for one to two terminal drawers, this money density look at things is still quite important. For your first terminal drawer, it’s a virtual card to your deck, once more, and then you have a percentage (based on the size of your deck) of having a larger handsize. After all, the reason why average card value is important is so that you can calculate the average value of your hand.<br />
<br />
Let’s take Smithy; if I have 2 Silvers, a Gold, a Smithy, and my starting cards in the deck, that’s 13 effective cards, 14 total money, and you’ve got your chance of getting a 7 card hand rather than a 5. Calculating the exact probability is not as easy as you might think, given how reshuffles work. But you can come up with ways to approximate it. As a guesstimate, you’ll have around 3 turns before a reshuffle, and two of those three turns will be 5-card hands and one turn will be 7 cards. That works out to (roughly) 5.4 {{Cost|}}, 5.4 {{Cost|}}, and 7.5 {{Cost|}} per hand. If you now add a second Smithy, you have a higher chance of getting your 7 card hand, but your money density has dropped from 14/13 to 14/14 (or {{Cost|1}}). (This seems pretty good, but its hidden cost is discussed in the next section.)<br />
<br />
Understanding money density is also helpful in understanding how much your deck will stall out. A deck with 3 Gold, 7 Silver, 7 Copper and 3 Estates has a money density of 1.5 {{Cost|}}. A deck with 1 Gold, 3 Silver, 2 Copper, and a Chapel has a money density of 11/7, or just over 1.57 {{Cost|}}. But if we add two provinces to both decks… the first deck drops to an average money density of ~1.364 {{Cost|}}. The second drops to ~1.222 {{Cost|}}. So we can see that thinner decks generally require more padding, and/or choke more on green cards, whereas decks rich with Big Money are much more resilient.<br />
<br />
In actuality, things are a little bit more complicated than this model would have you look at, because you don’t actually draw average hands. Dominion isn’t a game that’s continuous; it’s discrete. So there’s a difference between having two Silvers and having a Gold and a Copper, and it will be painfully clear to you when you are hit by Militia. Sometimes you want more variance, sometimes you want less.<br />
<br />
=== Opportunity Cost ===<br />
<br />
We may now be left with an interesting little question. The analysis of buying a second Smithy shows that it should be good for our deck pretty early on, right? Like, look at this deck: we’ve got 7 Copper, 1 Smithy, 3 Estates, and 2 Silvers. Our effective money density is around 0.917 {{Cost|}}, we’ve got around a 40% chance of hitting a 7 card hand… adding a second smithy would decrease our effective money density to around 0.846 {{Cost|}}, it’s true, but significantly increasing the chances at getting two more cards in our hand is worth it, on the analysis, right?<br />
<br />
Well, if the choice were between buying the second Smithy and buying nothing, you’d be right. But it’s not. Any time you can buy a Smithy, you can buy a Silver instead. And if you buy that Smithy, that stops you from buying a Silver. The correct play here is for the Silver, not so much because of the collision problem (though that makes putting a free Smithy in your deck barely worth it in the short term), but more because of opportunity cost, i.e. you have to consider what you buy in terms of what else you could have bought, not in a vacuum.<br />
<br />
This is actually an important way of looking at all of Dominion, not just Big Money, but I think it’s easiest to understand in Big Money, because of the money density being available. So if you’re trying to decide whether or not to buy a Market, you can’t just look and see whether that’s good for your deck, you have to see if it’s better for your deck than the alternatives.<br />
<br />
One nice little way to look at this is with Potion cards cards. Since whenever you buy a potion, you could’ve gotten a silver, it’s generally true that any time you have {{Cost|X}}+{{Cost|P}}, you could have bought something costing {{Cost|X}}+{{Cost|2}}. For instance, if you buy a Possession, that could have almost always been a Province if you’d gotten Silver instead. Your Alchemists could have been Laboratories (hey, that actually makes a lot of sense), your Familiars could have been Witches, etc. Now, whether or not you should go for Potions for these cards has a lot to do with variance and the usefulness of the potion later in the game, but it’s a tremendous illustration of opportunity cost in action. The opportunity cost of buying a Potion is a silver (or any other {{Cost|4}} or less cost card), and that Silver could have gotten you a Province; instead you have Possession, which is sometimes better than Province early in the game but typically probably worse than just having the 6VP.<br />
<br />
Perhaps the simplest, first way many players need to realize the importance of opportunity cost is with the ‘Village idiot’. Villages, like any cantrip, can’t possibly hurt your deck, since they replace themselves, right? This is the thought process a lot of people go through early on. This may be true, but that doesn’t mean you should just gobble up all the Villages you can; if you start of the game buying Village after Village, you’ll have a whole bunch of unused Actions lying around, with no Action cards to use them on. More importantly, your deck won’t have any buying power, because the opportunity cost of buying a Village is a Silver. Your opponent that buys Silvers will be far ahead of you.<br />
<br />
Another great card to look at through the lens of opportunity cost is {{Card|Hoard}}. Hoard could have been a Gold. So any time you buy a Duchy with Hoard, you could have bought a gold instead. Now you are gaining that Gold as well, it’s true, but you have to look at when in the game you are... do you want a ‘free Duchy’ in your deck yet? Maybe so, maybe not. To say nothing of the times where the opportunity cost of going Hoard over Gold knocks you down from {{Cost|8}}, buying a Province, to {{Cost|7}}, settling for a Duchy and another Gold. Yes, I’m saying that Hoard is overrated and misused.<br />
<br />
The concept of opportunity cost extends beyond just once through the deck as well. That Silver that your Village cost you is going to hurt your buying power now, and on the next reshuffle, and on the next reshuffle... Furthermore, the buying power reduction that you feel now is going to make you have to buy something worse now, which is going to further hurt you on the next reshuffle, and then that further reduction on that reshuffle will hurt your buying power even more on the next reshuffle… this compounding effect is why the early turns are generally more important than the later ones.<br />
<br />
And you can further extend this paradigm to what I call implied opportunity cost. If I buy a Chapel on turn one with {{Cost|3}}, there are lots of costs to me. I have:<br />
<br />
* the {{Cost|2}} that I spent for it, which could have been another 2- or 3-cost card (e.g., Silver) instead<br />
* the cards that will no longer be in my deck once I use the Chapel<br />
* the turns that I’m using Chapel, on which I probably won’t be able to buy things<br />
* Chapel eventually being a dead card.<br />
<br />
Now, the second one of these, getting rid of the Coppers and Estates you’re trashing, is probably actually a boon more than a cost. And very often, especially in engine decks, it’s a really big boon. But it does take the turn you’re buying the Chapel, plus probably two full turns of trashing things, plus another turn which is partially hampered by trashing, plus all the times you have a worthless Chapel in your deck. Which is all to say, Chapel, strong as it is, is not actually all that great for a pure Big Money deck.<br />
<br />
=== Conclusion ===<br />
<br />
A good way of appreciating the in-game impact of these calculations is with the simulators. Both Geronimoo’s and rspeer’s simulators provide graphs of the average money generated per turn. For instance, you can see the significant improvement in average money on the crucial first few turns by [http://rspeer.github.com/dominiate/play.html#BigMoney/BigSmithy comparing Big Money and Big Money/Smithy]. (I use rspeer’s only for ease of linking; [http://dominionsimulator.wordpress.com Geronimoo]’s is generally a stronger “player” and has more cards implemented, but requires a download to run.)</div>Khanh93https://wiki.dominionstrategy.com/index.php/GlossaryGlossary2012-12-25T07:44:21Z<p>Khanh93: /* Common Terms and Phrases */</p>
<hr />
<div>This page contains a list of common terms and abbreviations used in discussion of the game of Dominion<br />
<br />
== Common Terms and Phrases ==<br />
* [[Dominion_(Base_Set)|Base]]: The original Dominion, with no expansions. E.g., “In base, Chapel is the best early-game trasher.”<br />
* [[Big Money]]: Strictly speaking, a strategy where no Actions are bought at all, only Treasure and Victory. In practice, often used to refer to a strategy emphasizing Treasure and Victory cards that is merely supplemented with one or two Actions. Compare Engine.<br />
* Board (or Set, Table, or Tableau): The set of cards that make up the game of interest.<br />
* [[Cantrip]]: Any card that gives at least +1 Card, +1 Action; it costs no action to spend it and it replaces itself in the hand. Can technically refer to Villages, but in practice usually refers to cards like Spy.<br />
* Chain: A deck in which the same card(s) are played either multiple times per turn (or simply every turn for some powerful cards). E.g., “Lab chain”.<br />
* City Trap: Purchasing multiple Cities in a game in which no piles (other than Province or Colony) are likely to be emptied; the Cities are very expensive Villages in this case.<br />
* Clog (or Bloat, Gum Up…): Add cards to a deck (preferably an opponent’s) that interfere with the engine being used. Often happens voluntarily in the endgame.<br />
* Colony Game: Any game in which Colony and Platinum (from Prosperity) are available for purchase.<br />
* Counter: A card that acts to neutralize another card (usually an attack), whether directly (e.g., Moat) or indirectly (e.g., Library vs. Militia/Goons).<br />
* Cycling: To move quickly through your deck. Chancellor provides an extreme example of cycling, but cards like Warehouse and Laboratory also cycle your deck effectively.<br />
* DoubleJack: A strategy involving buying only two copies of {{Card|Jack of all Trades}}, and otherwise exclusively Treasure and Victory cards.<br />
* Draw Dead: Generally refers to drawing an Action card when you have no more Actions to play. In context, may refer to drawing an Action card that cannot be effectively used (e.g., Baron without Estate, Moneylender without Copper).<br />
* [[Duchy dancing|Duchy Dancing]]: Towards the end of a game, when both players are buying Duchies and neither side is willing or able to take the final Province(s)<br />
* Early Game: Most purchases are low-cost cards; players are defining their overall strategy.<br />
* Endgame (or Late Game): Players are purchasing almost exclusively victory cards. Often accompanied by jockeying with lower-value victory cards, e.g., PPR.<br />
* End on piles: Force the game to end by emptying three or more piles (four or more with 5+ players).<br />
* [[Engine]]: Loosely defined, the Action cards that “drive” one’s deck. An “engine-based” strategy refers to a strategy emphasizing Actions. Compare Big Money.<br />
* {{Card|Envoy|Envoy}}/[[Big Money]]: see {{Card|Smithy|Smithy}}/Big Money<br />
* Estate tennis: The first phase of an {{Card|Ambassador}} game, in which players pass back and forth their starting estates. This can be said to "sit on" the game, delaying its actual start by several turns.<br />
* [[Greening]] / “Go Green”: Begin purchasing victory cards.<br />
* [[Isotropic]] (or Iso): http://dominion.isotropic.org — an exceedingly popular online implementation of Dominion, often linked to from these forums.<br />
* Midgame: Most purchases are actions or treasures of value {{Cost|5}} or higher, but rarely with hands above {{Cost|6}} (Province game) or {{Cost|9}} (Colony game); players are refining their strategies and attempting to tune their engines.<br />
* Mirror Match: When both players pursue identical or near-identical strategies<br />
* Non-Terminal (or Non-Terminal Action, sometimes NT): Any action card that gives at least one additional Action.<br />
* [[Opening]]: Purchases made on the first two turns. Usually clarified by a 4/3 or 5/2 opening.<br />
* Piles: see “end on piles”<br />
* Province Game (rarely, Non-Colony Game): A standard game in which Colony and Platinum are not available.<br />
* Pseudo-Trash: Remove cards from your deck without trashing them, e.g., Island.<br />
* Sift: Filter through your cards by removing unwanted cards. Similar to cycling, but with more finesses. See, e.g., Warehouse.<br />
* Smithy / Big Money: A strategy involving one purchase of a Smithy and otherwise exclusively Treasure and Victory. Reaches 4 Provinces in approximately 14 turns.<br />
* Split: Treasure values of the first two hands (5/2 or 4/3). Tournament and league play often gives players the same split. Can also refer to the split in gaining a key card in the game, such as {{Card|Minion}} or {{Card|Grand Market}}.<br />
* [[Terminal]] (or Terminal Action): Any action card that does not provide another Action when played.<br />
* Terminal clash: Drawing multiple terminal cards together, such that you can only play one of them<br />
* Terminal Silver: Any terminal action that gives {{Cost|2}}.<br />
* Top-Deck: Place a card on top of your deck that would normally go elsewhere (e.g. Alchemist, Royal Seal).<br />
* [[Trasher]] (or Deck-thinner): Any card that allows one to remove cards from one’s deck.<br />
* [[Trasher#Trash_for_benefit|Trash for Benefit]]: Any card that gives a benefit at the cost of trashing a card. Apprentice draws additional cards, Salvager gives cash, etc.<br />
* [[Village (card category)|Village]]: Besides the card of the same name, can refer to any card which gives +2 Actions; most (but not all) such cards have “Village” in their names.<br />
* Village Idiot: Village seems like a great card to an inexperienced player, and it is good–but taking Villages without any terminals makes the Villages worthless. Hence, Village Idiot. More loosely, refers to any poor strategy that buys too many Actions.<br />
* Virtual +Buy: Cards like Ironworks and Workshop, which allow you to gain an additional card on your turn along with your ordinary Buy<br />
* [[Virtual coin]] or [[Virtual money]]: Action cards which provide money for the spending (not which gain treasure cards).<br />
<br />
== Abbreviations ==<br />
<br />
C, S, G, E, D, P: Sometimes used in game analyses for the basic treasure cards and basic victory cards.<br />
<br />
* Amb: {{Card|Ambassador}}<br />
* [[BM]]: Big Money (rarely, {{Card|Black Market}}, in context)<br />
* BMU: A particular algorithm for playing Big Money that intelligently purchases Duchies<br />
* FV: {{Card|Fishing Village}} (rarely, {{Card|Farming Village}}, in context)<br />
* GM: {{Card|Grand Market}}<br />
* Hag: {{Card|Sea Hag}}<br />
* [[HoP]]: Horn of Plenty<br />
* HP: {{Card|Hunting Party}}<br />
* HT: {{Card|Horse Traders}}<br />
* [[IGG]]: Ill-Gotten Gains<br />
* JoAT: Jack of all Trades<br />
* [[KC]]: King's Court<br />
* Lab: Laboratory<br />
* Masq: Masquerade<br />
* MV: Mining Village<br />
* NV: Native Village<br />
* Plat: {{Card|Platinum}}<br />
* PPR: Penultimate Province Rule<br />
* TFB / T4B: Trash-for-benefit<br />
* TM: Treasure Map<br />
* TR: Throne Room (rarely, Trade Route, in context)<br />
* UAS: Unstoppable Alchemist Stack<br />
* UCS: Unstoppable City Stack</div>Khanh93https://wiki.dominionstrategy.com/index.php/AmbassadorAmbassador2012-12-25T07:37:00Z<p>Khanh93: /* Strategy Article */</p>
<hr />
<div>{{Infobox Card<br />
|name = Ambassador<br />
|type1 = 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 />
{{Card|Ambassador}} is an [[Action]]-[[Attack]] card from Seaside. When played, it lets you return up to 2 copies of a card from your hand to the supply, and makes all opponents gain a copy of that card; it clears out your deck like a [[trasher]] while filling your opponents' decks with junk. It is an extremely powerful [[opening]] when setting up an [[engine]] in a 2-player game; in the late game, it can even be used as a [[Curser]] if you are willing to buy a {{Card|Curse}} for it to use. <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 {{Card|Spoils}}, {{Card|Madman}}, {{Card|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 {{Cost|5}}/{{Cost|2}} player hates seeing on the board more than any other. Along with {{Card|Chapel}}, Ambassador is one of Dominion’s two best openers. The first couple of turns are critical: if you fall behind in “[[Glossary|estate tennis]]”, your deck will quickly crash and burn.<br />
<br />
The most common Ambassador dilemma early on is drawing it with 3 {{Card|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 {{Card|Moneylender}}/{{Card|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 {{Card|Loan}}, {{Card|Moneylender}}, or {{Card|Chapel}}. If you have strong enough deck-drawing (perhaps your opponent foolishly passed up on buying an Ambassador), consider buying a {{Card|Curse}} and using the Ambassador as a pseudo-{{Card|Witch}}.<br />
<br />
Like almost all attacks, Ambassador is great with {{Card|Throne Room}}/{{Card|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 {{Card|Pirate Ship}}.<br />
<br />
Ambassador is also a great defense, especially against opponents that opened with {{Card|Mountebank}}, {{Card|Witch}}, or {{Card|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 {{Card|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 {{Card|Province}} or {{Card|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 {{Card|Possession|Possessed}} Ambassador. But even then, opening Ambassador isn’t dangerous so long as you have a way to get rid of your Ambassador ({{Card|Remodel}}, {{Card|Salvager}}, {{Card|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 />
* {{Card|Throne Room}} / {{Card|King's Court}}<br />
* {{Card|Curse}} (sometimes)<br />
* Opponents’ Curse-giving attacks<br />
* {{Card|Pirate Ship}}<br />
=== Antisynergies ===<br />
* Opponent’s {{Card|Possession}}<br />
* Opponent’s {{Card|Militia}} (somewhat, but not as much as with {{Card|Chapel}})<br />
* {{Card|Chapel}} (somewhat; it’s viable to open Ambassador/Chapel, but probably not better than Silver/Chapel)<br />
* {{Card|Gardens}} decks, also {{Card|Silk Road}} and {{Card|Duke}}. <br />
* [[Shelters]]<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>Khanh93https://wiki.dominionstrategy.com/index.php/GlossaryGlossary2012-12-25T07:34:51Z<p>Khanh93: /* Common Terms and Phrases */ Estate tennis</p>
<hr />
<div>This page contains a list of common terms and abbreviations used in discussion of the game of Dominion<br />
<br />
== Common Terms and Phrases ==<br />
* [[Dominion_(Base_Set)|Base]]: The original Dominion, with no expansions. E.g., “In base, Chapel is the best early-game trasher.”<br />
* [[Big Money]]: Strictly speaking, a strategy where no Actions are bought at all, only Treasure and Victory. In practice, often used to refer to a strategy emphasizing Treasure and Victory cards that is merely supplemented with one or two Actions. Compare Engine.<br />
* Board (or Set, Table, or Tableau): The set of cards that make up the game of interest.<br />
* [[Cantrip]]: Any card that gives at least +1 Card, +1 Action; it costs no action to spend it and it replaces itself in the hand. Can technically refer to Villages, but in practice usually refers to cards like Spy.<br />
* Chain: A deck in which the same card(s) are played either multiple times per turn (or simply every turn for some powerful cards). E.g., “Lab chain”.<br />
* City Trap: Purchasing multiple Cities in a game in which no piles (other than Province or Colony) are likely to be emptied; the Cities are very expensive Villages in this case.<br />
* Clog (or Bloat, Gum Up…): Add cards to a deck (preferably an opponent’s) that interfere with the engine being used. Often happens voluntarily in the endgame.<br />
* Colony Game: Any game in which Colony and Platinum (from Prosperity) are available for purchase.<br />
* Counter: A card that acts to neutralize another card (usually an attack), whether directly (e.g., Moat) or indirectly (e.g., Library vs. Militia/Goons).<br />
* Cycling: To move quickly through your deck. Chancellor provides an extreme example of cycling, but cards like Warehouse and Laboratory also cycle your deck effectively.<br />
* DoubleJack: A strategy involving buying only two copies of Jack of all Trades, and otherwise exclusively Treasure and Victory cards.<br />
* Draw Dead: Generally refers to drawing an Action card when you have no more Actions to play. In context, may refer to drawing an Action card that cannot be effectively used (e.g., Baron without Estate, Moneylender without Copper).<br />
* [[Duchy dancing|Duchy Dancing]]: Towards the end of a game, when both players are buying Duchies and neither side is willing or able to take the final Province(s)<br />
* Early Game: Most purchases are low-cost cards; players are defining their overall strategy.<br />
* Endgame (or Late Game): Players are purchasing almost exclusively victory cards. Often accompanied by jockeying with lower-value victory cards, e.g., PPR.<br />
* End on piles: Force the game to end by emptying three or more piles (four or more with 5+ players).<br />
* [[Engine]]: Loosely defined, the Action cards that “drive” one’s deck. An “engine-based” strategy refers to a strategy emphasizing Actions. Compare Big Money.<br />
* {{Card|Envoy|Envoy}}/[[Big Money]]: see {{Card|Smithy|Smithy}}/Big Money<br />
* Estate tennis: The first phase of an {{Card|Ambassador}} game, in which players pass back and forth their starting estates. This can be said to "sit on" the game, delaying its actual start by several turns.<br />
* [[Greening]] / “Go Green”: Begin purchasing victory cards.<br />
* [[Isotropic]] (or Iso): http://dominion.isotropic.org — an exceedingly popular online implementation of Dominion, often linked to from these forums.<br />
* Midgame: Most purchases are actions or treasures of value {{Cost|5}} or higher, but rarely with hands above {{Cost|6}} (Province game) or {{Cost|9}} (Colony game); players are refining their strategies and attempting to tune their engines.<br />
* Mirror Match: When both players pursue identical or near-identical strategies<br />
* Non-Terminal (or Non-Terminal Action, sometimes NT): Any action card that gives at least one additional Action.<br />
* [[Opening]]: Purchases made on the first two turns. Usually clarified by a 4/3 or 5/2 opening.<br />
* Piles: see “end on piles”<br />
* Province Game (rarely, Non-Colony Game): A standard game in which Colony and Platinum are not available.<br />
* Pseudo-Trash: Remove cards from your deck without trashing them, e.g., Island.<br />
* Sift: Filter through your cards by removing unwanted cards. Similar to cycling, but with more finesses. See, e.g., Warehouse.<br />
* Smithy / Big Money: A strategy involving one purchase of a Smithy and otherwise exclusively Treasure and Victory. Reaches 4 Provinces in approximately 14 turns.<br />
* Split: Treasure values of the first two hands (5/2 or 4/3). Tournament and league play often gives players the same split. Can also refer to the split in gaining a key card in the game, such as {{Card|Minion}} or {{Card|Grand Market}}.<br />
* [[Terminal]] (or Terminal Action): Any action card that does not provide another Action when played.<br />
* Terminal clash: Drawing multiple terminal cards together, such that you can only play one of them<br />
* Terminal Silver: Any terminal action that gives {{Cost|2}}.<br />
* Top-Deck: Place a card on top of your deck that would normally go elsewhere (e.g. Alchemist, Royal Seal).<br />
* [[Trasher]] (or Deck-thinner): Any card that allows one to remove cards from one’s deck.<br />
* [[Trasher#Trash_for_benefit|Trash for Benefit]]: Any card that gives a benefit at the cost of trashing a card. Apprentice draws additional cards, Salvager gives cash, etc.<br />
* [[Village (card category)|Village]]: Besides the card of the same name, can refer to any card which gives +2 Actions; most (but not all) such cards have “Village” in their names.<br />
* Village Idiot: Village seems like a great card to an inexperienced player, and it is good–but taking Villages without any terminals makes the Villages worthless. Hence, Village Idiot. More loosely, refers to any poor strategy that buys too many Actions.<br />
* Virtual +Buy: Cards like Ironworks and Workshop, which allow you to gain an additional card on your turn along with your ordinary Buy<br />
* [[Virtual coin]] or [[Virtual money]]: Action cards which provide money for the spending (not which gain treasure cards).<br />
<br />
== Abbreviations ==<br />
<br />
C, S, G, E, D, P: Sometimes used in game analyses for the basic treasure cards and basic victory cards.<br />
<br />
* Amb: {{Card|Ambassador}}<br />
* [[BM]]: Big Money (rarely, {{Card|Black Market}}, in context)<br />
* BMU: A particular algorithm for playing Big Money that intelligently purchases Duchies<br />
* FV: {{Card|Fishing Village}} (rarely, {{Card|Farming Village}}, in context)<br />
* GM: {{Card|Grand Market}}<br />
* Hag: {{Card|Sea Hag}}<br />
* [[HoP]]: Horn of Plenty<br />
* HP: {{Card|Hunting Party}}<br />
* HT: {{Card|Horse Traders}}<br />
* [[IGG]]: Ill-Gotten Gains<br />
* JoAT: Jack of all Trades<br />
* [[KC]]: King's Court<br />
* Lab: Laboratory<br />
* Masq: Masquerade<br />
* MV: Mining Village<br />
* NV: Native Village<br />
* Plat: {{Card|Platinum}}<br />
* PPR: Penultimate Province Rule<br />
* TFB / T4B: Trash-for-benefit<br />
* TM: Treasure Map<br />
* TR: Throne Room (rarely, Trade Route, in context)<br />
* UAS: Unstoppable Alchemist Stack<br />
* UCS: Unstoppable City Stack</div>Khanh93https://wiki.dominionstrategy.com/index.php/Grand_MarketGrand Market2012-12-24T21:36:07Z<p>Khanh93: /* Strategy Article */</p>
<hr />
<div>{{Infobox Card<br />
|name = Grand Market<br />
|type1 = Action<br />
<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = +1 Card<br/>+1 Action<br/>+1 Buy<br/>+{{Cost|2}}<br/><br />
----<br />
''You can’t buy this if you have any Copper in play.<br />
}}<br />
<br />
'''Grand Market''' is an [[Action]] card from [[Prosperity]]. It is a [[cantrip]]—i.e., it gives +1 Card and +1 Action—and the +{{Cost|2}} and +1 Buy make this card a powerhouse. Since it cannot be bought with {{Card|Copper}}, it can be difficult to get early in the game; but the card creates somewhat of a snowball effect, in that Grand Markets themselves are a very efficient source of non-Copper money, so having Grand Markets makes it even easier to get more Grand Markets.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You do not have to play all of the [[Treasure]]s in your hand in your Buy phase. <br />
* {{Card|Copper|Coppers}} in your hand do not stop you from buying Grand Market - only Coppers in play do. <br />
* Coppers that were in play earlier in the turn but are not anymore also don't stop you; if you have 11 Coppers in play and 2 Buys, you could buy a {{Card|Mint}}, trash all of your played Treasures, *and then buy a Grand Market. <br />
* You can gain Grand Market other ways - for example with {{Card|Expand}} - whether or not you have Coppers in play. <br />
* Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth {{Cost|1}}(such as {{Card|Loan}}).<br />
=== Other Rules clarifications ===<br />
* If you buy {{Card|Mandarin}}, {{Card|Copper|Coppers}} will be moved from play to the top of your deck, allowing you to buy Grand Market.<br />
* Coppers played with {{Card|Counterfeit}} will be trashed, allowing you to buy Grand Markets. <br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/28/prosperity-grand-market/ Original article] by theory<br />
<br />
Grand Markets are almost always preferable to {{Card|Gold|Golds}}, except when playing [[terminal card draw]]+[[Big Money]]. So long as the average card value in your deck is greater than {{Cost|1}}, the self-replacing, non-terminal Grand Market is monetarily superior. The +Buy is always nice, and unlike Golds, Grand Markets are affected by {{Card|Throne Room}} and {{Card|King's Court}}.<br />
<br />
Unfortunately, it’s difficult to buy Grand Market, since only quite strong decks are able to produce {{Cost|6}} without relying on Copper. There’s several ways to do so before your deck gets to that point.<br />
<br />
The first, and most obvious, way is with Actions that give money. Unfortunately, it’s difficult to get enough of them together; it normally takes quite a while to draw 3 {{Card|Festival|Festivals}} in one hand. Grand Markets themselves are great for grabbing more Grand Markets, though.<br />
<br />
A better way is with {{Card|Secret Chamber}}, {{Card|Storeroom}}, or {{Card|Vault}}, because it basically lets you use Coppers without having to play them. Of course, Vault is best for this purpose: because it gives +2 Cards, it guarantees at least {{Cost|6}}. In [http://councilroom.com/game?game_id=game-20101201-191421-7af50fd1.html.gz this game], by going Vault/{{Card|Chapel}} instead of Torturer/Chapel, I get my Grand Markets out much sooner than he does.<br />
<br />
{{Card|Quarry}} also helps; it lets you buy the Grand Market when paired with either two Silvers, a Gold, or another Quarry. (If you use {{Card|Black Market}} to play the Quarry during your Action phase, you can use {{Card|Ironworks}}/{{Card|Armory}}/{{Card|Workshop}} to gain it as well.) And the Copper restriction on Grand Markets doesn’t apply when you gain the card with {{Card|Remodel}}/{{Card|Expand}}/{{Card|Upgrade}}.<br />
<br />
Of course, if you trash your Coppers, buying Grand Markets isn’t a problem. Nor is it a problem if you have a ton of Silvers in your deck, either from {{Card|Bureaucrat}} or {{Card|Jack of all Trades}} or {{Card|Trading Post}}, but having so many Silvers can be a liability, a sign that you’re not ramping up your deck quickly enough.<br />
<br />
In all other respects, Grand Markets have the pretty much the same advantages and disadvantages as {{Card|Peddler|Peddlers}} and {{Card|Market|Markets}} (though of course beefed up considerably): they are most valuable in dense decks with high average card value, and are vulnerable to small handsizes.<br />
=== Synergies/Combos ===<br />
* {{Card|Secret Chamber}}/{{Card|Vault}}<br />
* {{Card|Moneylender}}/{{Card|Loan}}/{{Card|Spice Merchant}}<br />
* Silver-gaining cards like {{Card|Bureaucrat}} or {{Card|Jack of all Trades}}<br />
* Actions that give +{{Cost|}} (especially {{Card|Conspirator}})<br />
* [[Trashing]] cards (both to clear Coppers and for a denser deck)<br />
* {{Card|Remodel}}/{{Card|Expand}}/{{Card|Upgrade}}<br />
* {{Card|Quarry}}<br />
=== Antisynergies ===<br />
* {{Card|Coppersmith}}/{{Card|Counting House}}/{{Card|Apothecary}}<br />
* {{Card|Mountebank}}<br />
* Attack-heavy opponents in general<br />
* {{Card|Bank}}, because it depends on large numbers of Treasures, typically Coppers<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally it cost {{Cost|7}} and was "+1 Card +1 Action +{{Cost|2}}." People sure complained about it not having +1 Buy. "How is it a Grand Market?" they'd say. So I added +1 Buy, and then later took the anti-Copper clause from another card.<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>Khanh93https://wiki.dominionstrategy.com/index.php/PillagePillage2012-12-24T21:27:41Z<p>Khanh93: /* Antisynergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = Pillage<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Claus Stefan<br />
|text = Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.<br />Gain 2 Spoils.<br />
}}<br />
<br />
'''Pillage''' is an [[Action]]-[[Attack]] card from [[Dark Ages]]. It is a [[one-shot]] [[discard attack]], and the only discard attack that lets the attacker choose which card is discarded. A single Pillage can often wreck your opponents' next turn entirely! It also gains you two {{Card|Spoils}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First trash Pillage. <br />
* Then each other player with 5 or more cards in hand reveals his hand and discards a card of your choice. This happens in turn order, starting with the player to your left. <br />
* Then you gain two Spoils cards. The two Spoils cards come from the Spoils pile, which is not part of the Supply, and are put into your discard pile. <br />
* If there are no Spoils cards left, you do not get one; if there is only one, you just get one.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article for Pillage; if you know how to use this card, please let us know on the [http://forum.dominionstrategy.com forums!]<br />
<br />
A single Pillage is a devastating attack, as losing the best card of a five-card hand can sometimes ruin the entire turn. If your opponent has a hand with a {{Card|Village}} and two [[Smithies]]? Make them discard the Village. Make sure their {{Card|Throne Room}} or {{Card|King's Court}} has no good target, or discard their {{Card|Gold}} or [[terminal card draw]] if they're playing [[Big Money]]. <br />
<br />
It's deadly against combo decks, where you can pull out one of many pieces to make the combo fall apart. It also works against Big Money decks which can often be knocked down from {{Cost|8}} to {{Cost|5}} with the loss of just a single card. <br />
<br />
It's weakest against decks filled with [[cantrip]]s - what are you going to discard from a hand of ({{Card|Pearl Diver}}, {{Card|Wishing Well}}, {{Card|Vagrant}}, {{Card|Sage}}, {{Card|Village}})? No matter what, they'll just keep drawing cards until they find their good ones. <br />
<br />
When is it a good time to buy a one-shot Pillage instead of another engine component? Not sure. <br />
=== Synergies/Combos ===<br />
* {{Card|Graverobber}} and {{Card|Rogue}} can let you pick your Pillages up out of the trash and reuse them.<br />
* Pillage is great against [[Big Money]] decks and decks which rely on particular combos<br />
=== Antisynergies ===<br />
* [[Cantrip]]-heavy decks stymie Pillage.<br />
<br />
== Trivia ==<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art shows Village, under attack.<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=Discarding a card the attacker picks was a basic thing I hadn't done yet. It's so rude that the card is a one-shot. Originally it gained two cards costing up to {{Cost|4}} each, but that was too good. Now you get Spoils.<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>Khanh93https://wiki.dominionstrategy.com/index.php/BishopBishop2012-12-24T21:07:21Z<p>Khanh93: /* Synergies/Combos */ "4 VP" --> "5 {{VP}}"</p>
<hr />
<div>{{Infobox Card<br />
|name = Bishop<br />
|type1 = Action<br />
<br />
|illustrator = Rom<br />
|text = +{{Cost|1}}<br/>+1 {{VP}}<br/>Trash a card from your hand. + {{VP}} equal to half its cost in {{Cost|}}, 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 {{Cost|}} 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 />
* See the [[Prosperity#Additional Rules|Additional Rules section]] for rules on {{VP}} tokens.<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 />
* {{Cost|P}} in costs is ignored, for example if you trash Golem (from Dominion: Alchemy), which costs {{Cost|4P}}, 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 {{Cost|1}} and 1{{VP}}.<br />
<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 {{Card|Salvager}} and {{Card|Remodel}}, as a {{Cost|4}}-cost, single-card [[trasher]] that provides some kind of benefit. (In this sense, {{Card|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 {{Card|Chapel}} but provides a little ancillary benefit while trashing. Its +{{Cost|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 {{Cost|4}} cards to buy. Bishop doesn’t have this problem.<br />
<br />
The alternative is to view Bishop with {{Card|Goons}} and/or {{Card|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 {{Card|Talisman}} or {{Card|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 {{Card|Curse|Curses}} and {{Card|Copper|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 {{Cost|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 {{Card|Chapel}}, it can be done very quickly. <br />
=== Synergies/Combos ===<br />
* {{Card|Chapel}} <br />
* {{Card|Goons}}, as part of an overall {{VP}} strategy<br />
* {{Card|Bridge}} / {{Card|Peddler}} / {{Card|Quarry}}, because of the cost differential (buy a Peddler for {{Cost|0}}, trash it for 5 {{VP}})<br />
* {{Card|Hoard}} or {{Card|Talisman}}, for Bishop fodder<br />
<br />
=== Antisynergies ===<br />
* Opponents’ handsize-reduction attacks (e.g., {{Card|Militia}})<br />
* Your own Curse-giving attacks<br />
* Odd-cost cards and {{Cost|P}}-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>Khanh93https://wiki.dominionstrategy.com/index.php/Combo:_Bishop_and_FortressCombo: Bishop and Fortress2012-12-24T20:58:02Z<p>Khanh93: </p>
<hr />
<div>{{Card|Bishop}}/{{Card|Fortress}} is a special kind of Golden Deck that can exist in the absence of Chapel, and which can cause the game to last indefinitely long. The end state of the deck is Bishop x4, Fortress x4. Each turn, the Golden Deck player has at least one Fortress in hand, so he plays Fortress x3, drawing everything from his draw pile and accumulating 4 actions, then plays Bishop x4 on the remaining Fortress, generating {{Cost|4}} and a whopping 12{{VP}}. As long as the state of the deck does not change, it can go on like this until the end of the game. This can make for indefinitely long games, as the Bishop/Fortress player has no incentive to buy any cards with his {{Cost|4}}.</div>Khanh93https://wiki.dominionstrategy.com/index.php/Combo:_Bishop_and_FortressCombo: Bishop and Fortress2012-12-24T20:52:53Z<p>Khanh93: Created page with "Bishop/Fortress is a special kind of Golden Deck that can exist in the absence of Chapel, and which can cause the game to last indefinitely long. The end state of the deck is ..."</p>
<hr />
<div>Bishop/Fortress is a special kind of Golden Deck that can exist in the absence of Chapel, and which can cause the game to last indefinitely long. The end state of the deck is Bishop x4, Fortress x4. Each turn, the Golden Deck player has at least one Fortress in hand, so he plays Fortress x3, drawing everything from his draw pile and accumulating 4 actions, then plays Bishop x4 on the remaining Fortress, which returns to hand when trashed. This generates a whopping 12 VP per turn, every turn, until the end of the game. Unfortunately, it discourages the game form ending because buying anything will hurt the Golden player's next turn.</div>Khanh93https://wiki.dominionstrategy.com/index.php/PinPin2012-12-17T03:14:01Z<p>Khanh93: Created page with "A pin is a gamestate that occurs in two player games when one player forces the other to start each turn with a 0-card hand. In the classic pin, one player trashes his deck do..."</p>
<hr />
<div>A pin is a gamestate that occurs in two player games when one player forces the other to start each turn with a 0-card hand. In the classic pin, one player trashes his deck down down to just four or five cards: {{Card|King's Court}} x 2 (or one and a village), {{Card|Masquerade}}, {{Card|Goons}} (or any other discard-to-3 attack). Every turn, the pinning player plays KC-KC-Goons-Masquerade, forcing the pinned player to discard down to three, then pass one card at a time to the pinner, who trashes them as they come in. The pinned player buys a copper, curse, or nothing with his 0-card hand, then lets the pinner trash his hand again. There are many other variants of the pin, a near-comprehensive list of which can be found somewhere on f.ds.</div>Khanh93https://wiki.dominionstrategy.com/index.php/BankBank2012-12-17T02:51:33Z<p>Khanh93: /* Antisynergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bank<br />
|type1 = Treasure<br />
|illustrator = Jason Snair<br />
|text = When you play this, it’s worth {{Cost|1}} per Treasure card you have in play (counting this).<br />
}}<br />
<br />
'''Bank''' is a [[Treasure]] card from [[Prosperity]]. It gives a variable amount of {{Cost|}}, depending on how many other Treasures you've played before it. It counts Treasures that don't themselves give {{Cost|}}, like {{Card|Potion}} or {{Card|Horn of Plenty}}. It works best with large hands; in 5-card hands and without +Buy, it's rarely better than a {{Card|Gold}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is a Treasure worth a variable amount. <br />
* When you play Bank, it is worth {{Cost|1}} per Treasure you have in play, counting itself. <br />
* Remember, you choose what order to play Treasure cards. <br />
* If you play Bank with no other Treasures in play, it is worth {{Cost|1}}. <br />
* If you play two copies of Bank in a row, the one you play second will be worth {{Cost|1}} more than the first one. <br />
* Bank produces money right when you play it; things that happen later in the turn will not change how much money you got from it.<br />
=== Other Rules clarifications ===<br />
Example Turn: You play 2 Coppers followed by a {{Card|Venture}}. The Venture finds and Plays a Bank which will be worth {{Cost|4}}. You play another Venture which finds another Bank, which is worth {{Cost|6}} giving you a total of {{Cost|14}} to spend.<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=3022 Original article] on the forums by Davio, with comments by others.''<br />
<br />
Bank is a lovely card, but it can also be a trap for many new players. While it's true that in practice it's often better than {{Card|Gold}} in that it needs only 2 other Treasures to give you the same {{Cost|3}}, it's also a bit random. If you ever end up drawing your Bank [[dead]] it gives you just {{Cost|1}} where Gold would still have given {{Cost|3}}. But a hand with just 1 Treasure is often a dead hand anyway so the Bank vs. Gold wouldn't have that much of a difference.<br />
<br />
The thing with Bank is that it's often overkill on its own, it needs its biggest friend: +Buy. If you have a hand with 5 Banks you have 1+2+3+4+5 = {{Cost|15}} yet you can still only buy 1 {{Card|Colony}} or {{Card|Province}}. And remember that Bank only gives you more than Gold if it's the 4th or higher Treasure played. This means Bank needs hands with lots of Treasures.<br />
<br />
=== So what cards can Bank look to as a partner in crime? ===<br />
<br />
{{Card|Wharf}} is awesome and {{Card|Council Room}} and {{Card|Margrave}} are quite good as they give you not only the needed +Buy, but also a good draw. Drawing cards equals more Treasure cards equals higher worth Banks. Wharf is the best there is. Council Room gives you 4 cards and your opponent 1, while Margrave gives you 1 less card, but your opponent has to drop 2 cards. All in all Margrave may be slightly better because of the attack.<br />
<br />
Using rspeer's Dominiate simulator (Geronimoo's doesn't work on my PC with Java 7), it seems Margrave wins about 60% vs. Council Room if we let the sim just buy that card on every {{Cost|5}}. Wharf beats both, it beats Council Room with about 65% and Margrave with about 60%.<br />
<br />
Other terminal drawers can be good, but then you have to get the +Buy from somewhere else.<br />
<br />
You could use [[cantrips]] for your +Buy like {{Card|Market}} and {{Card|Worker's Village}} coupled with non-terminal drawers like {{Card|Lab}} and {{Card|Stables}}. Coupling a +Buy with other terminal drawers is risky business and you need quite a bit of luck to really be able to make use of it.<br />
<br />
{{Card|Tactician}} also works extremely well, as it both gives huge hands and gives +Buy. <br />
<br />
=== Trash for Benefit and Cost Advantages ===<br />
Bank is a {{Cost|7}} card. That means most [[trash-for-benefit]] cards get a little extra out of it over Gold.<br />
* You can {{Card|Upgrade}} Bank into a Province or {{Card|Remake}} two Banks into two Provinces! Or {{Card|Develop}} it into a Province and a Gold.<br />
* You can {{Card|Remodel}} (or {{Card|Expand}}/{{Card|Farmland}}) it into a {{Card|Platinum}} or {{Card|Apprentice}} it for 7 cards.<br />
* {{Card|Salvager}} it and you get +{{Cost|7}}.<br />
* When it gets {{Card|Saboteur|Saboteured}} you could grab a {{Card|Duchy}} and when it gets {{Card|Swindler|Swindled}} there are often no other {{Cost|7}} cards around so you get it back.<br />
* Bank is even funnier with {{Card|Governor}}, because you could grab a Province on your opponent's turn.<br />
<br />
* And to boot it even can't be {{Card|Smugglers|Smuggled}}!<br />
* With {{Card|Haggler}} you could buy Bank and a {{Cost|6}} card like {{Card|Goons}} or {{Card|Grand Market}}.<br />
* It can't be stolen with {{Card|Noble Brigand}} since that chooses only Silver or Gold.<br />
<br />
=== When Not to Choose Bank over Gold ===<br />
If your hands are going to be cluttered with terminals and you will hardly ever reach the "4th Treasure" mark, stick with Gold. This can happen very easily. If every hand has exactly one terminal (like [[Big Money]]-{{Card|Monument}}), your other cards need to be Treasures for Bank to make it worth your while over Gold and even then it's hardly more effective than Gold.<br />
<br />
For example: A hand of Monument ({{Cost|2}}) + 3x Copper can buy a Province with both a Gold ({{Cost|3}}) and a Bank ({{Cost|4}}), so there's really no difference here. Often you will see a hand of Monument + 2x Copper and in this case both Gold and Bank get you to {{Cost|7}} so again there's no real difference.<br />
<br />
Using Bank instead of Gold in decks without +Buy is an effort in futility.<br />
<br />
In strategies where your deck will green very early ({{Card|Duchy}}-{{Card|Duke}}), a lucky early Gold may be better than a lucky early Bank.<br />
<br />
=== When Not to Choose Bank ===<br />
<br />
This is pretty easy: Engines that depend on action cards for their money have no business with Bank as they have no business with Treasure cards in general. A long {{Card|King's Court}}-Grand Market chain doesn't want it and double Tactician decks also don't need it. Just like any Treasure can throw a wrench in money from actions based engines, so can Bank.<br />
<br />
And obviously your classic [[rush]]es don't need Bank and you'll probably never even be able to afford it anyway.<br />
<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Tactician}}<br />
* +Buy terminal drawers<br />
* [[Engine]]s with +Buy but without {{Card|Copper}}-trashing, especially {{Card|Wharf}} or {{Card|Apothecary}} engines<br />
* [[Trash for benefit]]<br />
* [[Combo: Venture and Bank]]<br />
<br />
=== Antisynergies ===<br />
* [[Big Money]] (no advantage over Gold)<br />
* [[Rush]] strategies<br />
* [[Engine]]s which rely on Actions for coin<br />
* Lack of +Buy<br />
* [[Attack]]s, especially [[curser]]s.<br />
* {{Card|Spoils}} and {{Card|Counterfeit}} both take Treasures out of play before Bank can count them.<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I stole this from Alchemy, where it originally cost {{Cost|4}}{{Cost|P}}. I wanted something else really simple and classic-seeming. It had been a good fit for Alchemy, since it counts Potions even if you don't end up spending them. Alchemy was years off though, years I say, and Prosperity needed a card now. Then when Alchemy got bumped up, I didn't steal this card back, because it required a little more of the Prosperity rules than I was comfortable with putting out ahead of Prosperity.<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>Khanh93https://wiki.dominionstrategy.com/index.php/BankBank2012-12-17T02:51:14Z<p>Khanh93: /* Synergies/Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bank<br />
|type1 = Treasure<br />
|illustrator = Jason Snair<br />
|text = When you play this, it’s worth {{Cost|1}} per Treasure card you have in play (counting this).<br />
}}<br />
<br />
'''Bank''' is a [[Treasure]] card from [[Prosperity]]. It gives a variable amount of {{Cost|}}, depending on how many other Treasures you've played before it. It counts Treasures that don't themselves give {{Cost|}}, like {{Card|Potion}} or {{Card|Horn of Plenty}}. It works best with large hands; in 5-card hands and without +Buy, it's rarely better than a {{Card|Gold}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is a Treasure worth a variable amount. <br />
* When you play Bank, it is worth {{Cost|1}} per Treasure you have in play, counting itself. <br />
* Remember, you choose what order to play Treasure cards. <br />
* If you play Bank with no other Treasures in play, it is worth {{Cost|1}}. <br />
* If you play two copies of Bank in a row, the one you play second will be worth {{Cost|1}} more than the first one. <br />
* Bank produces money right when you play it; things that happen later in the turn will not change how much money you got from it.<br />
=== Other Rules clarifications ===<br />
Example Turn: You play 2 Coppers followed by a {{Card|Venture}}. The Venture finds and Plays a Bank which will be worth {{Cost|4}}. You play another Venture which finds another Bank, which is worth {{Cost|6}} giving you a total of {{Cost|14}} to spend.<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=3022 Original article] on the forums by Davio, with comments by others.''<br />
<br />
Bank is a lovely card, but it can also be a trap for many new players. While it's true that in practice it's often better than {{Card|Gold}} in that it needs only 2 other Treasures to give you the same {{Cost|3}}, it's also a bit random. If you ever end up drawing your Bank [[dead]] it gives you just {{Cost|1}} where Gold would still have given {{Cost|3}}. But a hand with just 1 Treasure is often a dead hand anyway so the Bank vs. Gold wouldn't have that much of a difference.<br />
<br />
The thing with Bank is that it's often overkill on its own, it needs its biggest friend: +Buy. If you have a hand with 5 Banks you have 1+2+3+4+5 = {{Cost|15}} yet you can still only buy 1 {{Card|Colony}} or {{Card|Province}}. And remember that Bank only gives you more than Gold if it's the 4th or higher Treasure played. This means Bank needs hands with lots of Treasures.<br />
<br />
=== So what cards can Bank look to as a partner in crime? ===<br />
<br />
{{Card|Wharf}} is awesome and {{Card|Council Room}} and {{Card|Margrave}} are quite good as they give you not only the needed +Buy, but also a good draw. Drawing cards equals more Treasure cards equals higher worth Banks. Wharf is the best there is. Council Room gives you 4 cards and your opponent 1, while Margrave gives you 1 less card, but your opponent has to drop 2 cards. All in all Margrave may be slightly better because of the attack.<br />
<br />
Using rspeer's Dominiate simulator (Geronimoo's doesn't work on my PC with Java 7), it seems Margrave wins about 60% vs. Council Room if we let the sim just buy that card on every {{Cost|5}}. Wharf beats both, it beats Council Room with about 65% and Margrave with about 60%.<br />
<br />
Other terminal drawers can be good, but then you have to get the +Buy from somewhere else.<br />
<br />
You could use [[cantrips]] for your +Buy like {{Card|Market}} and {{Card|Worker's Village}} coupled with non-terminal drawers like {{Card|Lab}} and {{Card|Stables}}. Coupling a +Buy with other terminal drawers is risky business and you need quite a bit of luck to really be able to make use of it.<br />
<br />
{{Card|Tactician}} also works extremely well, as it both gives huge hands and gives +Buy. <br />
<br />
=== Trash for Benefit and Cost Advantages ===<br />
Bank is a {{Cost|7}} card. That means most [[trash-for-benefit]] cards get a little extra out of it over Gold.<br />
* You can {{Card|Upgrade}} Bank into a Province or {{Card|Remake}} two Banks into two Provinces! Or {{Card|Develop}} it into a Province and a Gold.<br />
* You can {{Card|Remodel}} (or {{Card|Expand}}/{{Card|Farmland}}) it into a {{Card|Platinum}} or {{Card|Apprentice}} it for 7 cards.<br />
* {{Card|Salvager}} it and you get +{{Cost|7}}.<br />
* When it gets {{Card|Saboteur|Saboteured}} you could grab a {{Card|Duchy}} and when it gets {{Card|Swindler|Swindled}} there are often no other {{Cost|7}} cards around so you get it back.<br />
* Bank is even funnier with {{Card|Governor}}, because you could grab a Province on your opponent's turn.<br />
<br />
* And to boot it even can't be {{Card|Smugglers|Smuggled}}!<br />
* With {{Card|Haggler}} you could buy Bank and a {{Cost|6}} card like {{Card|Goons}} or {{Card|Grand Market}}.<br />
* It can't be stolen with {{Card|Noble Brigand}} since that chooses only Silver or Gold.<br />
<br />
=== When Not to Choose Bank over Gold ===<br />
If your hands are going to be cluttered with terminals and you will hardly ever reach the "4th Treasure" mark, stick with Gold. This can happen very easily. If every hand has exactly one terminal (like [[Big Money]]-{{Card|Monument}}), your other cards need to be Treasures for Bank to make it worth your while over Gold and even then it's hardly more effective than Gold.<br />
<br />
For example: A hand of Monument ({{Cost|2}}) + 3x Copper can buy a Province with both a Gold ({{Cost|3}}) and a Bank ({{Cost|4}}), so there's really no difference here. Often you will see a hand of Monument + 2x Copper and in this case both Gold and Bank get you to {{Cost|7}} so again there's no real difference.<br />
<br />
Using Bank instead of Gold in decks without +Buy is an effort in futility.<br />
<br />
In strategies where your deck will green very early ({{Card|Duchy}}-{{Card|Duke}}), a lucky early Gold may be better than a lucky early Bank.<br />
<br />
=== When Not to Choose Bank ===<br />
<br />
This is pretty easy: Engines that depend on action cards for their money have no business with Bank as they have no business with Treasure cards in general. A long {{Card|King's Court}}-Grand Market chain doesn't want it and double Tactician decks also don't need it. Just like any Treasure can throw a wrench in money from actions based engines, so can Bank.<br />
<br />
And obviously your classic [[rush]]es don't need Bank and you'll probably never even be able to afford it anyway.<br />
<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Tactician}}<br />
* +Buy terminal drawers<br />
* [[Engine]]s with +Buy but without {{Card|Copper}}-trashing, especially {{Card|Wharf}} or {{Card|Apothecary}} engines<br />
* [[Trash for benefit]]<br />
* [[Combo: Venture and Bank]]<br />
<br />
=== Antisynergies ===<br />
* [[Big Money]] (no advantage over Gold)<br />
* [[Rush]] strategies<br />
* [[engine]]s which rely on Actions for coin<br />
* Lack of +Buy<br />
* [[Attack]]s, especially [[curser]]s.<br />
* {{Card|Spoils}} and {{Card|Counterfeit}} both take Treasures out of play before Bank can count them.<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I stole this from Alchemy, where it originally cost {{Cost|4}}{{Cost|P}}. I wanted something else really simple and classic-seeming. It had been a good fit for Alchemy, since it counts Potions even if you don't end up spending them. Alchemy was years off though, years I say, and Prosperity needed a card now. Then when Alchemy got bumped up, I didn't steal this card back, because it required a little more of the Prosperity rules than I was comfortable with putting out ahead of Prosperity.<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>Khanh93https://wiki.dominionstrategy.com/index.php/BankBank2012-12-17T02:50:36Z<p>Khanh93: /* Antisynergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bank<br />
|type1 = Treasure<br />
|illustrator = Jason Snair<br />
|text = When you play this, it’s worth {{Cost|1}} per Treasure card you have in play (counting this).<br />
}}<br />
<br />
'''Bank''' is a [[Treasure]] card from [[Prosperity]]. It gives a variable amount of {{Cost|}}, depending on how many other Treasures you've played before it. It counts Treasures that don't themselves give {{Cost|}}, like {{Card|Potion}} or {{Card|Horn of Plenty}}. It works best with large hands; in 5-card hands and without +Buy, it's rarely better than a {{Card|Gold}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is a Treasure worth a variable amount. <br />
* When you play Bank, it is worth {{Cost|1}} per Treasure you have in play, counting itself. <br />
* Remember, you choose what order to play Treasure cards. <br />
* If you play Bank with no other Treasures in play, it is worth {{Cost|1}}. <br />
* If you play two copies of Bank in a row, the one you play second will be worth {{Cost|1}} more than the first one. <br />
* Bank produces money right when you play it; things that happen later in the turn will not change how much money you got from it.<br />
=== Other Rules clarifications ===<br />
Example Turn: You play 2 Coppers followed by a {{Card|Venture}}. The Venture finds and Plays a Bank which will be worth {{Cost|4}}. You play another Venture which finds another Bank, which is worth {{Cost|6}} giving you a total of {{Cost|14}} to spend.<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=3022 Original article] on the forums by Davio, with comments by others.''<br />
<br />
Bank is a lovely card, but it can also be a trap for many new players. While it's true that in practice it's often better than {{Card|Gold}} in that it needs only 2 other Treasures to give you the same {{Cost|3}}, it's also a bit random. If you ever end up drawing your Bank [[dead]] it gives you just {{Cost|1}} where Gold would still have given {{Cost|3}}. But a hand with just 1 Treasure is often a dead hand anyway so the Bank vs. Gold wouldn't have that much of a difference.<br />
<br />
The thing with Bank is that it's often overkill on its own, it needs its biggest friend: +Buy. If you have a hand with 5 Banks you have 1+2+3+4+5 = {{Cost|15}} yet you can still only buy 1 {{Card|Colony}} or {{Card|Province}}. And remember that Bank only gives you more than Gold if it's the 4th or higher Treasure played. This means Bank needs hands with lots of Treasures.<br />
<br />
=== So what cards can Bank look to as a partner in crime? ===<br />
<br />
{{Card|Wharf}} is awesome and {{Card|Council Room}} and {{Card|Margrave}} are quite good as they give you not only the needed +Buy, but also a good draw. Drawing cards equals more Treasure cards equals higher worth Banks. Wharf is the best there is. Council Room gives you 4 cards and your opponent 1, while Margrave gives you 1 less card, but your opponent has to drop 2 cards. All in all Margrave may be slightly better because of the attack.<br />
<br />
Using rspeer's Dominiate simulator (Geronimoo's doesn't work on my PC with Java 7), it seems Margrave wins about 60% vs. Council Room if we let the sim just buy that card on every {{Cost|5}}. Wharf beats both, it beats Council Room with about 65% and Margrave with about 60%.<br />
<br />
Other terminal drawers can be good, but then you have to get the +Buy from somewhere else.<br />
<br />
You could use [[cantrips]] for your +Buy like {{Card|Market}} and {{Card|Worker's Village}} coupled with non-terminal drawers like {{Card|Lab}} and {{Card|Stables}}. Coupling a +Buy with other terminal drawers is risky business and you need quite a bit of luck to really be able to make use of it.<br />
<br />
{{Card|Tactician}} also works extremely well, as it both gives huge hands and gives +Buy. <br />
<br />
=== Trash for Benefit and Cost Advantages ===<br />
Bank is a {{Cost|7}} card. That means most [[trash-for-benefit]] cards get a little extra out of it over Gold.<br />
* You can {{Card|Upgrade}} Bank into a Province or {{Card|Remake}} two Banks into two Provinces! Or {{Card|Develop}} it into a Province and a Gold.<br />
* You can {{Card|Remodel}} (or {{Card|Expand}}/{{Card|Farmland}}) it into a {{Card|Platinum}} or {{Card|Apprentice}} it for 7 cards.<br />
* {{Card|Salvager}} it and you get +{{Cost|7}}.<br />
* When it gets {{Card|Saboteur|Saboteured}} you could grab a {{Card|Duchy}} and when it gets {{Card|Swindler|Swindled}} there are often no other {{Cost|7}} cards around so you get it back.<br />
* Bank is even funnier with {{Card|Governor}}, because you could grab a Province on your opponent's turn.<br />
<br />
* And to boot it even can't be {{Card|Smugglers|Smuggled}}!<br />
* With {{Card|Haggler}} you could buy Bank and a {{Cost|6}} card like {{Card|Goons}} or {{Card|Grand Market}}.<br />
* It can't be stolen with {{Card|Noble Brigand}} since that chooses only Silver or Gold.<br />
<br />
=== When Not to Choose Bank over Gold ===<br />
If your hands are going to be cluttered with terminals and you will hardly ever reach the "4th Treasure" mark, stick with Gold. This can happen very easily. If every hand has exactly one terminal (like [[Big Money]]-{{Card|Monument}}), your other cards need to be Treasures for Bank to make it worth your while over Gold and even then it's hardly more effective than Gold.<br />
<br />
For example: A hand of Monument ({{Cost|2}}) + 3x Copper can buy a Province with both a Gold ({{Cost|3}}) and a Bank ({{Cost|4}}), so there's really no difference here. Often you will see a hand of Monument + 2x Copper and in this case both Gold and Bank get you to {{Cost|7}} so again there's no real difference.<br />
<br />
Using Bank instead of Gold in decks without +Buy is an effort in futility.<br />
<br />
In strategies where your deck will green very early ({{Card|Duchy}}-{{Card|Duke}}), a lucky early Gold may be better than a lucky early Bank.<br />
<br />
=== When Not to Choose Bank ===<br />
<br />
This is pretty easy: Engines that depend on action cards for their money have no business with Bank as they have no business with Treasure cards in general. A long {{Card|King's Court}}-Grand Market chain doesn't want it and double Tactician decks also don't need it. Just like any Treasure can throw a wrench in money from actions based engines, so can Bank.<br />
<br />
And obviously your classic [[rush]]es don't need Bank and you'll probably never even be able to afford it anyway.<br />
<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Tactician}}<br />
* +Buy terminal drawers<br />
* [[engine]]s with +Buy but without {{Card|Copper}}-trashing, especially {{Card|Wharf}} or {{Card|Apothecary}} engines<br />
* [[trash for benefit]]<br />
* [[Combo: Venture and Bank]]<br />
=== Antisynergies ===<br />
* [[Big Money]] (no advantage over Gold)<br />
* [[Rush]] strategies<br />
* [[engine]]s which rely on Actions for coin<br />
* Lack of +Buy<br />
* [[Attack]]s, especially [[curser]]s.<br />
* {{Card|Spoils}} and {{Card|Counterfeit}} both take Treasures out of play before Bank can count them.<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I stole this from Alchemy, where it originally cost {{Cost|4}}{{Cost|P}}. I wanted something else really simple and classic-seeming. It had been a good fit for Alchemy, since it counts Potions even if you don't end up spending them. Alchemy was years off though, years I say, and Prosperity needed a card now. Then when Alchemy got bumped up, I didn't steal this card back, because it required a little more of the Prosperity rules than I was comfortable with putting out ahead of Prosperity.<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>Khanh93https://wiki.dominionstrategy.com/index.php/Trashing_attackTrashing attack2012-12-17T02:42:07Z<p>Khanh93: </p>
<hr />
<div>A Trashing attack is an [[attack]] card which [[trashes]] other players' cards. These cards have a complicated history due to major balance issues. The most obvious trashing attack is "Each other player trashes the top card of their deck." However, this has three problems, all of which have been pointed out by [[Donald X. Vaccarino]]. First, it can often be weak by trashing weak cards. Alternatively, it can be very random, trashing good cards for some, but bad cards for others. Finally, it can cause a strange game where no one can get anywhere because they only have 5 cards and anything they buy gets trashed.<br />
<br />
So, this has lead to various solutions to get around the problem. The most direct variant is {{Card|Saboteur}} which looks for a card costing at least {{Cost|3}} to trash and allows other players to choose a replacement whose cost is at most {{Cost|2}} less than the trashed card. This eliminates the weakness, decreases the randomness and eliminates the strange game state. Another card which gives players a replacement is {{Card|Swindler}}, which allows the attacking player to choose a replacement for the trashed card at the same cost.<br />
<br />
A different solution is to only trash a certain price range of cards. [[Knights]] and {{Card|Rogue}} both only trash cards from the top 2 cards of opponents decks and only trash those in the range of {{Cost|3}} - {{Cost|6}}. Also, the victim chooses which card to trash if both are eligible. This solution also eliminates the weakness and weird game state, and does a better job at avoiding randomness in the attack than Saboteur does. This avoids the need for a replacement as Saboteur provides.<br />
<br />
Finally, there is the trash attack which targets a type of card; namely, [[treasure]]. {{Card|Thief}}, {{Card|Noble Brigand}} and {{Card|Pirate Ship}} all trash a Treasure card from the top of opponents' decks and Thief and Noble Brigand allow the attacker to gain the trashed card. This still has a random factor, but it does avoid the weird game state. Also, a big problem with Thief and Pirate Ship is that the attack trashes Coppers which is usually beneficial for the opponents. This is avoided in Noble Brigand.</div>Khanh93https://wiki.dominionstrategy.com/index.php/KnightKnight2012-12-17T02:37:56Z<p>Khanh93: /* Antisynergies */</p>
<hr />
<div>{{Cleanup|Reason= need higher quality image}}<br />
<br />
{{Infobox Card<br />
|name = Knights<br />
|type1 = Action<br />
|type2 = Attack<br />
|type3 = Knight<br />
|illustrator = Matthias Catrein<br />
|text = Shuffle the Knights pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.<br />
}}<br />
<br />
'''Knights''' are a [[type]] of [[Kingdom card]] from the [[Dark Ages]] expansion. There are 10 differently-named unique Knights with a single [[randomizer]] card; when Knights are selected as a Kingdom card for a game, they are shuffled into a single [[supply]] pile, of which only the top card can be seen and gained at any given time.<br />
<br />
Every Knight costs {{Cost|5}} except {{Card|Sir Martin}}, who costs {{Cost|4}}. <br />
<br />
Every Knight is an [[Action]]–[[Attack]]-Knight card ({{Card|Dame Josephine}} is also a [[Victory]] card) with the same main [[trashing attack]] ability—''''Each other player reveals the top 2 cards of his deck, trashes one of them costing from {{Cost|3}} to {{Cost|6}}, and discards the rest. If a Knight is trashed by this, trash this card''"—and each Knight has a unique second ability.<br />
<br />
The individual Knights (and their second abilities) are:<br />
* {{Card|Dame Anna}} - ''You may trash up to 2 cards from your hand.''<br />
* {{Card|Dame Josephine}} - ''2 {{VP}}''<br />
* {{Card|Dame Molly}} - ''+2 Actions''<br />
* {{Card|Dame Natalie}} - ''You may gain a card costing up to'' {{Cost|3}}.<br />
* {{Card|Dame Sylvia}} - ''+''{{Cost|2}}<br />
* {{Card|Sir Bailey}} - ''+1 Card +1 Action''<br />
* {{Card|Sir Destry}} - ''+2 Cards''<br />
* {{Card|Sir Martin}} - ''+2 Buys''<br />
* {{Card|Sir Michael}} - ''Each other player discards down to 3 cards in hand.''<br />
* {{Card|Sir Vander}} - ''When you trash this, gain a Gold.''<br />
<br />
== FAQ ==<br />
<br />
=== Official FAQ ===<br />
* This is a pile in which each card is different. There is the same basic ability on each card, but also another ability unique to that card in the pile, and they all have different names. <br />
* Shuffle the Knights pile before playing with it, keeping it face down except for the top one, which is the only card that can be gained from the pile. <br />
* Follow the rules on Knights in order from top to bottom; Sir Michael causes players to discard before it trashes cards.<br />
* The ability they have in common is that each other player reveals the top 2 cards of his deck, trashes one of them that he chooses that costs from {{Cost|3}} to {{Cost|6}}, and discards the rest; then, if a Knight was trashed, you trash the Knight you played that caused this trashing. Resolve this ability in turn order, starting with the player to your left.<br />
* Cards with {{Card|Potion}} in the cost (from [[Alchemy]]) do not cost from {{Cost|3}} to {{Cost|6}}. <br />
* The player losing a card only gets a choice if both cards revealed cost from {{Cost|3}} to {{Cost|6}}; if they both do and one is a Knight but the player picks the other card, that will not cause the played Knight to be trashed.<br />
* When {{Card|Sir Martin}} is the top card of the pile, it can be gained with an {{Card|Armory}} and so on. <br />
* If {{Card|Sir Vander}} is trashed, you gain a {{Card|Gold}}; this happens whether it is trashed on your turn or someone else's. The player who had Sir Vander is the one who gains the Gold, regardless of who played the card that trashed it. <br />
* The Gold from Sir Vander, and the card gained for {{Card|Dame Natalie}}, comes from the Supply and is put into your discard pile.<br />
* When playing {{Card|Dame Anna}}, you may choose to trash zero, one, or two cards from your hand. <br />
* {{Card|Dame Josephine}} is also a [[Victory]] card, worth 2 {{VP}} at the end of the game. The Knight pile is not a Victory pile though, and does not get a counter for {{Card|Trade Route}} (from [[Prosperity]]) even if Dame Josephine starts on top.<br />
* If you choose to use the Knights with {{Card|Black Market}} (a [[Promo|promotional card]]), put a Knight directly into the Black Market deck, rather than using the randomizer card. <br />
* Sir Martin only costs {{Cost|4}}, though the other Knights all cost {{Cost|5}}.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There isn't yet a strategy article for Knights. <br />
<br />
They each have their own unique benefit, so the power of the Knight pile will in general depend on which one is on top of the pile and how that particular Knight fits in to your strategy. The use cases for the individual knights will be discussed on their strategy pages. <br />
<br />
The trashing attack of Knights is not as destructive as it seems; better than {{Card|Saboteur}}, but worse than [[Curser]]s and more swingy than [[handsize attack]]s. <br />
<br />
=== Synergies/Combos ===<br />
* Various [[Cornucopia]] cards which reward variety will like the different Knights in the pile.<br />
** {{Card|Fairgrounds}}<br />
** {{Card|Horn of Plenty}}<br />
** {{Card|Menagerie}}<br />
=== Antisynergies ===<br />
* {{Card|Fortress}} [[engine]]s counter Knights<br />
* [[Gainer]]s can flood the opponent's deck with cheap cards they don't mind trashing<br />
<br />
== Trivia ==<br />
<br />
=== Secret History ===<br />
<br />
{{Quote<br />
|Text=How about a pile where every card is different? To keep from being too much to remember, they could be variations on a theme. Thus was my thinking back when, and the 2007 version of the set had a pile of Knights. They each had "Each other player trashes the top card of his deck," which was my standard trashing attack in those days, plus a bonus that varied by Knight. At that time kingdom card piles were 12 cards, and exactly 12 people had played Dominion when I made the first version of the expansion, so I had a Knight for each of them.<br />
<br />
When the top-card-trashing attacks all died their deserved deaths, I had to find a way to fix up the Knights. I settled on trashing cards in the range {{Cost|3}}–{{Cost|6}}. I tried other ranges, man, don't think I didn't. If the lower limit is {{Cost|4}}, you always buy Silver over {{Cost|4}}'s, which makes the game less fun. If the top limit is {{Cost|5}}, you always buy Gold over {{Cost|5}}'s, which makes the game less fun. {{Cost|3}}–{{Cost|6}} is the range that does not actually stop you from building a deck with actions, while not helping your opponents by trashing junk, and not being so swingy as to trash Provinces. I could have gone {{Cost|3}}–{{Cost|7}} but decided to let the {{Cost|7}}'s be excitingly immune to Knights.<br />
<br />
The Knights slowed down the game, and needed some penalty to mildly keep them in check. They still slow down the game, but you know, not quite as much. They are for the people who like this kind of thing, and well some people adore them, slower game and all. Some people are all, my cards, my precious cards, and well there are plenty of other cards in the set for those guys. Sometimes someone else's cool fun thing trashes your cards, that's just the way it is. Anyway where was I. A penalty. I let them Moat each other, which was okay, and also tried letting any attack Moat them. I think Bill Barksdale suggested having them kill each other. It's a good penalty because it means if people go heavy into Knights, they kill each other off and then there are not as many of them.<br />
<br />
The 12-card pile had a few abilities that have not survived. There were a few that scaled with the number of players in a way that I sometimes am okay with but which wasn't great. Like, +{{Cost|1}} per treasure trashed. There was one that attacked the turn you got it: the Hinterlands Knight. And all of the original resource abilities were weaker—it was +1 Card etc. rather than +2 Cards etc. The Knights needed to be better, and improving the bonuses was more fun than improving the attack.<br />
<br />
The Knights are still all named after real people, so hey let's meet them! Some of them are even illustrated on the cards, although two declined, two are small children, and some of the remaining six resemble the actual person more than others.<br />
<br />
Dame Josephine / Dame Natalie / Dame Sylvia: My wife and daughters.<br />
<br />
Dame Molly / Sir Destry: Two friends who were in the first game of Dominion, along with me and Dame Josephine. For you Prosperity fans, Dame Molly is the one who suggested "spendy" as an expansion theme.<br />
<br />
Sir Martin / Dame Anna: A friend who would have been in that game, but he'd moved away some months earlier, and his girlfriend.<br />
<br />
Sir Bailey: Dame Molly's boyfriend, and the second person to have a copy of Dominion. He was also the first person to make homemade cards, if mine don't count, and he made Courtyard.<br />
<br />
Sir Vander / Sir Michael: My e-friend who suffered through endless conversations about Dominion but did not playtest much, and another e-friend who playtested a bunch.<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>Khanh93https://wiki.dominionstrategy.com/index.php/ProcessionProcession2012-12-17T02:32:36Z<p>Khanh93: /* The Plus Side */ Added card tag to Upgrade</p>
<hr />
<div>'''Procession''' is an [[Action]] card from [[Dark Ages]]. It acts a bit like a combination of {{Card|Throne Room}} and {{Card|Upgrade}}, allowing you to play another Action twice and then trash it to gain a more expensive Action. This effect can be very powerful, improving your deck at the same time as granting you one last double-shot out of the Actions you trash to do so, but it's also quite risky since you very often don't ''want'' to use it on (and thus trash) your strongest Actions, the most obvious targets for Throne Room variants.<br />
<br />
{{Infobox Card<br />
|name = Procession<br />
|type1 = Action<br />
<br />
|illustrator = Alex Drummond<br />
|text = You may play an action card from your hand twice. Trash it. Gain an Action card costing exactly {{Cost|1}} more than it.<br />
}}<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Playing an Action card from your hand is optional. If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly more than it (even if somehow you failed to trash it). <br />
* Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed. <br />
* If something happens due to trashing the card - for example drawing 3 cards due to trashing a Cultist - that will resolve before you gain a card. <br />
* The gained card comes from the Supply and is put into your discard pile. <br />
* This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it. <br />
* You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does). <br />
* If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing more, then play another Action twice, trash it, gain an Action card costing more, then trash the Procession and gain an Action costing more than it. <br />
* If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with 2 Actions to use afterwards, rather than the one you would have left if you just played two Vagrants. <br />
* If you use Procession on a Duration card (from Seaside), Procession will stay out until your next turn and the Duration card will have its effect twice on your next turn, even though the Duration card is trashed.<br />
<br />
=== Other Rules clarifications ===<br />
===== Procession and Island =====<br />
If you play Procession on an {{Card|Island}}, the Island is set aside on its mat and is not trashed by Procession. <br />
{{Quote<br />
|Text=Procession can't trash the card it played unless it's still in play.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4951.msg116973#msg116973 'Procession + Island' on F.DS]<br />
}}<br />
===== Procession and Lighthouse =====<br />
If you play Procession on an {{Card|Lighthouse}}, the Lighthouse does not offer you protection from attacks. <br />
{{Quote<br />
|Text=Lighthouse will not be in play and so you won't get that benefit.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5068.msg121147#msg121147 'Did I Play Procession + Lighthouse...' on F.DS]<br />
}}<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/10/29/dark-ages-procession/ Original article] by DG, incorporating analysis from jomini''<br />
<br />
This is the devil’s card. You will see someone play it wonderfully and empty the provinces in 10 turns. You’ll try it out the next game for yourself and it’ll make a complete mess of your deck. I’ll try to explain how that happens.<br />
<br />
==== The Plus Side ====<br />
<br />
Procession is great because you can play it your wonderful action card twice and then trash it to get an even more wonderful action card to replace it. If you can draw through your deck you might be able to play the gained card the same turn as well. You get the benefits of a {{Card|Throne Room}} and the benefits of an {{Card|Upgrade}} put together. Your deck can power through with action cards and accelerate through higher cost action cards. Wonderful indeed.<br />
<br />
==== The Minus Side ====<br />
<br />
So why is it so bad? How about a hand of ({{Card|Pearl Diver}}, {{Card|Copper}}, Copper, {{Card|Grand Market}}, {{Card|Procession}}) where you’ll probably play Procession on the Pearl Diver and trash it for something like a {{Card|Great Hall}} because you don't want to lose your Grand Market. Firstly you’re not getting the double play from the Grand Market and you’re probably wasting time with the Pearl Diver and Great Hall. Secondly, you’re going to get more bad draws with the Procession even than you would with a Throne Room since there are some actions in your deck that you don’t want to process. Let’s remember at this point that Thrones often do draw badly, so get worried about a card that is even more reliant on the draw.<br />
<br />
That’s not the end of the problems with Procession. You need a sequence of action cards in the supply at different costs to give yourself card gains. Unfortunately, you actually need a good sequence of action cards in the supply at different costs since you always want to be getting better cards from the trashing rather than just expensive cards. If the action cards are really good though you might also find that your opponents empty a key pile and leave you with nothing useful to gain for processing the Actions already in your deck. This is going to be more of a problem with more players.<br />
<br />
Procession can also destroy the balance of your deck if you are repeatedly trashing one card from a combination without taking a similar replacement. A {{Card|Village}}/{{Card|Smithy}} deck might be working nicely until Procession turns it into a Smithy/Smithy deck. You can buy more Villages but wouldn’t you rather be buying {{Card|Province|Provinces}}? Some of the good partners for Procession are likely to be cards that can replace themselves when processed. {{Card|Bridge}}, {{Card|Border Village}}, {{Card|Ironworks}}, and {{Card|Fortress}} can do this in different ways. Ironworks in particular gives you some good combinations: [[open]] {{Card|Chapel}}/Ironworks, gain a second Ironworks, gain two Procession, then play Procession -> Procession -> Ironworks-> Ironworks to grab an Ironworks, another {{Cost|4}} and three {{Cost|5}}′s). {{Card|Graverobber}} also lets you convert other Graverobbers to Provinces or to restock Graverobbers from the trash. (And of course Graverobber/{{Card|Rogue}} lets you reclaim good cards that you previously trashed.)<br />
<br />
I should probably also mention the cards that rely on actions being in play, such as {{Card|Goons}}, {{Card|Highway|Highways}}, and {{Card|Peddler|Peddlers}}. These cards all work well (indirectly) with Throne Rooms but have obvious problems with Procession.<br />
<br />
==== Specific Uses ====<br />
<br />
If we get back to the positive, we can find plenty of good situations to trash Action cards. Using Procession to trash [[Ruins]] might be worthwhile when you consider the small bonus from the playing the Action twice. You might also be able to tidy up after a {{Card|Swindler}} or trash redundant cards like a Chapel, but Procession could easily be the wrong card for the job unless you have controlled/assisted drawing for your deck. You still need a deck that would be suitable for a Throne Room.<br />
<br />
Some actions can remove themselves anyway ({{Card|Island}}, {{Card|Mining Village}}, {{Card|Death Cart}}) so Processing them gives the card gain without a trashing penalty. Many Dark Ages cards can give benefits when trashed. Some action cards can provide a lot of benefit from an instant double play but provide less benefit as the game progresses, so it isn’t a disaster for them to be trashed even with no replacement. This is very true for [[Curser]]s, especially the {{Cost|4}} Cursers, but it also holds true for Chapel, Ironworks, {{Card|Moneylender}}, {{Card|Mine}}, and {{Card|Swindler}}. If you’re not going to shuffle your deck again you probably don’t mind which action cards you trash in the search for VP.<br />
<br />
==== In Summary ====<br />
<br />
If you put together the plus points and stay clear of the minus points then we roughly have<br />
* action heavy decks with good drawing to give choice of cards to process<br />
* good sequences of cards through cost {{Cost|4}}-{{Cost|5}}-{{Cost|6}}-{{Cost|7}} to give power and acceleration<br />
* actions cards that are flexible, genuinely useful, and disposable<br />
* ability to regain cards that you process<br />
* tricks in gaining/trashing cards to get extra benefit or limit losses.<br />
<br />
=== Synergies/Combos ===<br />
<br />
* [[Combo: Fortress and Procession]]: Using Procession on Fortress plays the Fortress twice, gains you a {{Cost|5}} action, and ''returns the Fortress to your hand'' to be played again. Thus playing Procession-Fortress has roughly the same combined effect as playing two {{Card|Laboratory|Laboratories}}, three {{Card|Village|Villages}}, and a {{Card|University}}.<br />
<br />
=== Antisynergies ===<br />
* Cards at the wrong costs, with gaps or clumped together at one cost.<br />
<br />
== Trivia ==<br />
=== Secret History ===<br />
<br />
{{Quote<br />
|Text=There was an ancestor of this card in the original large Alchemy. It was, play an action from your hand, trash it, gain an action costing up to +{{Cost|2}} or +Potion, play it. So you could go, play a Moneylender, trash it, gain a Golem, play the Golem. It was crazy and confusing but had a certain something.<br><br />
<br><br />
Another Throne variant in Dark Ages didn't work out, and I thought of that old card and made this one. It does not go so crazy but can still facilitate a cool transforming engine.<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>Khanh93https://wiki.dominionstrategy.com/index.php/TacticianTactician2012-12-01T00:00:43Z<p>Khanh93: /* Single Tactician */ Added Storeroom to list containing Vault and Secret Chamber</p>
<hr />
<div>{{Infobox Card<br />
|name = Tactician<br />
|type1 = Action<br />
|type2 = Duration<br />
|aka = Tac<br />
|illustrator = Martin Hoffmann<br />
|text = Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards; +1 Buy; and +1 Action.<br />
}}<br />
<br />
'''Tactician''' is an [[Action]] and [[Duration]] card from [[Seaside]]. Tactician allows you to discard your hand this turn in order to essentially double your next turn: you get five extra [[card]]s in addition to one extra [[buy]] and one extra [[action]]. This ability allows players to take advantage of the fact that it is often better to have one great turn and one bad turn instead of two mediocre turns. By playing what is known as [[Double Tactician]], it is possible to play one Tactician every turn and use Actions that give you +{{Cost|}}, allowing the player to start every hand with 10 cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You wait until the start of your next turn to draw the 5 extra cards; you don’t draw them at the end of the turn you played Tactician. <br />
* Tactician stays out in front of you until the [[Clean-up phase]] of your next turn. <br />
* Because you must discard at least one card in order to gain the bonuses from Tactician, it is not possible to {{Card|Throne Room}} a Tactician to get + 10 cards, +2 Buys, and + 2 Actions. You will have to discard all of your cards with the first Tactician and you will not have cards left in your hand to trigger the card drawing, extra Buy, or extra Action when you play Tactician for the second time.<br />
<br />
=== Other Rules clarifications ===<br />
* You can {{Card|Throne Room}} a Tactician, but you do not get any extra cards (as described above). But, unlike with other [[Duration]] cards, the Throne Room is not left in play with the Tactician, since the Tactician's effect is not doubled during your next turn. [http://forum.dominionstrategy.com/index.php?topic=569.msg7972#msg7972]<br />
* Like all [[Duration]] cards, Tactician only stays in play during your [[Clean-up phase]] if it will do something next turn. So, if you play Tactician but do not discard any cards, it will have no effect next turn and should be cleaned up during the same turn's Clean-up phase. [http://forum.dominionstrategy.com/index.php?topic=1170.0]<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/04/10/seaside-tactician/ Original article] by theory<br />
<br />
Tactician highlights the general Dominion principle that one good thing is usually better than two mediocre things. There are two very different ways to play Tactician: Single Tactician, which is how you’d normally think of the card, and [[Double Tactician]], a more advanced technique that sacrifices the ability to play [[Treasure]] in exchange for a ten-card hand every turn.<br />
<br />
=== Single Tactician ===<br />
<br />
Tactician is an easy solution to two big Dominion problems:<br />
<br />
#Putting two pieces of a combo together. Your {{Card|Tournament}} doesn’t always find {{Card|Province}}, and your {{Card|King's Court}} doesn’t always meet a good Action to play it with. Tactician doesn’t technically “solve” this problem, but it sure makes it a lot easier to link up combo pieces. Use Tactician to backdoor into a {{Card|Treasure Map}} activation, or play multiple {{Card|Baron|Barons}} a turn, or connect your {{Card|Fool's Gold|Fool's Golds}}: all things that are much easier to do when you have 10 cards to work with instead of just 5.<br />
#Exploiting cards whose power increases proportionally with handsize. {{Card|Coppersmith}} isn’t going to get many Coppers to work with in a 5-card hand, but fares much better in a 10-card hand. Forge gets to trash a ton of cards at once, instead of one or two at a time. {{Card|Crossroads}} can draw a lot more cards even if your deck doesn’t have that many green cards in it. {{Card|Bank}} grows tremendously in power (and gets the +Buy it so desperately needs). {{Card|Vault}}/{{Card|Secret Chamber}/{Card|Storeroom} have more to discard. {{Card|Cellar}} and {{Card|Warehouse}} get a lot better when you have more choice.<br />
<br />
These two considerations usually mean that the turn skipped by Tactician is worth it. As a bonus, Tactician is a nice counter to most attacks. {{Card|Ghost Ship}} and {{Card|Militia}} are mostly nullified; {{Card|Witch}} is still a must-buy, but her Curses are a lot easier to deal with when you’re working with 10 cards instead of 5.<br />
<br />
Generally speaking, you won’t want more than one Tactician in your deck (perhaps a second one if your deck is very large). You don’t usually want to play a Tactician on your Tactician turn, because then you’re really going for Double Tactician (see below). Occasionally, you see some “mega-turn” decks that repeatedly play Tactician until they can finally draw what they need: building for {{Card|Throne Room}} x4 / {{Card|Bridge}} x4 is a good example.<br />
<br />
Tactician is worst when you have very strong trashing and/or deck draw. If you can draw your whole deck, or almost all of it, every turn already, then there’s no point to skipping a turn to have a not-that-much-better second turn. Likewise, any card that depends on having something in your discard or deck does not fare well when your whole deck is in your hand: {{Card|Philosopher's Stone}} loses {{Cost|1}} automatically, and {{Card|Loan}}, {{Card|Venture}}, {{Card|Golem}}, and {{Card|Adventurer}} aren’t benefited by a large hand (and in fact are usually hurt). (A side note on Golem: although it’s possible to use it to get multiple Tacticians in play, for up to +50 Cards/+10 Actions/+10 Buys the next turn, in practice Golem simply does not work with Tactician.)<br />
<br />
=== [[Double Tactician]] ===<br />
<br />
[[File:Black Market.jpg|100px|thumb|right|{{Card|Black Market}} can be used in [[Double Tactician]] engines as a devastating [[Combo: Black Market and Tactician | combo]].]]<br />
<br />
Playing a Tactician on your Tactician turn will ensure that you draw another ten cards next turn, but it means that you’re discarding all of your Treasure cards during the Action phase, before you can play them for money. {{Card|Black Market}}, of course is the giant, gaping loophole exception to this statement. [[Combo: Black Market and Tactician | The Black Market / Tactician combo]] technically counts as a Double Tactician engine, but is sufficiently different from most Double Tactician engines that I’ll just mention it here and move on.<br />
<br />
In your average deck, not being able to play Treasures is kind of a big deal. But [[Double Tactician]], almost by definition, gets around this by earning money from Actions rather than Treasure. The goal is to play a bunch of Actions for a lot of money, Tactician away the rest of your hand, buy a Province/Colony, and hope to be able to repeat this every turn for the rest of the game.<br />
<br />
Naturally, what kinds of Actions you can play is limited by the number of Actions you can play. Tactician gives you an extra Action, but you still need an Action in the end to play the second Tactician. So you have three options:<br />
<br />
#Get tons of [[cantrip]] money, via {{Card|Peddler}}, {{Card|Market}}, {{Card|Bazaar}}, etc. {{Card|Conspirator}} needs a little help along the way but can be a cheap pseudo-{{Card|Grand Market}}.<br />
#Get tons of terminal money but have enough Actions to play them all. This is most easily done with {{Card|Fishing Village}}, but can also be replicated with other [[Villages]] or {{Card|King's Court}}. (Note that {{Card|Bazaar}} qualifies for both this and cantrip money.) Merchant Ship is one of the best sources of terminal money since it persists to next turn. Baron is quite nice, since it gives you +{{Cost|4}} per Action.<br />
#Get all the money you need from a single Action, via {{Card|Vault}} or {{Card|Secret Chamber}} (or Black Market/Tactician, as mentioned above). Secret Chamber needs a little help: in a 10-card hand, the Secret Chamber has 9 cards to discard, but has to save at least two of them (the Tactician, and at least one card for the Tactician to discard), meaning it can only generate {{Cost|7}} at most. Vault doesn’t need any help in a Province game, since it’ll draw up to 11 cards and be able to discard 9 of them for money. Both will require some assistance in a Colony game.<br />
Some things to keep in mind as you build this engine:<br />
<br />
* It is absolutely critical for this engine to keep drawing that second Tactician. Without the consistent Tactician every turn, you can’t find all your Actions or that other Tactician, and it’ll cost you multiple turns for you to start the chain again. And as you start to green, the chance that you miss that second Tactician grows.<br />
** So a sifter like Warehouse or Cellar is a fantastic addition to the engine, and {{Card|Scheme}} just eliminates the problem altogether. Otherwise, you need to be mindful that you’re building in such a way that can handle adding green cards to the deck (Crossroads is a great example, as is using Haggler to buy Province + engine part).<br />
* Like all engines, this takes a while to set up, and if you aren’t efficient, you might get outraced (especially since your opponent has access to Tactician).<br />
* It’s a waste to spend extra turns building up your money to a level you don’t need. Ideally you will hit {{Cost|8}} or {{Cost|11}} exactly each turn; of course, more money is nice, but not if it costs you a turn in setting it up!<br />
* Adding an attack or cards that give VP is almost a given, because you’ll able to play them every single turn. Goons, of course, will do both and give you +{{Cost|2}}.<br />
* Some trashing often benefits this engine: it helps you set the engine up faster, and the key advantage of this deck is long-term consistency, one of the big weaknesses of a {{Card|Chapel}}-thinned deck.<br />
* {{Card|Outpost}} gives you even more opportunities: depending on the set, you might be able to have your Tactician trigger on your Outpost turn instead of your Tactician turn (thus allowing you to double-Tac without having to sacrifice your Treasures), or even go for the rare triple-Tac (where you get a Tactician benefit on your Outpost turns too).<br />
* No matter what, don’t forget: always leave at least one card for the Tactician to discard! It is always quite embarrassing to play Tactician with an empty hand and realize too late that there is no benefit to doing so…<br />
<br />
As with most engines, double-Tac can be beaten in very fast sets (e.g., {{Card|Governor}}, which can seriously slow you down by force-feeding you Silvers) and sets with Cursers, which will clog up your deck too much to reliably trigger the double-Tac.<br />
<br />
=== Synergies/Combos ===<br />
* All cards that benefit from big hands: {{Card|Warehouse}}, {{Card|Bank}}, {{Card|Crossroads}}, {{Card|Forge}}, {{Card|Coppersmith}}, {{Card|Vault}}, etc.<br />
* All cards that depend on hitting some other card: {{Card|King's Court}}, {{Card|Fool's Gold}}, {{Card|Baron}}, {{Card|Tournament}}, {{Card|Treasure Map}}, etc.<br />
* Mega-turn decks<br />
* {{Card|Black Market}} ([[Combo: Black Market and Tactician]])<br />
* Double-Tactician requires Actions that produce +{{Cost|}} and benefits from +VP cards<br />
* Opponents’ handsize attacks<br />
<br />
=== Antisynergies ===<br />
* Decks where you can easily draw the whole deck without Tactician’s help<br />
* {{Card|Menagerie}}<br />
* Diggers, or cards that depend on your deck/discard: {{Card|Venture}}, {{Card|Golem}}, {{Card|Adventurer}}, {{Card|Philosopher's Stone}}<br />
* {{Card|Possession}} (requires you to keep track of where your opponent’s Possession(s) are, and when it is “safe” to Tactician)<br />
* Double-Tactician conflicts with Cursers<br />
<br />
=== Games featuring Tactician ===<br />
* [http://dominion.isotropic.org/gamelog/201204/10/game-20120410-121305-2ac9b4e4.html Double Tactician barely beating single Tactician]<br />
* [http://dominion.isotropic.org/gamelog/201201/18/game-20120118-014142-1d9786b9.html Double Tactician with Spice Merchant and Vault]<br />
* [http://www.youtube.com/watch?v=AwDPPVu-d5M YouTube video of jonts26 and tlloyd featuring Double Tactician]<br />
<br />
== Trivia ==<br />
=== Play Two Tacticians In One Turn ===<br />
Though the play of a Tactician requires you to discard your hand, it is technically possible to play two (or more!) Tacticians in one turn. This can be done through the play of a {{Card|Golem}} and a (preferably non-terminal) draw card such as {{Card|Menagerie}} or {{Card|Laboratory}}. Players, discovering this trick for the first time, generate many discussions on the forums ([http://forum.dominionstrategy.com/index.php?topic=334.0 1],[http://forum.dominionstrategy.com/index.php?topic=1112.0 2],[http://forum.dominionstrategy.com/index.php?topic=707.0 3],[http://forum.dominionstrategy.com/index.php?topic=660.0 4],[http://forum.dominionstrategy.com/index.php?topic=381.0 5],[http://forum.dominionstrategy.com/index.php?topic=569.0 6]). It is even possible to [http://dominion.isotropic.org/gamelog/201201/20/game-20120120-201529-c3a5402c.html use all 10 Tacticians in one turn].<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Once, this cost {{Cost|3}}, and had no anti-Throne Room clause (the "if you discarded" part). In development it cost {{Cost|4}}, and was singled out as one of the strongest cards. At {{Cost|5}} it still got plenty of play. The anti-Throne clause was added quite late. Tactician was looking strong but doable at that point, except for the Throne Room combo, which was ridiculous. It's sad to just nuke a combo like that, but that change didn't hurt the card much otherwise - okay, if you draw Tactican and four Festivals, you only play three of them - and this way we get to have the card at its best.<br />
|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 />
<br />
{{Navbox Cards}}</div>Khanh93https://wiki.dominionstrategy.com/index.php/IronworksIronworks2012-11-30T23:58:54Z<p>Khanh93: "Bridge" ==> List of all (?) cost reducers</p>
<hr />
<div>{{Infobox Card<br />
|name = Ironworks<br />
|type1 = Action<br />
<br />
|illustrator = Martin Hoffmann<br />
|text = Gain a card costing up to {{Cost|4}}. If it is an… [[Action]] card, +1 Action. [[Treasure]] card, +{{Cost|1}}. [[Victory]] card, +1 Card.<br />
}}<br />
<br />
'''Ironworks''' is an [[Action]] card from [[Intrigue]]. It is a [[gainer]] which allows you to gain cheap (sub-{{Cost|4}}) Actions, Treasures, and Victory cards without buying them. Since it is nonterminal when gaining Action cards such as other Ironworks, it can enable lightning-fast [[rush]]es; it is also very convenient for picking up cheap [[engine]] pieces. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain must be from the Supply and is put into your discard pile. <br />
* You get a bonus depending on what type of card you gained. A card with 2 types gives you both bonuses; if you use Ironworks to gain a {{Card|Great Hall}}, you will then draw a card (because Great Hall is a Victory card) and may play another Action (because Great Hall is an Action card). <br />
* Costs of cards are affected by Bridge, Highway, Princess, and Quarry (played in Black Market).<br />
=== Other Rules clarifications ===<br />
If you do not actually gain the card you chose, such as because of {{Card|Trader}} or {{Card|Possession}}, you get no bonus. <br />
== Strategy Article ==<br />
There is no strategy article currently written for Ironworks. <br />
<br />
Ironworks is great for picking up cheap engine pieces like {{Card|Village|Villages}} or {{Card|Smithy|Smithies}}, though it does not work well if you have too many {{Cost|5}}-cost pieces you need. It can also make for a very fast rush if there are cheap alt-VP on the board.<br />
=== Synergies/Combos ===<br />
* Ironworks enables fast and powerful {{Card|Gardens}} and {{Card|Silk Road}} rushes.<br />
* Cheap dual-type cards such as {{Card|Great Hall}} and {{Card|Island}} can be picked up for free<br />
* Ironworks to gain {{Card|Silver|Silvers}} is good for a {{Card|Duke}} strategy. <br />
=== Antisynergies ===<br />
* [[Engine]]s relying on {{Cost|5}}-cost cards<br />
* [[Big Money]]-like decks<br />
== Trivia ==<br />
=== Secret History ===<br />
{{Quote|Text=A somewhat late card, although still from prior to development. I designed it specifically to interact with the cards with two types. As it happens it only interacts with one such card in this set. But the card is cool anyway. Kelly was the one who suggested the template used to squeeze the text from this and Tribute onto the cards in a readable fashion.|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=116.0 The Secret History of the Intrigue Cards]<br />
}}<br />
<br />
{{Navbox Cards}}</div>Khanh93