https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=Ptl&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-28T19:50:11ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/RenaissanceRenaissance2021-02-24T08:08:46Z<p>Ptl: added Kingdom card count to intro</p>
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<div>{{Infobox Set<br />
|name = Renaissance<br />
|type = Expansion<br />
<br />
|cards = 300<br />
|kingdomcards = 250<br />
|kingdomsets = 25<br />
|randomizers = 25<br />
|mats =<br />
* 6 [[Coffers]]/[[Villager]]s [[mat]]s<br />
|tokens =<br />
* 35 [[Coin tokens]]<br />
* 12 [[Token#Wooden_cubes|wooden cubes]]<br />
|othercards=<br />
* 5 [[Artifact]]s<br />
* 20 [[Project]]s<br />
|release = November 5, 2018<br />
|theme = <br />
* [[Coffers]]<br />
* [[Villager]]s<br />
* [[Project]]s<br />
* [[Artifact]]s<br />
|coverartist = [[Grant Hansen]]<br />
|rulebook = https://www.riograndegames.com/wp-content/uploads/2018/08/Dominion-Renaissance-Rules.pdf<br />
}}<br />
<br />
'''Renaissance''' is the twelfth expansion to Dominion. The box contains 25 sets of Kingdom Cards. It features the return of [[Coffers]], first seen in {{Set|Guilds}}, and introduces [[Villagers]], [[Project]]s, and [[Artifact]]s.<br />
<br />
== Contents ==<br />
=== Kingdom cards ===<br />
* {{Cost|2}} {{Card|Border Guard}}, {{Card|Ducat}}, {{Card|Lackeys}}<br />
* {{Cost|3}} {{Card|Acting Troupe}}, {{Card|Cargo Ship}}, {{Card|Experiment}}, {{Card|Improve}}<br />
* {{Cost|4}} {{Card|Flag Bearer}}, {{Card|Hideout}}, {{Card|Inventor}}, {{Card|Mountain Village}}, {{Card|Patron}}, {{Card|Priest}}, {{Card|Research}}, {{Card|Silk Merchant}}<br />
* {{Cost|5}} {{Card|Old Witch}}, {{Card|Recruiter}}, {{Card|Scepter}}, {{Card|Scholar}}, {{Card|Sculptor}}, {{Card|Seer}}, {{Card|Spices}}, {{Card|Swashbuckler}}, {{Card|Treasurer}}, {{Card|Villain}}<br />
<br />
=== Additional materials ===<br />
====[[Artifact]]s====<br />
1 each of: {{Artifact|Flag}}, {{Artifact|Horn}}, {{Artifact|Key}}, {{Artifact|Lantern}}, {{Artifact|Treasure Chest}}<br />
<br />
====[[Project]]s====<br />
* {{Cost|3}} {{Project|Cathedral}}, {{Project|City Gate}}, {{Project|Pageant}}, {{Project|Sewers}}, {{Project|Star Chart}}<br />
* {{Cost|4}} {{Project|Exploration}}, {{Project|Fair}}, {{Project|Silos}}, {{Project|Sinister Plot}}<br />
* {{Cost|5}} {{Project|Academy}}, {{Project|Capitalism}}, {{Project|Fleet}}, {{Project|Guildhall}}, {{Project|Piazza}}, {{Project|Road Network}}<br />
* {{Cost|6}} {{Project|Barracks}}, {{Project|Crop Rotation}}, {{Project|Innovation}}<br />
* {{Cost|7}} {{Project|Canal}}<br />
* {{Cost|8}} {{Project|Citadel}}<br />
<br />
====[[Mat]]s====<br />
* 6 [[Coffers]]/[[Villager]] [[mat]]s<br />
<br />
====[[Token]]s====<br />
* 35 [[Coin token]]s<br />
* 6 sets of 2 [[Token#Wooden_cubes|wooden cube]]s, in each player color<br />
<br />
==Flavor text==<br />
{{Quote|<br />
|Text=It's a momentous time. Art has been revolutionized by the invention of "perspective," and also of "funding." A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you've hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there's no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/Game/1334-Dominion-Renaissance Rio Grande Games]<br />
}}<br />
<br />
== Cards gallery ==<br />
=== Kingdom cards ===<br />
{{CardImage|Border Guard}}{{CardImage|Ducat}}{{CardImage|Lackeys}}{{CardImage|Acting Troupe}}{{CardImage|Cargo Ship}}{{CardImage|Experiment}}{{CardImage|Improve}}{{CardImage|Flag Bearer}}{{CardImage|Hideout}}{{CardImage|Inventor}}{{CardImage|Mountain Village}}{{CardImage|Patron}}{{CardImage|Priest}}{{CardImage|Research}}{{CardImage|Silk Merchant}}{{CardImage|Old Witch}}{{CardImage|Recruiter}}{{CardImage|Scepter}}{{CardImage|Scholar}}{{CardImage|Sculptor}}{{CardImage|Seer}}{{CardImage|Spices}}{{CardImage|Swashbuckler}}{{CardImage|Treasurer}}{{CardImage|Villain}}<br />
<br />
=== Artifacts ===<br />
{{LandscapeImage|Flag}}{{LandscapeImage|Horn}}{{LandscapeImage|Key}}{{LandscapeImage|Lantern}}{{LandscapeImage|Treasure Chest}}<br />
<br />
=== Projects ===<br />
{{LandscapeImage|Cathedral}}{{LandscapeImage|City Gate}}{{LandscapeImage|Pageant}}{{LandscapeImage|Sewers}}{{LandscapeImage|Star Chart}}{{LandscapeImage|Exploration}}{{LandscapeImage|Fair}}{{LandscapeImage|Silos}}{{LandscapeImage|Sinister Plot}}{{LandscapeImage|Academy}}{{LandscapeImage|Capitalism}}{{LandscapeImage|Fleet}}{{LandscapeImage|Guildhall}}{{LandscapeImage|Piazza}}{{LandscapeImage|Road Network}}{{LandscapeImage|Barracks}}{{LandscapeImage|Crop Rotation}}{{LandscapeImage|Innovation}}{{LandscapeImage|Canal}}{{LandscapeImage|Citadel}}<br />
<br />
== Impact ==<br />
Overall, Renaissance has been well received. After {{Set|Nocturne}} received a mixed reception, being perceived by some as fiddly or too complex, Renaissance was deliberately intended as a return to simplicity. As such, no new card types were added (but two new non-card types), and only one new keyword was added; it is also the first set since {{Set|Guilds}} to not introduce more card-shaped things than any previous set. Nevertheless, the set does still have some firsts: a Reaction that "reacts" to being revealed, ways to play Actions during your Buy phase, effects that care about the text on other cards, and a way to keep playing after the game has ended.<br />
=== Engines ===<br />
In general, [[Villager]]s tend to make engines smoother. There are also several engine-friendly cards and Projects:<br />
* {{Card|Acting Troupe}} - a powerful [[Village (card category)|Village]]<br />
* {{Card|Cargo Ship}} - increases your handsize and lets you use new cards sooner<br />
* {{Card|Experiment}} - cheap [[non-terminal draw]]<br />
* {{Card|Hideout}} - a [[trasher|trashing]] Village<br />
* {{Card|Inventor}} - a [[cost reduction|cost reducing]] [[gainer]]<br />
* {{Card|Mountain Village}} - a Village that lets you draw from the discard pile<br />
* {{Card|Priest}} - a strong trasher<br />
* {{Card|Seer}} - powerful non-terminal draw<br />
* {{Project|Academy}} - an excellent source of Villagers<br />
* {{Project|Piazza}} - can play an extra Action from your deck each turn<br />
* {{Project|Innovation}} - most helpful when gaining during the Action phase<br />
* {{Project|Citadel}} - doubles the first Action you play each turn<br />
=== Big Money ===<br />
There are a few cards and Projects that lend themselves to Treasure-based strategies:<br />
* {{Card|Spices}} - good for quick Big Money games<br />
* {{Project|Cathedral}} - makes games very quick<br />
* {{Project|Pageant}} - smooths turns with odd {{Cost}} totals<br />
* {{Project|Guildhall}} - best in decks that want lots of Treasures<br />
<br />
== Theme ==<br />
* 15 unique [[card-shaped thing]]s use tokens<br />
** 9 things produce Coffers: {{Card|Ducat}}, {{Project|Exploration}}, {{Project|Guildhall}}, {{Project|Pageant}}, {{Card|Patron}}, {{Card|Silk Merchant}}, {{Card|Spices}}, {{Card|Swashbuckler}}, {{Card|Villain}}<br />
** 8 things produce Villagers: {{Project|Academy}}, {{Card|Acting Troupe}}, {{Project|Exploration}}, {{Card|Lackeys}}, {{Card|Patron}}, {{Card|Recruiter}}, {{Card|Sculptor}}, {{Card|Silk Merchant}}<br />
** 1 thing uses tokens in another way: {{Project|Sinister Plot}}<br />
* 4 cards get Artifacts: {{Card|Border Guard}}, {{Card|Flag Bearer}}, {{Card|Swashbuckler}}, {{Card|Treasurer}}<br />
* 13 things involve trashing: {{Card|Acting Troupe}}, {{Project|Cathedral}}, {{Card|Ducat}}, {{Card|Flag Bearer}}, {{Card|Hideout}}, {{Card|Improve}}, {{Card|Old Witch}}, {{Card|Priest}}, {{Card|Recruiter}}, {{Card|Research}}, {{Project|Sewers}}, {{Card|Silk Merchant}}, {{Card|Treasurer}}<br />
<br />
Also, all cards, Artifacts, and Projects in Renaissance use the largest font size (in the English printing), due to the theme of simplicity.<br />
<br />
== Trivia ==<br />
Renaissance is the first set since {{Set|Guilds}} to not introduce any new [[kingdom]] [[card types]].<br />
<br />
=== In other languages ===<br />
* Dutch: Renaissance<br />
* German: Renaissance<br />
<br />
=== Teaser ===<br />
{{Quote<br />
|Text=Prepare to be teased.<br />
<br />
Renaissance has:<br />
* 25 [[kingdom]] cards, 25 [[sideways card]]s, 12 [[Token#Wooden cubes|wooden cubes]], 6 [[Mat|playmat]]s, and 35 [[Coin token|token]]s<br />
* three [[Treasure]]s, two [[Attack]]s, two [[Duration]] cards, and one [[Reaction]]<br />
* fifteen uses for tokens<br />
* sixteen uses of "trash"<br />
* {{Card|Patron|a card}} with a word in quotation marks on it<br />
* {{Card|Acting Troupe|a card}} with only 3 words on it; {{Card|Scholar|a card}} with only 4 words on it<br />
* three ways to play [[Action]]s in your [[Buy phase]]<br />
* {{Project|Fleet|a way}} to take a turn after the game would otherwise be over<br />
* {{Project|Cathedral|a trasher}} you can't turn off<br />
* {{Project|Star Chart|something}} that cares about [[Reshuffle|shuffling]]<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19001.msg770405#msg770405 Dominion: Renaissance Previews > Teaser]<br />
}}<br />
<br />
=== Secret history ===<br />
{{Quote<br />
|Text=Going into work on this set, I had two plans. First, to see what I could do with [[State]]s. States showed up in {{Set|Nocturne}}, just as a way to deal with tracking for a few effects; I had put no work into trying to see what I could do with them, and well probably I could do something with them. Second, to try to do more with the [[Coffers|coin tokens]] from {{Set|Guilds}}. They were popular and it seemed like maybe I could actually do more with them.<br />
<br />
Along the way I added a third goal: to make a set that was much simpler than the last few sets. The expansions naturally get more complex as you go along, since you run out of new simple things to do. I felt like things had gotten too complex though, and wanted to swing things back the other direction as much as possible. So the set intentionally has a bunch of off-theme cards, which is to say, cards that don't involve any of the new mechanics; and I limited myself to text that would fit with the large font, and for the [[Sideways card|landscape card]]s, text that would fit with the large font on two lines (then {{Project|Innovation}} needed three during layout due to the expansion symbol). And the set tried to stay simple in other ways too.<br />
<br />
Initially I did two things with States: I had ones that one player could have, and ones that every player got a copy of. The ones that every player got could turn over; one side would have a rule that let you upgrade it. We liked these a lot.<br />
<br />
One of the two-sided States was a lot like the [[Journey token]] from {{Set|Adventures}} - it was, some cards flipped it over, but when it flipped over one way nothing happened, and the other way gave you +1 Action. So some cards essentially had +1 Action half the time you played them. This was cool. But wait: maybe I could just have [[Villager|+1 Action token]]s, to go with the +{{Cost|1}} tokens. And I switched to that and it was even better.<br />
<br />
So... +1 Buy tokens? I had them in the set for a bit there. And there was a 4th [[mat]], unrelated to the others. In the end I felt like, we were eating up so much table space with mats, and hey what about being simpler. So there are just Coffers and Villagers. And they got those names and notation and then since we were updating Guilds for reprinting it got the Coffers mat too.<br />
<br />
The other two-sided States, they were good times, but did not go well with the idea of a simpler expansion. Here, read this extra card, now turn it over. They turned into [[Project]]s: you pay to put a [[Token#Wooden cubes|cube]] on a card, and now you have that ability. This is not only simpler - no second side to read, no text to explain how to upgrade it - it also means only one card per Project, rather than six (for six players) per two-sided State. So I could fit way more of them into the set, hooray.<br />
<br />
The one-sided States persisted, but somewhere along the way I realized I should use a different name for them, to clarify that only one player got them. So they are [[Artifact]]s. The Artifacts were tricky; you want them to move around but not every turn, and they want to be attractive but not have the game hinge on them. I thought there might be 8; there are 5, and I struggled to get those.<br />
<br />
Coffers tokens were also problematic; when you have a giant pile of those tokens, it's pretty demoralizing for the other players, and sometimes it's even a good strategy. So only {{Card|Villain|one card gives +2 Coffers}} each time it's played, and some only sometimes produce +Coffers, and some do it when-gained. Villagers tokens had no issues. Go ahead and get a bunch if you want.<br />
<br />
So, I think that covers it: Coffers, Villagers, Artifacts, Projects, and cards that do none of those things.<br />
<br />
It turned out Ben King had been working on a Dominion program as a fun project, and he programmed in Renaissance and we playtested it some there. Thanks Ben! He also wrote some bots to demonstrate how powerful some particular cards were.<br />
<br />
'''Outtakes'''<br />
<br />
As I mentioned, there was a 4th mat I don't really want to talk about. I don't know if I'll try to put it into an expansion someday, or how that will go, but, I might.<br />
<br />
For a long time there was a {{Card|Worker's Village}} for {{Cost|2}} that came with an Artifact that made you discard a {{Card|Copper}} each turn. We had fun with it; you're happy to buy it as long as you aren't the last one to get one, and when you're the current last one to get one, well, time to load up on these. Sometimes someone would be stuck with it and suffer. And sometimes you could brush off the penalty. We enjoyed the various ways it played, but it had a big problem: a casual player might just buy it, let's see what this does, and be screwed. It was worse than buying a {{Card|Curse}} (sometimes), but disguised. So we tried having it give each other player "+1 Card, discard a card" at the start of your turn; this slows down the game too much and the tracking is poor, guess who has no incentive to remember this, yes it's the guy who has it. Then there was making you gain Coppers, but sometimes that's actually good, and sometimes easy to cope with. Then there was, your choice of discarding Copper or gaining Copper. This was just way too minor, it didn't delay you buying this village at all. In the end there is no negative Artifact; the village that got this slot is {{Card|Mountain Village}}.<br />
<br />
There was a [[Village (card category)|village]] that was, [[cantrip]], +1 Villager; man it's fine, you can argue about, does it need to cost {{Cost|5}}, but it's nice. The village that's always there when you need it. But really, the experience it gives is the villager experience, and other cards are giving us that experience. Another village just came with +2 Villagers; we already have that experience too. Another village converted +{{Cost}} to +Coffers for your next card played. Large amounts of +Coffers are trouble.<br />
<br />
The +Buy mat debuted with +{{Cost|2}}, discard cards for +{{Cost|1}} each, +1 Buy token. Ahead of {{Card|Spices}} and {{Card|Ducat}}, there was a [[treasure]] that just gave you your choice of 2 [[token]]s when played, between Coffers, Villagers, and +Buy.<br />
<br />
Here's one that [[Trasher|trashes]] itself for +5 Coffers if your opponent has a {{Card|Silver}} in hand; when gained, it gave them a Silver. It was nuts, oops.<br />
<br />
I tried a few cards that gave the other players a negative State when gained. They were cantrips that sometimes gave you stuff. The State made players put a played Copper on their deck for next turn. An early {{Card|Witch}} had a one-use {{Card|Moat}} State. A concept that hadn't worked in Nocturne either.<br />
<br />
I mentioned some of the 2-sided States above. Another one simulated the +Buy mat. At first it was a +Buy mat that could upgrade to a +Card mat; then I had a card that just gave you the State on either side, and it couldn't flip - you locked in what it was, and what it was was your choice of a +Buy mat or a +1/2 Coffers mat (two tokens for +{{Cost|1}}).<br />
<br />
One of the 2-sided states was {{Card|Scheme}} / {{Project|Citadel}}. Different kingdom cards tried producing that state - a {{Card|Workshop}}, a {{Card|Remodel}}, a {{Card|Vault}}.<br />
<br />
There was also a duration cantrip giving +{{Cost|2}} next turn, that had a 2-sided State where the 2nd side had you draw a card per [[Duration]] at the start of each turn. It upgraded all your Durations. Then the States died, but I had a Project that did that, and I had the duration cantrip with no associated State. Both left in a purge of low-rated cards.<br />
<br />
A prominent outtake gave you your choice of a Silver or one of two Artifacts. Initially one of the Artifacts gave you +1 Card +1 Action for gaining a card in your action phase, while the other made Silvers get +{{Cost|1}} (after briefly giving them +1 Coffers). Adam figured out that you could just crush people with this and no other cards. For a while I kept trying to make that happen in my own games; no-one quite managed to pursue the boring strategy, and the card kept seeming reasonable. Finally I saw it be broken. Then we went through a variety of Artifacts, trying to find a version of the card to preserve. The second Artifact usually let you topdeck gained cards. Billy and I heavily analyzed the situation - what exactly could you do to make this kind of an Artifact-giver work. I made a new card with two Artifacts, a village, abandoning the Silver-gainer. Finally I gave up on that too. I replaced one of the Artifacts with a Project - going to 5 Artifacts, 20 Projects, surely the set was always like that, you can't be telling me once there were 19 Projects - and the last Artifact tried out for both the village and {{Card|Recruiter}} before ending up on {{Card|Border Guard}}. Which does have two Artifacts... but having to get lucky (or to have trashed down) to get one helps it out, and the Artifacts nicely distinguish themselves.<br />
<br />
There was a card called Patron that put a token on each of two non-[[Victory]] piles with no token (non-Victory because of {{Card|Trade Route}}). When you gained a card from one of those piles, you took the token. The idea was that you could put one on whatever you were buying, plus one somewhere else, and for a little while there were safe options - I'll start with Curse, then Copper. But eventually you'd be sharing. Of course with [[+Buy]] you could just give yourself both tokens. Interesting concept; too powerful and not actually enough fun.<br />
<br />
One card gave +2 Coffers, then went back to your hand if you had <= 3 tokens. "+{{Cost|2}}, return to hand" was an old card, that made it out in mutated form as {{Card|Diadem}}. One issue is tracking the {{Cost}}; this version solved that. It still had the issue of tracking the actions used - and had to have that issue, since the whole point was getting to replay it if you had another action. That wasn't great, but also it was too strong. On its way out I tried just rewarding you if your next play was an Action card, without moving itself or using up the action.<br />
<br />
I tried a card that let you put two tokens on a Project. The effect is pointless or nuts, and makes the rules more complex.<br />
<br />
Prior to {{Card|Villain}}, there was an [[attack]] that had your opponents discard a card they had 2+ copies of in hand (an idea from {{Set|Cornucopia}}); there was "each other player discards a copy of the most recently gained Treasure"; there was "if you have 5+ Coffers tokens, they discard down to 1 then draw 3." There was "they discard an Action, if they did they get +1 Coffers"; that looks like, why did I try that, but the idea was to be a simpler way of implementing an {{Card|Enchantress}} that turned a card play into "+1 Action +1 Coffers." There was "Each other player with 5+ cards puts one on the bottom of their deck"; it's uh, it hasn't been done yet is what it is. And there was "they reveal their hand and discard all copies of one card in it," which bled into Villain.<br />
<br />
I had a {{Card|Band of Misfits}} variant that played a card from another player's hand (leaving it there). It wasn't as interesting as it sounded.<br />
<br />
There was a cantrip that had you name a card, reveal the top 4, and discard the non-matches. It seemed cute and innocuous, but was secretly strong and also slow. Then I tried it just discarding Coppers and {{Card|Estate|Estates}}. I tried a cantrip that got you the top card if it was Copper or Estate - oh right, that's a lot like {{Card|Will-o'-Wisp}}. Then I got you all of the Coppers and Estates from the top 3, and from there we move to the cards that feel like versions of {{Card|Seer}}.<br />
<br />
Some stuff tried to mess with how many tokens you had. I tried doubling your Coffers tokens; somehow that's here in the outtakes section. I tried ''"Choose one: +1 Coffers, or +{{Cost|1}} per Coffers token."'' Then a choice between +1 Coffers, or a {{Card|Warehouse}} for a card per token. Then, this one had some charm, +1 Coffers, you may gain a card costing {{Cost|1}} per token. There was a treasure that, when trashed, gave +1 Coffers per 2 tokens you had; yes you empty the pile and have an insane pile of tokens.<br />
<br />
In Guilds I tested both "+{{Cost|1}} per card gained in the previous turn" and "+1 Coffers per," and I revisted [sic] the +Coffers one here, just making sure.<br />
<br />
Here's a card that rewards you for having exactly one Treasure in hand, that's pretty random.<br />
<br />
One of the things that tried to use Artifacts was a Treasure that gave you one Artifact if you gained a Treasure, another if you gained a Victory card. Another let you trash an incoming gained card to take one of two Artifacts or get +1 Coffers. An Artifact also messed with that a bunch, trying to let you trash an incoming card. It seemed appropriate for the trash-for-benefit theme that crept into the set, but kept being too weak or too strong. One of the cards was a village that said "If the next card you play this turn is a Treasure, take the thing or the thing." That trigger condition seemed promising for a while, though it limits what the Artifacts can be (mostly they want to be usable the turn you get them, and this confines that to the buy phase). There was a village that gave you an Artifact if you had 5+ Action cards in hand; you never remember that by the time you can do it. There were other Artifact-producing villages that were barely tried: one that had a choice, +2 Actions or toy; one that made your next draw like {{Card|Catacombs}} except that's too hard to communicate; one that was a village and also had +1 Villager, and wanted you to gain a card no-one had gained yet to take an Artifact (you can turn the top card of each pile sideways to track that none have been gained yet, and man that doesn't fly today); another had a choice of Card/Coffers/Villager and always gave +2 Actions, and you got the toy for gaining a {{Card|Gold}}. And the flurry of Artifacts that tried out for these cards included: {{Card|Royal Seal}}; Treasures cost {{Cost|2}} less; each turn gain a Silver; each turn gain a copy of a Treasure you have in play; when you gain a card +{{Cost|1}}; when you gain an Action or Victory card may gain a cheaper Treasure; {{Project|Academy}}. A hard-to-get one gave you an Action card each turn.<br />
<br />
On the quest for {{Card|Ducat}}, there was a card that gave you +1 Buy per Treasure you discarded when gaining it (super +Buy cards are always trouble); and there was a card that {{Card|Remodel|Remodel'd}} to the same cost when you gained it and cost {{Cost|2}}, which meant that on the {{Split|2|5}} I drew in what was probably the only game with it, I went, buy that, turn three Estates into that, huh.<br />
<br />
Projects, I have outtakes there too.<br />
<br />
* A straight +{{Cost|1}} per turn. It's similar to {{Project|Canal}}, isn't it. It ended up on {{Artifact|Key}}. <br />
* {{Event|Save}} a card for next turn. I didn't like that you had to remember it when it wasn't doing much for you, and would save an Estate for a while.<br />
* {{Card|Scheme}}. The gameplay wasn't great and it wasn't popular.<br />
* That +1 Card per Duration card in play thing I already mentioned. Later it had a +{{Cost|1}} option for if there were no Durations.<br />
* May remove cube to trash or topdeck a gained card. This isn't what Projects were about.<br />
* In your turns, {{Card|Duchy|Duchies}} are also Actions with "something." I tried a few things.<br />
* At the start of your turn, +2 Cards; at the start of your [[Buy phase]], discard 2 cards. Powerful, fun, too hard to remember.<br />
* May discard Action for +1 Villager. Counterpart to {{Project|Pageant}}.<br />
* In your Action phase, Silvers are {{Card|Peddler|Peddlers}}. It was fun briefly.<br />
* In your Action phase, Treasures are Actions. Without any special ability added on. Not useful very often.<br />
* When you buy a card for <= {{Cost|4}}, gain an extra copy. So many Projects tried to do Workshop, often just being too fast to empty piles.<br />
* When you buy an Action you don't have a copy of in play, gain an extra copy. Another one.<br />
* Every turn, Workshop. As if.<br />
* When you gain a card costing {{Cost|5}}+, gain one for <= {{Cost|4}}. One issue is that many of these can even work twice in a turn.<br />
* When [[shuffle]], may first gain card costing <= {{Cost|4}}. So this cut down on how often you got to do it, and seemed cool, but there were huge issues.<br />
* After shuffle, may gain card onto deck costing <= {{Cost|4}}. Another one. See some versions made us wait for a player to shuffle, which sucks hard.<br />
* Once per turn, when shuffle, first gain card for <= {{Cost|2}}. But the other versions had hopeless card interactions, where you'd e.g. empty a pile instantly.<br />
* Before you shuffle, may set aside Supply card for <= {{Cost|4}}, and gain it afterwards. A last gasp for both Workshops and shuffle-Workshops.<br />
* When drawing your hand, +1 Card per card you gained that turn. I did {{Project|Road Network}} instead.<br />
* When you play an Action that doesn't give +Actions, +1 Card afterwards. Hard to communicate, and what was I thinking really.<br />
* Buy phase, +{{Cost|3}}; your hand is just 4 cards. Looked interesting; was too strong, was too hard to remember.<br />
* Buy phase, +1 Action +1 Buy +{{Cost|1}}, your hand is just 4 cards. Trying to fix that up.<br />
* Buy phase, +{{Cost|5}}, -{{Cost|1}} per card in hand. Man I don't remember all of these. Probably just in one game.<br />
* Start of turn, look at top 3, put them back in any order. Not meaningful enough.<br />
* Buy phase, may trash hand Silver for hand Gold. Makes the game too much about the boring cards.<br />
* Start of turn, look at top, may discard it. This was endlessly on lists, but I don't remember actually trying it.<br />
* Each turn you don't buy anything, +3 Cards in next hand. A direction to consider more; hey in the end there's Exploration.<br />
* If <= 3 cards in play at start of [[Clean-up]], +3 Cards in next hand. I liked it until it turned out to be strong with just money.<br />
* When you trash non-Copper, +1 Coffers. This game, we all get a big pile of tokens.<br />
* When you gain a Treasure, you may trash a card/Treasure from hand. Let's just have a boring game of buying Treasures now.<br />
* When you play a Treasure, +{{Cost|1}}. A problem even though it cost {{Cost|8}}.<br />
* When gain card in Action phase, +1 Action, and if it's not the first one, +1 Card. Trying to recreate the fun of a dead Artifact that made Workshops cantrips.<br />
* When gain card for <= {{Cost|4}} in Action phase, +1 Card and +1 Action. And so on, for four versions of this premise.<br />
* When you gain a Treasure, +1 Villager. Don't you mean Action?<br />
* When gain copy of card previous player gained, +1 Coffers. Did not play well. The remaining ones were late attempts to fill up the last slots.<br />
* Instead of trashing a hand card, may gain Silver, and vice-versa. That looks cool, doesn't it. Rules issues.<br />
* Start of turn, may trash hand Silver/Gold for +2/3 Cards. Not a highlight of my options at this point.<br />
* At end of Buy phase, if spent <= {{Cost|4}}, +1 Coffers. I guess, helped contribute to {{Project|Exploration}} happening? Exploration and {{Project|City Gate}} were the last two.<br />
* When gain a card, look at top, may discard it. Not a great matching of trigger and effect.<br />
* Start of turn, reveal top, +1 Card if Treasure. Some people liked this one. A runner-up.<br />
* Start of turn, may reveal no-Treasure hand to gain Gold. I mean it's useful when you build a deck that crushes your enemies already.<br />
* When drawing hand, +2 Cards, discard 2 cards. Good times, crazy power level.<br />
<br />
Phew<br />
<br />
And there you have it.<br />
<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19203.0 The Secret History of Dominion: Renaissance]<br />
}}<br />
<br />
== Recommended sets of 10 ==<br />
=== Renaissance only ===<br />
{{Kingdom|Acting Troupe|Experiment|Flag Bearer|Hideout|Improve|Inventor|Lackeys|Old Witch|Seer|Treasurer|project1 = Fair|artifact1 = Flag|artifact3 = Key|imgwidth = 150|title = Overture}}<br />
{{Kingdom|Border Guard|Cargo Ship|Ducat|Mountain Village|Priest|Recruiter|Sculptor|Silk Merchant|Swashbuckler|Villain|project1 = Citadel|project2 = Star Chart|artifact2 = Horn|artifact4 = Lantern|artifact5 = Treasure Chest|imgwidth = 150|title = Prelude}}<br />
=== Renaissance & [[Dominion (Base Set)|Dominion]] ===<br />
{{Kingdom|Acting Troupe|Cargo Ship|Recruiter|Seer|Treasurer|Market|Merchant|Mine|Smithy|Vassal|project1 = Road Network|artifact3 = Key|imgwidth = 150|title = It Takes a Villager}}<br />
{{Kingdom|Flag Bearer|Lackeys|Scholar|Swashbuckler|Villain|Cellar|Festival|Harbinger|Remodel|Workshop|project1 = Barracks|project2 = Pageant|artifact1 = Flag|artifact5 = Treasure Chest|imgwidth = 150|title = Capture the Flag}}<br />
=== Renaissance & [[Intrigue]] ===<br />
{{Kingdom|Experiment|Flag Bearer|Patron|Recruiter|Silk Merchant|Ironworks|Lurker|Patrol|Swindler|Upgrade|project1 = Citadel|artifact1 = Flag|imgwidth = 150|title = Memento Mori}}<br />
{{Kingdom|Acting Troupe|Inventor|Research|Scepter|Scholar|Courtier|Mining Village|Nobles|Replace|Steward|project1 = Fleet|project2 = Sinister Plot|imgwidth = 150|title = Clockwork Court}}<br />
=== Renaissance & [[Seaside]] ===<br />
{{Kingdom|Acting Troupe|Cargo Ship|Lackeys|Research|Spices|Embargo|Island|Outpost|Smugglers|Wharf|project1 = Innovation|imgwidth = 150|title = Free Shipping}}<br />
{{Kingdom|Border Guard|Flag Bearer|Inventor|Sculptor|Swashbuckler|Caravan|Native Village|Salvager|Tactician|Treasure Map|project1 = Crop Rotation|project2 = Silos|artifact1 = Flag|artifact2 = Horn|artifact4 = Lantern|artifact5 = Treasure Chest|imgwidth = 150|title = Digging for Treasure}}<br />
=== Renaissance & [[Alchemy]] ===<br />
{{Kingdom|Cargo Ship|Improve|Lackeys|Patron|Sculptor|Silk Merchant|Alchemist|Apothecary|Golem|Scrying Pool|project1 = Cathedral|imgwidth = 150|title = Peek-a-boo}}<br />
=== Renaissance & [[Prosperity]] ===<br />
{{Kingdom|Cargo Ship|Old Witch|Priest|Scepter|Scholar|Expand|Monument|Vault|Watchtower|Worker's Village|project1 = Academy|imgwidth = 150|title = Dreamers of Dreams}}<br />
{{Kingdom|Hideout|Patron|Research|Treasurer|Villain|Bank|City|Grand Market|Loan|Rabble|project1 = Capitalism|project2 = Citadel|artifact3 = Key|imgwidth = 150|title = Movers and Shakers}}<br />
=== Renaissance & [[Hinterlands]] ===<br />
{{Kingdom|Flag Bearer|Lackeys|Mountain Village|Silk Merchant|Spices|Cartographer|Develop|Farmland|Haggler|Spice Merchant|project1 = Silos|artifact1 = Flag|imgwidth = 150|title = Sweetened Deals}}<br />
{{Kingdom|Ducat|Patron|Scepter|Seer|Swashbuckler|Cache|Crossroads|Noble Brigand|Oasis|Trader|project1 = Barracks|project2 = Guildhall|artifact5 = Treasure Chest|imgwidth = 150|title = A Penny Saved}}<br />
=== Renaissance & [[Dark Ages]] ===<br />
{{Kingdom|Border Guard|Patron|Seer|Silk Merchant|Swashbuckler|Hermit|Mystic|Procession|Sage|Wandering Minstrel|project1 = Star Chart|artifact2 = Horn|artifact4 = Lantern|artifact5 = Treasure Chest|imgwidth = 150|title = Stargazing|shelters=1}}<br />
{{Kingdom|Flag Bearer|Improve|Lackeys|Mountain Village|Research|Count|Counterfeit|Cultist|Graverobber|Rats|project1 = Crop Rotation|project2 = Sewers|artifact1 = Flag|imgwidth = 150|title = Sewer Rats|shelters=1}}<br />
=== Renaissance & [[Guilds]]/[[Cornucopia]] ===<br />
{{Kingdom|Ducat|Experiment|Hideout|Sculptor|Seer|Herald|Horn of Plenty|Horse Traders|Jester|Stonemason|project1 = Canal|imgwidth = 150|title = Combo Corner}}<br />
{{Kingdom|Priest|Recruiter|Spices|Swashbuckler|Treasurer|Baker|Butcher|Menagerie|Merchant Guild|Plaza|project1 = City Gate|project2 = Star Chart|artifact3 = Key|artifact5 = Treasure Chest|imgwidth = 150|title = Filling the Coffers}}<br />
=== Renaissance & [[Adventures]] ===<br />
{{Kingdom|Experiment|Improve|Recruiter|Seer|Silk Merchant|Hireling|Ranger|Raze|Swamp Hag|Transmogrify|event1 = Training|project1 = Piazza|imgwidth = 150|title = Progress}}<br />
{{Kingdom|Acting Troupe|Lackeys|Priest|Sculptor|Spices|Distant Lands|Duplicate|Haunted Woods|Royal Carriage|Storyteller|event1 = Ferry|project1 = Innovation|imgwidth = 150|title = Once Upon a Time}}<br />
=== Renaissance & [[Empires]] ===<br />
{{Kingdom|Cargo Ship|Experiment|Mountain Village|Priest|Sculptor|City Quarter|Farmers' Market|Groundskeeper|Sacrifice|Wild Hunt|project1 = Exploration|landmark1 = Battlefield|imgwidth = 150|title = Exploring the City}}<br />
{{Kingdom|Acting Troupe|Flag Bearer|Improve|Old Witch|Scepter|Chariot Race|Enchantress|Gladiator|Patrician|Villa|event1 = Ritual|project1 = Sewers|artifact1 = Flag|imgwidth = 150|title = Navigating the Sewers}}<br />
=== Renaissance & [[Nocturne]] ===<br />
{{Kingdom|Experiment|Mountain Village|Old Witch|Research|Spices|Devil's Workshop|Monastery|Shepherd|Skulk|Tragic Hero|project1 = Exploration|imgwidth = 150|title = Becoming a Monster}}<br />
{{Kingdom|Border Guard|Cargo Ship|Scholar|Sculptor|Villain|Blessed Village|Crypt|Faithful Hound|Sacred Grove|Secret Cave|project1 = Cathedral|project2 = Piazza|artifact2 = Horn|artifact4 = Lantern|imgwidth = 150|title = True Believers}}<br />
=== Renaissance & [[Menagerie (expansion)|Menagerie]] ===<br />
{{Kingdom|Cavalry|Coven|Displace|Fisherman|Goatherd|Ducat|Priest|Recruiter|Scepter|Swashbuckler|way1=Way of the Turtle|project1=Sinister Plot|artifact5 = Treasure Chest|imgwidth=150|title = Biding Time}}<br />
{{Kingdom|Cardinal|Groom|Kiln|Livery|Wayfarer|Border Guard|Flag Bearer|Patron|Silk Merchant|Spices|event1=Demand|project1=Academy|artifact1 = Flag|artifact2 = Horn|artifact4 = Lantern|imgwidth=150|title = Villager Madness}}<br />
<br />
{{Navbox Renaissance}}<br />
{{Navbox expansions}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/NocturneNocturne2021-02-24T08:07:26Z<p>Ptl: added Kingdom card count to intro</p>
<hr />
<div>{{Infobox Set<br />
|name = Nocturne<br />
|type = Large expansion<br />
<br />
|cards = 500<br />
|kingdomcards = 332<br />
|kingdomsets = 33<br />
|randomizers = 33<br />
|othercards = <br />
* 42 Heirlooms (6 of each: Cursed Gold, Haunted Mirror, Pasture, Lucky Coin, Goat, Magic Lamp, Pouch)<br />
* 10 Bats<br />
* 12 Wishes<br />
* 3 Zombies<br />
* 12 Will-o'-Wisps<br />
* 13 Imps<br />
* 6 Ghosts<br />
* 12 Boons<br />
* 12 Hexes<br />
* 1 Lost in the Woods<br />
* 6 Deluded/Envious<br />
* 6 Miserable/Twice Miserable<br />
|release = November 16, 2017<br />
|theme = <br />
* [[Night]] Cards<br />
* [[Heirloom]]s<br />
* [[Boon]]s<br />
* [[Hex]]es<br />
* Cards that can only be gained via other cards<br />
|coverartist = [[Garret DeChellis]]<br />
|rulebook = <br />
}}<br />
<br />
'''Nocturne''' is the eleventh expansion to Dominion. The box contains 33 sets of Kingdom Cards. It introduces [[Night]] cards, which are played after your Buy phase; [[Heirloom]]s, which replace your starting {{Card|Copper|Coppers}}; and [[Fate]] and [[Doom]] cards, which give out [[Boon]]s and [[Hex]]es, respectively.<br />
<br />
== Contents ==<br />
=== Kingdom cards ===<br />
* {{Cost|2}} {{Card|Druid}}, {{Card|Faithful Hound}}, {{Card|Guardian}}, {{Card|Monastery}}, {{Card|Pixie}}, {{Card|Tracker}}<br />
* {{Cost|3}} {{Card|Changeling}}, {{Card|Fool}}, {{Card|Ghost Town}}, {{Card|Leprechaun}}, {{Card|Night Watchman}}, {{Card|Secret Cave}}<br />
* {{Cost|4}} {{Card|Bard}}, {{Card|Blessed Village}}, {{Card|Cemetery}}, {{Card|Conclave}}, {{Card|Devil's Workshop}}, {{Card|Exorcist}}, {{Card|Necromancer}}, {{Card|Shepherd}}, {{Card|Skulk}}<br />
* {{Cost|5}} {{Card|Cobbler}}, {{Card|Crypt}}, {{Card|Cursed Village}}, {{Card|Den of Sin}}, {{Card|Idol}}, {{Card|Pooka}}, {{Card|Sacred Grove}}, {{Card|Tormentor}}, {{Card|Tragic Hero}}, {{Card|Vampire}}, {{Card|Werewolf}}<br />
* {{Cost|6}} {{Card|Raider}}<br />
<br />
=== Additional materials ===<br />
<br />
==== Non-Supply cards ====<br />
<br />
[[Heirloom|Heirlooms]], 6 copies of each:<br />
* {{Cost|0}} {{Card|Haunted Mirror}}, {{Card|Magic Lamp}}<br />
* {{Cost|2}} {{Card|Goat}}, {{Card|Pasture}}, {{Card|Pouch}}<br />
* {{Cost|4}} {{Card|Cursed Gold}}, {{Card|Lucky Coin}}<br />
<br />
<br />
Other non-Supply cards:<br />
* {{Cost|0*}} {{Card|Will-o'-Wisp}}, {{Card|Wish}} (12 copies each)<br />
* {{Cost|2*}} {{Card|Bat}} (10 copies), {{Card|Imp}} (13 copies)<br />
* {{Cost|3}} {{Card|Zombie Apprentice}}, {{Card|Zombie Mason}}, {{Card|Zombie Spy}} (1 copy each)<br />
* {{Cost|4*}} {{Card|Ghost}} (6 copies)<br />
<br />
==== [[Boon]]s ====<br />
12 cards, 1 of each:<br />
<br />
{{Boon|The Earth's Gift}}, {{Boon|The Field's Gift}}, {{Boon|The Flame's Gift}}, {{Boon|The Forest's Gift}}, {{Boon|The Moon's Gift}}, {{Boon|The Mountain's Gift}}, {{Boon|The River's Gift}}, {{Boon|The Sea's Gift}}, {{Boon|The Sky's Gift}}, {{Boon|The Sun's Gift}}, {{Boon|The Swamp's Gift}}, {{Boon|The Wind's Gift}}<br />
<br />
====[[Hex]]es ====<br />
12 cards, 1 of each:<br />
<br />
{{Hex|Bad Omens}}, {{Hex|Delusion}}, {{Hex|Envy}}, {{Hex|Famine}}, {{Hex|Fear}}, {{Hex|Greed}}, {{Hex|Haunting}}, {{Hex|Locusts}}, {{Hex|Misery}}, {{Hex|Plague}}, {{Hex|Poverty}}, {{Hex|War}}<br />
<br />
==== [[State]]s ====<br />
* {{State|Lost in the Woods}} (1 copy)<br />
* {{State|Deluded}}/{{State|Envious}} (6 copies, double-sided)<br />
* {{State|Miserable}}/{{State|Twice Miserable}} (6 copies, double-sided)<br />
== Additional rules ==<br />
* Nocturne adds Night cards and the Night phase. In games using Night cards, the Night phase happens after the Buy phase - it goes, Action, Buy, Night, Clean-up. In your Night phase, you can play any number of Night cards.<br />
* Nocturne has cards with a yellow banner saying "Heirloom" and naming a card. In games using a card with that banner, each player replaces a starting Copper with the named card. See Preparation.<br />
* Nocturne has Fate cards and Boons. Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game. Boons are a face-down deck of cards that are revealed as needed. The phrase "receive a Boon" means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.<br />
* Nocturne also has Doom cards and Hexes. Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game. Hexes are a face-down deck of cards that are revealed as needed. The phrase "receive a Hex" means, turn over the top Hex, and follow the instructions on it. "Each other player receives the next Hex" means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile.<br />
* Three Hexes and one Kingdom card give players a State; this is a card that goes in front of a player and applies a rule. Deluded and Envious affect a single turn, and then are returned; Miserable and Twice Miserable affect scoring at the end of the game; Lost in the Woods affects one player's turns until another player takes it. Deluded and Envious are on the same card; have the relevant side face-up. Similarly Miserable and Twice Miserable are on the same card. A State only applies while a player has it.<br />
* Boons, Hexes, and States are never in a player's deck; like [[Event]]s and [[Landmark]]s (from {{Set|Adventures}} and {{Set|Empires}}), they are physically cards but are not "cards" in game terms. They are thus never "cards in play," receiving Boons and Hexes or taking a State is not "gaining a card," and so on.<br />
* Nocturne has [[Duration]] cards, which were introduced in {{Set|Seaside|Dominion: Seaside}}. Duration cards are orange, and have abilities that affect future turns. Duration cards are not discarded in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something. Additionally, if a Duration card is played multiple times by a card such as Throne Room, that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played multiple times. Keep track of whether or not a Duration card was played on the current turn, such as by putting your cards into two lines (older cards and this turn's cards).<br />
* Nocturne has three cards that tell a player to "[[exchange]]" a card for another card. The card being exchanged is returned to its Supply pile, or non-Supply pile, and the card being exchanged for is taken and put into the player's discard pile. This does not count as gaining a card. The exchange only happens if both cards can be exchanged; if the pile is empty, the cards are not exchanged.<br />
=== Preparation ===<br />
* If any Kingdom cards being used have a yellow banner indicating an Heirloom, players start the game with that Heirloom replacing what would normally be a {{Card|Copper}}. For example in a game with Pixie and Tracker, players start with 3 {{Card|Estate|Estates}}, 5 Coppers, a Goat, and a Pouch. The unused Coppers go in the Copper pile.<br />
* If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp pile near the Supply also. If any have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious and Miserable/Twice Miserable near the Supply also.<br />
* If Druid is being used, deal three Boon cards face up for use with it. If Necromancer is being used, put the three Zombies into the trash. If Fool is being used, get Lost in the Woods and have it handy. If Vampire is being used, put the Bat pile near the [[Supply]]. If Leprechaun or Secret Cave is being used, put the Wish pile near the Supply. If Devil's Workshop or Tormentor are being used, put the Imp pile near the Supply; if Cemetery is being used, put the Ghost pile near the Supply; and if Exorcist is being used, put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.<br />
<br />
== Flavor text ==<br />
{{Quote|<br />
|Text=You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square, that came to life, and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/Game/1328-Dominion-Nocturne Rio Grande Games]<br />
}}<br />
== Cards gallery ==<br />
=== Kingdom cards ===<br />
{{CardImage|Druid}}{{CardImage|Faithful Hound}}{{CardImage|Guardian}}{{CardImage|Monastery}}{{CardImage|Pixie}}{{CardImage|Tracker}}{{CardImage|Changeling}}{{CardImage|Fool}}{{CardImage|Ghost Town}}{{CardImage|Leprechaun}}{{CardImage|Night Watchman}}{{CardImage|Secret Cave}}{{CardImage|Bard}}{{CardImage|Blessed Village}}{{CardImage|Cemetery}}{{CardImage|Conclave}}{{CardImage|Devil's Workshop}}{{CardImage|Exorcist}}{{CardImage|Necromancer}}{{CardImage|Shepherd}}{{CardImage|Skulk}}{{CardImage|Cobbler}}{{CardImage|Crypt}}{{CardImage|Cursed Village}}{{CardImage|Den of Sin}}{{CardImage|Idol}}{{CardImage|Pooka}}{{CardImage|Sacred Grove}}{{CardImage|Tormentor}}{{CardImage|Tragic Hero}}{{CardImage|Vampire}}{{CardImage|Werewolf}}{{CardImage|Raider}}<br />
<br />
=== Non-Supply cards ===<br />
'''[[Heirloom]]s'''<br />
<br />
{{CardImage|Haunted Mirror}}{{CardImage|Magic Lamp}}{{CardImage|Goat}}{{CardImage|Pasture}}{{CardImage|Pouch}}{{CardImage|Cursed Gold}}{{CardImage|Lucky Coin}}<br />
<br />
'''Other non-Supply cards'''<br />
<br />
{{CardImage|Will-o'-Wisp}}{{CardImage|Wish}}{{CardImage|Bat}}{{CardImage|Imp}}{{CardImage|Zombie Apprentice}}{{CardImage|Zombie Mason}}{{CardImage|Zombie Spy}}{{CardImage|Ghost}}<br />
<br />
=== [[Boon]]s ===<br />
{{LandscapeImage|The Earth's Gift}}{{LandscapeImage|The Field's Gift}}{{LandscapeImage|The Flame's Gift}}{{LandscapeImage|The Forest's Gift}}{{LandscapeImage|The Moon's Gift}}{{LandscapeImage|The Mountain's Gift}}{{LandscapeImage|The River's Gift}}{{LandscapeImage|The Sea's Gift}}{{LandscapeImage|The Sky's Gift}}{{LandscapeImage|The Sun's Gift}}{{LandscapeImage|The Swamp's Gift}}{{LandscapeImage|The Wind's Gift}}<br />
<br />
=== [[Hex]]es ===<br />
{{LandscapeImage|Bad Omens}}{{LandscapeImage|Delusion}}{{LandscapeImage|Envy}}{{LandscapeImage|Famine}}{{LandscapeImage|Fear}}{{LandscapeImage|Greed}}{{LandscapeImage|Haunting}}{{LandscapeImage|Locusts}}{{LandscapeImage|Misery}}{{LandscapeImage|Plague}}{{LandscapeImage|Poverty}}{{LandscapeImage|War}}<br />
<br />
=== [[State]]s ===<br />
{{LandscapeImage|Deluded}}{{LandscapeImage|Envious}}{{LandscapeImage|Miserable}}{{LandscapeImage|Twice Miserable}}{{LandscapeImage|Lost in the Woods}}<br />
<br />
== Impact ==<br />
Like {{Set|Adventures}} and {{Set|Empires}} before it, Nocturne introduced more unique card-shaped things than any previous set. It is the first set to introduce a new basic [[Kingdom]] card type (Night), the first to introduce a new turn phase, and the second to add cards that replace cards in your starting deck, after {{Set|Dark Ages|Dark Ages'}} [[Shelter]]s. Because so many of the cards rely on non-[[Supply]] cards or other additional elements (several of which require their own additional elements, such as the Boons requiring the Will-o'-Wisp pile), the set was perceived by some to be more fiddly than previous sets; this is more pronounced in the physical version (as opposed to [[Dominion Online|online]]), where all the extra piles mean longer setup times and more space taken up on the table. Despite this, the actual gameplay of the set was still well-received, though some players criticized the high degree of randomness introduced by the Boons and Hexes.<br />
<br />
Nocturne also added card effects and properties heretofore unseen: cards that are always gained to your hand, cards that start the game in the trash, a [[Duration]] that stays out for an arbitrary amount of turns (but not permanently), a full Kingdom pile of a card with four types, "attacks" that affect other players' Buy phases, and an "attack" that lowers a player's score without using {{Card|Curse|Curses}}. It is also the set with the highest proportion of non-[[Action]] Kingdom cards, and introduced a number of new types, and thus a number of new type combinations (but none with only previously seen types).<br />
<br />
[[Donald X.]]'s goal in designing Nocturne was to aim to satisfy the "typical" Dominion player, rather than the expert, so Nocturne cards lend themselves less to subtle and complex strategic decks than do cards from the previous expansion, [[Empires]]. Several of the cards were designed so as to have amusing thematic abilities, like the {{card|Vampire}} that turns into a {{card|Bat}} or the {{card|Leprechaun}} that gives you a {{card|Wish}} if you can catch him at the end of the rainbow. However, many Nocturne cards ended up having complex mechanics or depended on other cards to be understood; therefore for the next expansion, [[Renaissance]], Donald aimed for more straightforward cards.<br />
<br />
=== Night ===<br />
The addition of the Night phase (and Night cards) adds a new level of strategy to the game. It provides more ways to get around the "1 Action per turn" rule, as Night cards are, by their nature, [[non-terminal]], and several Night cards require players to put more thought into their Buy phase, and what cards they want to have in play when their Night phase rolls around. It also alters the power level of several cards that call out specific types, as none of them were created with the eventual addition of Night cards in mind.<br />
<br />
=== Heirlooms ===<br />
While Shelters generally have a relatively minor impact, Heirlooms can make a game wildly different. Players must think carefully about playing a {{Card|Lucky Coin}} or {{Card|Cursed Gold}}, and {{Card|Pouch}} and {{Card|Goat}} greatly improve starting decks. {{Card|Haunted Mirror}} and {{Card|Magic Lamp}} also give the player a little side quest to complete, the reward for which can be quite significant.<br />
<br />
=== Boons and Hexes ===<br />
The random nature of the Boon and Hex piles means that Fate and Doom cards can often swing from being laughably weak to being quite powerful. While your {{Card|Bard}} might give you a crucial {{Boon|The Flame's Gift|Flame's Gift}}, your opponent might get {{Boon|The Moon's Gift}} when they have an empty discard pile. And while {{Hex|Famine}} can be easy enough to shrug off, getting hit by {{Hex|Delusion}} or {{Hex|Envy}} can cost you the game. This can make Fate and Doom cards frustrating to play with sometimes, though the randomness can be tempered somewhat by simply getting lots of them. When you're playing five {{Card|Werewolf|Werewolves}} a turn, the fact that the Hexes have a varying power level starts to not matter as much, as you're almost guaranteed to hand out at least one strong Hex.<br />
<br />
=== Engines ===<br />
Nocturne has a few engine-friendly cards:<br />
* {{Card|Monastery}} - a powerful [[trasher]]<br />
* {{Card|Tracker}} - has a nice while-in-play effect, gives access to {{Card|Pouch}} for [[+Buy]]<br />
* {{Card|Ghost Town}} - a decent [[Village (card category)|village]] with [[Duration draw]]<br />
* {{Card|Blessed Village}} - a village with good on-gain effect<br />
* {{Card|Cemetery}} - a good trasher, means {{Card|Ghost}} is in the game, a powerful [[Throne Room variant]]<br />
* {{Card|Conclave}} - a good village for diverse decks<br />
* {{Card|Devil's Workshop}} - a good gainer that can potentially gain {{Card|Imp}}, a decent [[non-terminal draw|Lab variant]]<br />
* {{Card|Exorcist}} - a trasher that can gain any [[Spirit]], which all go well with engines<br />
* {{Card|Necromancer}} - gives access to the [[Zombie]]s, and can flexibly play other Actions later in the game<br />
* {{Card|Shepherd}} - non-terminal draw that allows you to green earlier<br />
* {{Card|Cobbler}} - a powerful gainer<br />
* {{Card|Cursed Village}} - a good village<br />
* {{Card|Den of Sin}} - good Duration draw<br />
* {{Card|Tragic Hero}} - draw and +Buy that can potentially turn into [[payload]]<br />
* {{Card|Vampire}} - a gainer and trasher that also attacks<br />
* {{Card|Werewolf}} - decent draw that can also attack<br />
A couple Boons are nice with engines:<br />
* {{Boon|The Earth's Gift}}, {{Boon|The Swamp's Gift}} - good gainers<br />
* {{Boon|The Flame's Gift}} - a trasher<br />
* {{Boon|The River's Gift}}, {{Boon|The Sun's Gift}} - add reliability<br />
<br />
=== Big Money===<br />
Nocturne also has big money enablers:<br />
* {{Card|Fool}} - {{Card|Lucky Coin}} can fill your deck with {{Card|Silver}}<br />
* {{Card|Leprechaun}} - decent {{Card|Gold}} gainer<br />
<br />
== Theme ==<br />
* 15 Night cards, including 2 non-Supply cards: {{Card|Guardian}}, {{Card|Monastery}}, {{Card|Changeling}}, {{Card|Ghost Town}}, {{Card|Night Watchman}}, {{Card|Devil's Workshop}}, {{Card|Exorcist}}, {{Card|Ghost}}, {{Card|Cobbler}}, {{Card|Crypt}}, {{Card|Den of Sin}}, {{Card|Vampire}}, {{Card|Bat}}, {{Card|Werewolf}}, {{Card|Raider}}<br />
* 7 Heirloom-giving cards: {{Card|Pixie}}, {{Card|Tracker}}, {{Card|Fool}}, {{Card|Secret Cave}}, {{Card|Cemetery}}, {{Card|Shepherd}}, {{Card|Pooka}}<br />
* 8 Fate cards: {{Card|Druid}}, {{Card|Pixie}}, {{Card|Tracker}}, {{Card|Fool}}, {{Card|Bard}}, {{Card|Blessed Village}}, {{Card|Idol}}, {{Card|Sacred Grove}}<br />
* 6 Doom cards: {{Card|Leprechaun}}, {{Card|Skulk}}, {{Card|Cursed Village}}, {{Card|Tormentor}}, {{Card|Vampire}}, {{Card|Werewolf}}<br />
* 8 Kingdom cards with ancillary non-Supply cards: {{Card|Leprechaun}}, {{Card|Secret Cave}}, {{Card|Cemetery}}, {{Card|Devil's Workshop}}, {{Card|Exorcist}}, {{Card|Necromancer}}, {{Card|Tormentor}}, {{Card|Vampire}}<br />
* 3 off-theme cards: {{Card|Faithful Hound}}, {{Card|Conclave}}, {{Card|Tragic Hero}}<br />
<br />
== Trivia ==<br />
Nocturne is the first set with a non-plural name since {{Set|Cornucopia}}. It is also the set that introduces the most new [[card types]]. It is also the only set to have a coloured icon.<br />
=== In other languages ===<br />
* Dutch: Nocturne<br />
* German: Nocturne<br />
* Japanese: 夜想曲 (pron.''yasōkyoku'')<br />
* Russian: Ноктюрн (pron. ''noktyurn'')<br />
<br />
=== Teaser ===<br />
A [http://www.sporcle.com/games/LastFootnote2/ab66ab6d-50c3n4207ya504k6fbc02980b51 Sporcle quiz] was posted by LastFootnote as a teaser the Friday before previews for Nocturne were posted. The quiz had all 33 Kingdom cards from the set for players to try to guess.<br />
=== Secret history ===<br />
{{Quote|Text=While working on {{Set|Empires}}, I tried out [[Boon]]s. They were in the set for a while, but there was only so much space in the set, and something had to go. Boons were a nice chunk to remove and out they went. In July 2015, I put them in a file for some hypothetical future expansion, referred to as Boonies. A couple other cards went with them.<br />
<br />
In August 2015 I invited Bryan L. Doughty to help playtest Dominion: Empires and the [[2nd edition]]s. That all worked out.<br />
<br />
In August 2016, Bryan had some time on his hands, and decided to get in some games with the cards in the Boons file. And he posted a report on those games and what he thought of the cards.<br />
<br />
Well if someone was going to be playing them, maybe I could work on them a little, make sure the testing was accomplishing something. And I worked on them a little. I tweaked the Boons and the cards that used them. I thought about what else I could do and tried some of that out. Bryan showed up a week later and was surprised at how much had happened. And then he was gone; people sometimes find other things to do with their time besides playtest my stuff. His name is not even in the credits, and the prominent names in the rest of our story are Matt Engel and Billy Martin. But Bryan got the ball rolling and then the damage had been done; I was working on a Dominion expansion. It accumulated mechanics and cards and before I knew it I was writing a Secret History for it.<br />
<br />
Dave Goldthorpe is another name not in the credits, so let's give him his moment. He did not playtest. He did suggest names for things though, including a few cards plus the name Nocturne. He will also show up in the story for Fool.<br />
<br />
Gradually the set acquired two themes: "spooky" and Celtic mythology. It seemed okay to go for both at once; they overlap a little. Mechanically the set tries to be more for typical Dominion players, rather than experts; the previous set, Empires, is heavily aimed at experts, and well I like the sets to be different.<br />
<br />
* The Five Main Mechanics *<br />
<br />
The set has five main mechanics, let's check 'em out.<br />
<br />
Boons: The first thing in the set, leftover from Empires. It was an old idea waiting for its day, and then it got its day and then I cut it. The Boons required 24 extra cards at the time, and Empires as published only managed to fit in 24 kingdom cards, what with having Landmarks and Events. It would have been 22. And Empires wanted to do plenty of things with its other mechanics too. Something had to go, and the Boons felt the least like the rest of the set, and required extra space.<br />
<br />
The idea was to have 12 different ones, and there were always 12. At first there were two copies of each, in the end there's one. Some Boons went the distance while others were tweaked or replaced; I'll get to that. What you can do with a mechanic varies with the rest of the set; in Empires one Boon gave +1{{VP}}, and here one gives you a {{Card|Will-o'-Wisp}}.<br />
<br />
Originally the top Boon was revealed; you'd know what was coming up. One day Matt Engel suggested having a choice of 3, and initially I liked that, and for a while it worked like that. One day I tried a card that gave you a random one, and I liked it a lot better, and in the end I switched it back to random only you don't even get to know what's coming. It's much faster; there's no first player advantage; it takes less table space.<br />
<br />
A big issue with Boons was making sure they didn't make the game too slow. There were cards that gave +Cards and gave you a Boon; they did not work out. The cantrip that gave you a Boon is gone. Even the Treasure only gives you a Boon half the time (in multiples).<br />
<br />
Night: The second mechanic in the set. It was an old idea to try adding a phase. I put it after the Buy phase because that sounded more interesting than the other options. I let you play any number of Night cards because I couldn't really have Night villages; you'd need the Night village to show up with the other Night card. It endlessly would not. It could still have been that you could just play one Night card, but letting you play multiples meant you could load up on those cards if you wanted, and played into part of what's special about them, that you don't draw them dead.<br />
<br />
At first it wasn't clear what I'd get out of Night, and the first couple cards didn't do anything fancy with the idea. Then I hit on having them care about what happened in the turn. This lets you do really novel things that would otherwise be a lot more complicated; Horn of Plenty is an example among older cards. Later on Billy Martin suggested doing Night cards that went straight to your hand when you gained them; you could immediately play them. This was similar to a few cards already in the set, but sleeker and more worth doing more of. And then a bunch of Night cards ended up being Duration cards; that wasn't intended as a theme, but you are limited as to what's useful to get in the Night phase, and Night-Duration cards get around that.<br />
<br />
For a while Night cards all said "(Night is after the Buy phase)" on them. You were going to have to look in the rulebook anyway to figure out Night cards, so in the end I dropped it.<br />
<br />
Extra Cards: The intention was always to do a set with no tokens; a 500-card set with non-supply cards, like Dark Ages. It gradually got more and more of these, and the set was squeezed down to 33 kingdom cards to make room for them.<br />
<br />
Heirlooms: Matt suggested having a card that caused a starting Copper to be replaced by some non-supply card (that's my memory anyway; Matt thinks I just saw it in his homemade cards). He had tried it where the two cards interacted in some way. It sounded good. I thought I would try one, maybe have two or three if it worked out, possibly interacting or possibly not. In the end there are the full seven. There were times when I only had six good ones, but how do you just do six. And while only a couple of the cards directly interact with the heirlooms they are paired with, some of them interact in a more subtle way.<br />
<br />
Originally they had the setup spelled out, then they had "Heirloom: Lucky Coin," then Billy suggested having it on its own banner. The yellow banner helps you spot these cards in time to do the setup before people are playing.<br />
<br />
Hexes: I did not just leap to having a negative version of Boons. It was an obvious thing to try but in no way felt essential. I finally tried it many months into work on the set, after a particular card kind of wanted them. We enjoyed the craziness of them and there they are. They were tweaked a bunch but over a much shorter time span than the Boons. There is a lot of variance to a typical normal attack like Militia (maybe I have two Estates in hand while someone else goes from {{Cost|8}} to {{Cost|6}}); there is more variance when the attack itself is random. They try to limit the amount of variance somewhat, but of course some hurt more than others.<br />
<br />
Speed was still an issue here, but also oppression, just how much the attacks could hurt you. So the cards use various tricks to try to limit the damage.<br />
<br />
Boons: The goal was always to have 12 Boons that were reasonably close in power level. Obv. they vary with the circumstance. They also wanted to be simple, you do not want to spend a while poring over them. Because of {{Card|Idol}}, it seemed bad if any were just dead in the Buy phase. It would have been nice to have them all work for the other players for {{Card|Sacred Grove}}, but that was too much to ask. Too much I say.<br />
<br />
Empires had had +1{{VP}}; this set got a {{Card|Will-o'-Wisp}}. I tried different versions of the basic +'s, trying to get the best mix and then to also keep Idol happy.<br />
<br />
There was a {{Card|Remodel}}, it was too good. There was discard X cards, gain a card for X+$2, also strong. There was "each other player gains a {{Card|Copper}}"; it wasn't great to have an Attack in there. I tried out a {{Card|Bridge}} and a twist on {{Card|Bridge}}. I tried "+{{Cost|2}}, put a card from your hand on your deck" and a {{Card|Haven}}. I tried "draw up to 6." In Empires some tried gaining a copy of a card.<br />
<br />
At one point when you could choose your Boon from 3, it started to seem bad that Boons people didn't want would pile up. A few Boons tried to fix that, refresh Boons somehow. One replaced the Boons and then gave you a random one.<br />
<br />
Hexes: I was trying for a variety of effects, while keeping power level as close as I could given that. Which is not so close but you know. Sometimes a Hex missed a lot and I tried to fix those; sometimes a Hex was devastating and there's less of that. And some Hexes tried to be novel, by handing out cards that track effects, or tracking an effect via a revealed hand. One tried revealing your top card to track the effect, but various takes on that did not work out.<br />
<br />
There were multiple versions of the discard attacks, with {{Hex|Poverty}} leaving and then coming back. One tried to have you discard a copy of your top card, which missed too much. At one point I tried "discard an Action" and "discard a Treasure," at Billy's suggestion. They take way way more words than that and were not great. Billy suggested putting {{Card|Minion}} in but I didn't enjoy it and so in the end there's {{Hex|Fear}}, also Billy's suggestion.<br />
<br />
One trashing attack dug for a Treasure other than Copper and trashed it. In place of Misery there was Confused, which made you discard a card after each Action card you played. And Confused and Envious both stuck around until you met a condition, they could last turn after turn. For the biggest hunk of that you could get rid of them by gaining a Treasure; sometimes you would spend your turn buying a Copper to end the madness. The Contraband Deluded was tracked by having your hand revealed; in the end Deluded and Envious are on the same card, so as to use a card.<br />
<br />
<br />
'''* More Outtakes *<br />
'''<br />
<br />
{{Card|Dismantle}} was here for a while, moving over from Empires with the Boons. Now it is a [[promo]]. Adam Horton suggested it. I tried one of Matt's cards that was a [[Throne Room variant|Throne Room]] that also {{Card|Scheme|Schemed}} the card. I liked it on paper but it couldn't compete with other {{Cost|5}}'s. Destry suggested a card that didn't work out but which I may try to fix up someday, so it will remain a mystery, as will a few of my own outtakes.<br />
<br />
One of the original [[Fate]] cards had other players either discard down to 3 or put a card from their hand on their deck, their choice. I'd tried that in {{Set|Adventures}} and it hadn't made the cut, and it didn't here either. It was around for a while though, and got paired with "receive a Boon twice" so that it was constantly played. Another [[trasher|trashed]] a card and gave you the same Boon once per {{Cost|1}} the card cost; that one died in Empires.<br />
<br />
A bunch of cards tried to be a good [[Night]] {{Card|Remodel}}. I tried ones that cared about other cards gained or trashed that turn - e.g., trash a card from your hand, then for each card you trashed this turn, gain a card costing up to {{Cost|2}} more than it. If your guess is that Billy would gain 6 {{Card|Province|Provinces}} in one turn with that, you'd be right. Then I tried one that cared about the number of cards in your hand, and some more that just had you discard cards. For a long time the set had "trash a card from your hand, discard X cards, gain a card costing up to {{Cost|X}} more than the trashed card." It looked innocent at {{Cost|3}}, people liked it and it didn't make waves. Then it was {{Cost|5}}, now it is gone. I also tried one that could Remodel cards in your discard pile.<br />
<br />
The first Night trasher just trashed a card from your hand and a card from play, with a Scheme clause to handle [[Duration]]s. There were more interesting things to do, so it did not last.<br />
<br />
An old old card had you discard a card to draw a card per {{Cost|1}} it cost. Apprentice without the trashing. It continued to not work out here. Another old card, from {{Set|Cornucopia}}, drew the uniques from your top 5. That also did not magically turn out to have been fine all along. Another old idea was a card that gave you card selection based on how many cards you had in play.<br />
<br />
One of the combo cards for Boons was +1 Card +1 Action, receive a Boon, name a type, reveal the top card of your deck, get it if it matches. It's poor to put the naming after the Boon; you forget about it, the Boon is too exciting. What killed it though was just being a [[cantrip]] that gave out Boons; even at {{Cost|6}}, it slowed down games too much. I switched the type-naming to just hitting [[Treasure]] and Night cards, no choice, but that wasn't enough.<br />
<br />
I tried a Night card that let you buy a card for half price. It looks pretty but is dull. I tried a few variations on it, including a Treasure that gave you half as much {{Cost}} as you had - half a {{Card|Fortune}}. That looked pretty too.<br />
<br />
An early Night [[attack]] gained you a copy of a card/[[Action]] you had in play, and discarded Actions from their top 3 cards. It was interesting as a card you didn't want right away. Once I had {{Card|Changeling}} they felt like they were in competition. Changeling was sleek and perfect, so it won. Then I grafted another ability onto Changeling to make it more exciting and less sleek and perfect.<br />
<br />
There was a card worth 2{{VP}} that was also +1 Card +1 Action +{{Cost|1}} if you had no cards in play other than copies of it. There were a few variations; it stopped being an anti-combo with Duration cards, it gave you a little something instead of nothing. Player interest varied but it was not a star and also ate up 2 extra cards due to being a [[Victory]] card. I needed the space, something had to go. The concept is vaguely preserved on {{Card|Tormentor}}.<br />
<br />
I tried a [[terminal]] that got another copy of itself from your discard pile to your hand. But wait, you say. Yes well. It had no value without a [[Village (card category)|village]], and with a village you still didn't just get the combo all the time. It seemed cute for a bit. Then there was a version that gave you something for getting a copy back, so it was a combo without a village.<br />
<br />
There was an attack that tried to cash in on the joy of {{Card|Chariot Race}}. If their card cost more than yours, they discarded it and gained a {{Card|Curse}}. Then it just cared about their card to speed it up, and then I had better attacks.<br />
<br />
In an interactive slot, I tried a card that cared about the number of empty piles, like {{Card|City}}, but that just changed instead of getting better. It didn't change often enough and just wasn't very interesting. You didn't have incentive to empty the piles for it. Then it was a {{Card|Workshop}} too to get those piles empty, and then it died.<br />
<br />
There was a Night card that had you look at the top 6 cards, discard one per card you had in play, and set the rest aside for next turn. It's a relative of {{Card|Tactician}}. It always seemed different enough from Tactician to me, and like an interesting option. But it's a narrow card, and they face a harder journey to making it into a set. There were people who thought it was a dud, and eventually I took it out. Billy kept trying to get me to bring it back, and well here it is in the outtakes section.<br />
<br />
For a long time there was a Night attack that [[Curser|Cursed]] the other players if you had exactly 3 of anything in play. Early on it would probably be 3 {{Card|Copper|Coppers}}, but it could be something else. There were different resources on it, but the longest running version was an {{Card|Armory}} - gain a card onto your deck costing up to {{Cost|4}}. It seemed cool and for a while seemed reasonable. After some game where it seemed strong, I realized that we were endlessly seeing it in games with [[Heirloom]]s, and thus not 7 Coppers. We played some more games with no Heirlooms and it seemed obviously too strong. I tried a bunch of variations on it quickly and then killed it.<br />
<br />
A couple cards tried to draw cards at Night. It's fun if there's another Night card, not too exciting if there isn't. I don't have the market research to tell me, but suspect that for a lot of players there would be a lot of games with no other Night card (due to mixing expansions together rather than playing them alone or in pairs).<br />
<br />
Before {{Card|Changeling}}, some other cards tried out for that name. One was a choose-one that could turn into a cheaper card in your hand; one revealed your top card and could turn into it and be played. It was never quite there, and the tangentially related Night version was way better.<br />
<br />
The card that left for {{Card|Cursed Village}} was draw up to 7, may discard 2 for +2 Actions. It was fine? Cursed Village was just similar and better.<br />
<br />
After I had [[Hex]]es I thought, can I make a card that combos with them. I made a village that had other players put gains/discards on their decks - it turned {{Card|Witch|Witches}} into {{Card|Sea Hag|Sea Hags}}, {{Card|Militia|Militias}} into {{Card|Ghost Ship|Ghost Ships}}. It didn't actually attack by itself though. It wasn't actually much of a combo with the hexes, and in regular games seemed to just so rarely mean anything.<br />
<br />
There was a Workshop that could gain a copy of a card in the trash costing up to {{Cost|6}}, and put a card costing up to {{Cost|4}} into the trash when you gained it. So at first it would be a Workshop for just that one thing, but if you got another copy, or someone else did, or something got trashed somehow, then it would upgrade. We had some fun with it. Maybe there is more to this concept; I can think about it again if and when. What happened was, it was strong, then I put {{Card|Cobbler}}'s ability onto it to spice it up (while cutting +{{Cost|2}}), then cut the rest to simplify it.<br />
<br />
Relatively late, I had room for a village, and tried a bunch of villages. Most of them scaled in some way. You drew a card when you trashed a card; you drew a card for next turn when you gained a card. There were some fun games seeing those cards go nuts. One village didn't fit this mold; it was trying to be good with Night cards, and gave +{{Cost|1}} per treasure in your next two plays, then just +{{Cost|1}} if either was a treasure. So, essentially if you didn't get village value from it, it gave you {{Cost}} instead. It just wasn't very interesting.<br />
<br />
There are only two Heirloom outtakes of note. Bribe could be given to another player to stop an attack. We had fun doing it, but I can't have both an attack with a choice and a {{Card|Moat}} with a cost, or you will have the situation where the choice gets made while someone's shuffling and now it informs their decision about the cost. Or to avoid that you do things in slow-mo which is no good either. Attacks with a choice already exist - e.g. {{Card|Minion}} - so I can't do a Moat with a cost. So Bribe did not survive.<br />
<br />
The other one turned into {{Card|Faithful Hound}}. At first if you discarded it you set it aside for next turn, and this even worked if you discarded it in clean-up. I didn't like that most players wouldn't get that from reading the card. Then there were versions that didn't work in clean-up, and then I had {{Card|Haunted Mirror}} competing for that slot. And the ability ended up on Faithful Hound instead.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]<br />
}}<br />
<br />
===Retrospective===<br />
{{Quote|Text=[W]e had a lot of fun playtesting Nocturne, but I would change it a lot at this point, which is not true of {{Set|Adventures}} or {{Set|Empires}}. I would probably split it into two sets, one with [[Night]], [[Spirit]]s, and [[Boon]]s, and the other with [[Heirloom]]s and some other new mechanic. I wouldn't do [[Hex]]es (too slow). I would only do ~5 [[Fate]] cards.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg773393#msg773393 Interview with Donald X.]<br />
}}<br />
<br />
== Recommended sets of 10 ==<br />
=== Nocturne only ===<br />
{{Kingdom|Blessed Village|Cobbler|Den of Sin|Faithful Hound|Fool|Monastery|Night Watchman|Shepherd|Tormentor|Tragic Hero|imgwidth = 150|title = Dusk}}<br />
{{Kingdom|Conclave|Crypt|Cursed Village|Devil's Workshop|Druid|Exorcist|Leprechaun|Pooka|Raider|Secret Cave|dboon1 = The Swamp's Gift|dboon2 = The Flame's Gift|dboon3 = The Wind's Gift|imgwidth = 150|title = Midnight}}<br />
=== Nocturne & [[Dominion (Base Set)|Dominion]] ===<br />
{{Kingdom|Druid|Exorcist|Ghost Town|Idol|Night Watchman|Bandit|Gardens|Mine|Poacher|Smithy|dboon1 = The Earth's Gift|dboon2 = The Flame's Gift|dboon3 = The Forest's Gift|imgwidth = 150|title = Night Shift}}<br />
{{Kingdom|Bard|Conclave|Cursed Village|Devil's Workshop|Tragic Hero|Cellar|Harbinger|Market|Merchant|Moneylender|imgwidth = 150|title = Idle Hands}}<br />
=== Nocturne & [[Intrigue]] ===<br />
{{Kingdom|Cobbler|Conclave|Faithful Hound|Shepherd|Tragic Hero|Bridge|Conspirator|Mill|Nobles|Secret Passage|imgwidth = 150|title = Shadowy Figures|noadd = 1}}<br />
{{Kingdom|Leprechaun|Monastery|Necromancer|Tormentor|Werewolf|Courtier|Lurker|Mining Village|Swindler|Upgrade|imgwidth = 150|title = Impending Doom}}<br />
<br />
=== Nocturne & [[Seaside]] ===<br />
{{Kingdom|Cobbler|Den of Sin|Ghost Town|Raider|Secret Cave|Caravan|Haven|Merchant Ship|Outpost|Tactician|imgwidth = 150|title = The New Black|noadd = 1}}<br />
{{Kingdom|Blessed Village|Cemetery|Idol|Tracker|Tragic Hero|Fishing Village|Ghost Ship|Lookout|Salvager|Treasure Map|imgwidth = 150|title = Forbidden Isle}}<br />
<br />
=== Nocturne & [[Alchemy]] ===<br />
{{Kingdom|Bard|Blessed Village|Cemetery|Sacred Grove|Skulk|Tracker|Alchemist|Apprentice|Transmute|Vineyard|imgwidth = 150|title = Nightmare Fuel}}<br />
=== Nocturne & [[Prosperity]] ===<br />
{{Kingdom|Crypt|Guardian|Night Watchman|Raider|Vampire|Bank|Contraband|Loan|Royal Seal|Venture|imgwidth = 150|title = Treasures of the Night}}<br />
{{Kingdom|Blessed Village|Cemetery|Druid|Tormentor|Tragic Hero|Bishop|Peddler|Talisman|Trade Route|Watchtower|dboon1 = The Swamp's Gift|dboon2 = The River's Gift|dboon3 = The Forest's Gift|imgwidth = 150|title = Day at the Races}}<br />
=== Nocturne & [[Cornucopia]]/[[Guilds]] ===<br />
{{Kingdom|Devil's Workshop|Exorcist|Monastery|Pixie|Shepherd|Baker|Fairgrounds|Farming Village|Fortune Teller|Merchant Guild|imgwidth = 150|title = The Endless Fair}}<br />
{{Kingdom|Blessed Village|Changeling|Fool|Faithful Hound|Sacred Grove|Doctor|Harvest|Herald|Jester|Masterpiece|imgwidth = 150|title = Happy Chaos}}<br />
=== Nocturne & [[Hinterlands]] ===<br />
{{Kingdom|Cobbler|Conclave|Druid|Faithful Hound|Werewolf|Cartographer|Highway|Inn|Oasis|Scheme|dboon1 = The Mountain's Gift|dboon2 = The Sky's Gift|dboon3 = The Sun's Gift|imgwidth = 150|title = Search Party}}<br />
{{Kingdom|Bard|Crypt|Leprechaun|Pooka|Shepherd|Crossroads|Farmland|Haggler|Noble Brigand|Tunnel|imgwidth = 150|title = Counting Sheep}}<br />
=== Nocturne & [[Dark Ages]] ===<br />
{{Kingdom|Cemetery|Cursed Village|Necromancer|Skulk|Tormentor|Armory|Forager|Graverobber|Market Square|Squire|imgwidth = 150|title = Grave Matters|shelters=1}}<br />
{{Kingdom|Changeling|Devil's Workshop|Sacred Grove|Tracker|Vampire|Catacombs|Count|Fortress|Hermit|Rats|imgwidth = 150|title = Rats and Bats|shelters=1}}<br />
<br />
=== Nocturne & [[Adventures]] ===<br />
{{Kingdom|Conclave|Guardian|Pixie|Vampire|Werewolf|Bridge Troll|Giant|Messenger|Ratcatcher|Storyteller|event1 = Quest|imgwidth = 150|title = Monster Mash}}<br />
{{Kingdom|Blessed Village|Druid|Fool|Sacred Grove|Tracker|Caravan Guard|Guide|Haunted Woods|Hireling|Ranger|dboon1 = The Sky's Gift|dboon2 = The Field's Gift|dboon3 = The Sea's Gift|event1 = Pilgrimage|imgwidth = 150|title = Lost in the Woods}}<br />
=== Nocturne & [[Empires]] ===<br />
{{Kingdom|Cemetery|Changeling|Exorcist|Fool|Shepherd|Archive|Castles|Catapult|Engineer|Temple|landmark1 = Tomb|imgwidth = 150|title = Luftschloss}}<br />
{{Kingdom|Faithful Hound|Ghost Town|Pixie|Pooka|Skulk|Chariot Race|Forum|Groundskeeper|Sacrifice|Settlers|event1 = Banquet|imgwidth = 150|title = Pooka Pranks}}<br />
=== Nocturne & [[Renaissance]] ===<br />
{{Kingdom|Experiment|Mountain Village|Old Witch|Research|Spices|Devil's Workshop|Monastery|Shepherd|Skulk|Tragic Hero|project1 = Exploration|imgwidth = 150|title = Becoming a Monster}}<br />
{{Kingdom|Border Guard|Cargo Ship|Scholar|Sculptor|Villain|Blessed Village|Crypt|Faithful Hound|Sacred Grove|Secret Cave|project1 = Cathedral|project2 = Piazza|imgwidth = 150|title = True Believers}}<br />
<br />
=== Nocturne & [[Menagerie (expansion)|Menagerie]] ===<br />
{{Kingdom|Barge|Falconer|Hostelry|Sheepdog|Supplies|Cobbler|Devil's Workshop|Exorcist|Monastery|Skulk|way1=Way of the Sheep|event1=Seize the Day|imgwidth = 150|title = Seize the Night}}<br />
{{Kingdom|Black Cat|Goatherd|Groom|Hunting Lodge|Kiln|Faithful Hound|Pixie|Pooka|Sacred Grove|Shepherd|way1=Way of the Chameleon|event1=Enhance|imgwidth = 150|title = Animal Crackers}}<br />
<br />
<br />
{{Navbox Nocturne}}<br />
{{Navbox expansions}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/IntrigueIntrigue2021-02-24T08:01:56Z<p>Ptl: </p>
<hr />
<div>{{Infobox Set<br />
|name = Intrigue<br />
|type = Standalone (1st) / Expansion (2nd)<br />
<br />
|cards = 500 (1st) / 300 (2nd)<br />
|kingdomcards = 258 (1st) / 268 (2nd)<br />
|kingdomsets = 25/26<br />
|basiccards = 208 (1st only)<br />
|randomizers = 25 (1st) / 26 (2nd)<br />
|blankcards = 8 (1st) / 6 (2nd)<br />
|othercards = 1 [[Trash pile card]] (1st only)<br />
<br />
|theme = *Choices between different effects<br />
* Multi-type [[Victory]] cards<br />
|release = July 2009 (1st) / Fall 2016 (2nd)<br />
|coverartist = Matthias Catrein (1st) / Joshua Stewart (2nd)<br />
|rulebook = https://www.riograndegames.com/wp-content/uploads/2016/09/Dominion-Intrigue-2nd-Edition-Rules.pdf<br />
}}<br />
<br />
'''Intrigue''' is the first expansion to [[Dominion]] designed by [[Donald X. Vaccarino]], released in 2009 by publisher [[Rio Grande Games]]. The box originally contained 25 sets of Kingdom Cards. The first edition contained Basic Supply Cards to support up to 4 players, or up to 6 players when combined with those from [[Dominion (Base Set)|base Dominion]]. A [[second edition]] was released in Fall 2016, updating wording and formatting on cards, removing the [[basic cards]], and replacing [[#Removed_Cards|6 first edition cards]] with [[Update_Packs#Dominion:_Intrigue_Update_Pack|7 new ones]]. The new cards are also available in an [[Update Packs|update pack]] provided to allow existing Intrigue sets to be updated to the second edition form.<br />
<br />
== Contents ==<br />
=== Basic Supply cards ===<br />
These are only available in the first edition; the second edition is only an expansion, so no Basic Supply Cards are included.<br />
* {{Cost|0}}: {{Card|Copper}}, {{Card|Curse}}<br />
* {{Cost|2}}: {{Card|Estate}}<br />
* {{Cost|3}}: {{Card|Silver}}<br />
* {{Cost|5}}: {{Card|Duchy}}<br />
* {{Cost|6}}: {{Card|Gold}}<br />
* {{Cost|8}}: {{Card|Province}}<br />
<br />
=== Kingdom cards, second edition ===<br />
Cards with an asterisk (*) were added in the second edition.<br />
* {{Cost|2}}: {{Card|Courtyard}}, {{Card|Lurker}}*, {{Card|Pawn}} <br />
* {{Cost|3}}: {{Card|Masquerade}}, {{Card|Shanty Town}}, {{Card|Steward}}, {{Card|Swindler}}, {{Card|Wishing Well}} <br />
* {{Cost|4}}: {{Card|Baron}}, {{Card|Bridge}}, {{Card|Conspirator}}, {{Card|Diplomat}}*, {{Card|Ironworks}}, {{Card|Mill}}*, {{Card|Mining Village}}, {{Card|Secret Passage}}*<br />
* {{Cost|5}}: {{Card|Courtier}}*, {{Card|Duke}}, {{Card|Minion}}, {{Card|Patrol}}*, {{Card|Replace}}*, {{Card|Torturer}}, {{Card|Trading Post}}, {{Card|Upgrade}} <br />
* {{Cost|6}}: {{Card|Harem}}, {{Card|Nobles}}<br />
<br />
=== Removed first-edition Kingdom cards ===<br />
These cards were included in the first edition, and [[Removed cards|removed]] from the second edition.<br />
* {{Cost|2}}: {{Card|Secret Chamber}} <br />
* {{Cost|3}}: {{Card|Great Hall}}<br />
* {{Cost|4}}: {{Card|Coppersmith}}, {{Card|Scout}} <br />
* {{Cost|5}}: {{Card|Saboteur}}, {{Card|Tribute}}<br />
<br />
== Flavor text == <br />
{{Quote|<br />
|Text=Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, "The eggs are on the plate." You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/Game/1311-Dominion-Intrigue-2nd-edition the Intrigue rulebook]<br />
}}<br />
<br />
== Mechanics == <br />
{{Quote|<br />
|Text=This is the 1st expansion to the game of Dominion. It has 300 cards. There are [[victory]] cards that do something before the end of the game, cards that interact with victory cards, and underlings that give you a choice as to what they do.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/Game/1311-Dominion-Intrigue-2nd-edition the Intrigue rulebook]<br />
}}<br />
<br />
== Cards gallery ==<br />
=== Kingdom cards ===<br />
{{CardImage|Courtyard}}{{CardImage|Lurker}}{{CardImage|Pawn}}{{CardImage|Masquerade}}{{CardImage|Shanty_Town}}{{CardImage|Steward}}{{CardImage|Swindler}}{{CardImage|Wishing_Well}}{{CardImage|Baron}}{{CardImage|Bridge}}{{CardImage|Conspirator}}{{CardImage|Diplomat}}{{CardImage|Ironworks}}{{CardImage|Mill}}{{CardImage|Mining_Village}}{{CardImage|Secret Passage}}{{CardImage|Courtier}}{{CardImage|Duke}}{{CardImage|Minion}}{{CardImage|Patrol}}{{CardImage|Replace}}{{CardImage|Torturer}}{{CardImage|Trading_Post}}{{CardImage|Upgrade}}{{CardImage|Harem}}{{CardImage|Nobles}}<br />
=== Removed cards ===<br />
{{CardImage|Secret_Chamber}}{{CardImage|Great_Hall}}{{CardImage|Coppersmith}}{{CardImage|Scout}}{{CardImage|Saboteur}}{{CardImage|Tribute}}<br />
<br />
== Impact ==<br />
<br />
Intrigue broadened the range of possible card effects beyond what was available in the [[base set]] in two major ways: it introduced cards that offer a choice between multiple distinct effects, as well as [[Victory]] cards with multiple [[type|types]] and functional effects beyond scoring points. Each of these functions would join the arsenal of basic Dominion card-design elements and go on to be reused by [[Donald X. Vaccarino]] in multiple future [[expansion|expansions]]. They nevertheless have held up as the distinctive theme of Intrigue, which contains more Victory kingdom cards, and more cards that offer an explicit choice between distinct effects, than any other expansion.<br />
<br />
Intrigue also increased the strategic and tactical depth of Dominion beyond what the base set offered by introducing more cards that benefit from advanced play: for example, {{Card|Wishing Well}} rewards careful deck-tracking in a way no card in the base set does; {{Card|Swindler}} requires paying close attention to an opponent's strategy to know what cards will disrupt it; and {{Card|Coppersmith}} and {{Card|Conspirator}} require decks specifically tailored to their strengths to be useful.<br />
<br />
The first-edition of Intrigue developed a somewhat unfounded reputation as a highly attack-heavy expansion: in actuality, Intrigue contained fewer [[Attack]] cards than the base set and fewer than the next expansion, [[Seaside]]. This reputation arose in part from the fact that the Attack cards Intrigue ''did'' have had a reputation as particularly annoying attacks to get hit by (even the relatively weak {{Card|Saboteur}}, which is unpleasant out of proportion to how effective it is), and in part because it had some non-Attack cards ({{Card|Masquerade}} and {{Card|Tribute}}) that affect players in ways that occasionally make them feel like they're being attacked. The second edition has removed both {{Card|Saboteur}} and {{Card|Tribute}}, and has a slightly modified {{Card|Masquerade}} which has been [[Masquerade#First_edition|revised]] to avoid the most [[Masquerade#The_Pin|punishing use]] from the first edition version.<br />
<br />
== Theme ==<br />
Game designer Donald X. offered some insight into some themes of the set [http://forum.dominionstrategy.com/index.php?topic=1818.msg28889#msg28889 here], with how the Kingdom cards fit into that theme:<br />
* 10 Choices: Pawn, Masquerade, Steward, Swindler, Wishing Well, Baron, Mining Village, Minion, Torturer, Nobles<br />
* 7 Also choices, but less unique: Courtyard, Secret Chamber (Passage), Ironworks, Scout (Patrol), Saboteur (Replace), Trading Post, Upgrade<br />
* 4 Victory cards: Great Hall (Mill), Duke, Harem, Nobles<br />
* 5 Cards interacting with Victory cards: Baron, Ironworks, Scout (Patrol), Duke, Tribute (Replace)<br />
* 4 Off-theme: Shanty Town, Bridge, Conspirator, Coppersmith<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:Intrigue_Polish_Bard.jpg|First Polish version (by [[Bard Centrum Gier|Bard]])<br />
File:Intrigue_PL_GFP.jpg|Second Polish Edition (by [[GFP]] - note: this is still Intrigue First Edition)<br />
</gallery><br />
<br />
== Trivia ==<br />
=== In other languages ===<br />
* Chinese: 暗潮洶湧 (pron. ''àncháo xiōngyǒng'', lit. ''surging undercurrent'')<br />
* Czech: Intriky<br />
* Dutch: Intrige<br />
* Finnish: Hovin juonet (lit. ''courtly plots'')<br />
* French: L'Intrigue<br />
* German: Die Intrige<br />
* Hungarian: Intrika<br />
* Italian: Intrigo<br />
* Japanese: 陰謀 (pron. ''inbō'', lit. ''conspiracy'')<br />
* Korean: 장막 뒤의 사람들 (pron. ''jangmag dwiui salamdeul'', lit. ''people behind the curtain'')<br />
* Norwegian: Intrigue<br />
* Polish: Intryga<br />
* Russian: Интрига (pron. ''intriga'')<br />
* Spanish: Intriga<br />
<br />
=== Secret history === <br />
{{Quote<br />
|Text=Intrigue has existed in many forms over the years. It came into being as 12 cards in 2006, immediately became 15 cards, got expanded to 20 cards not too long afterwards, stayed at 20 for a long time, although cards paraded through it, got tried at 16 briefly, went back to 20, then made the leap to 25. Originally the set had three sub-themes; one of them ([[one-shot|one-shots]]) gradually left, and another (decision-making cards) got expanded. The other theme (victory cards that do something) stayed as is but got cards to supplement it. Flavor-wise it always had Intrigue as a tentative theme, but it got much more Intrigue-like during development.<br />
<br />
From the start, Intrigue was groomed to be the first expansion. To me that meant making it the most true to the main set. If the first expansion was especially exotic, then when only the main set and that expansion were out, half the game would consist of this exotic stuff. If the second expansion is the first exotic one, then it's down to a third of your cards (if you have the first expansion too) (of course it's even less if not all of the second expansion is exotic). That seems more reasonable. The mechanics in the first expansion are things that to me are just a basic part of the game; later expansions may not have as many victory cards that do things or cards that say "choose one," but they'll have those things when they're wanted. The main set didn't have those things in part to keep it simple for new players and in part because you can only fit so much in 25 cards.<br />
<br />
Any card that didn't make the set may still make a later set in a fixed-up form, depending on how many expansions actually come out and stuff. So I don't want to just tell you what all of the outtakes were. Probably I can tell you a bit about them though.<br />
<br />
- Two cards went into the main set: {{Card|Feast}} and {{Card|Chancellor}}. In general you probably can't tell anything from the names of transplanted cards, which may have been changed anyway; but in this case they weren't and you can: feasting and chancellors fit right into this set.<br />
<br />
- {{Card|Envoy}} left the set and then became a promo. I am kind of embarrassed by it - it left this set because it didn't add enough to the game, and then it became a promo and well that's still an issue, right? It does at least have the merit there of not making people feel as much like they have to have it. But the thing is, we found out we needed the promo the same day it was needed. There was no time to test a new card, and Envoy was one of a small number of cards that had actually had some external playtesting (other than the cards in the set, which I didn't want to give up). And I do like the card; it totally could have made a later expansion, providing some card-drawing for that expansion and a new experience, if not new decks. They can't all be {{Card|Gardens}}. It's just sad to have this early on because each card matters more now; with just the main set you only have 25 cards and this one does not carve out much new territory. Anyway I suggested it for the promo and it escaped to promo-land and so much for that. Over time it will matter less that it doesn't add so much.<br />
<br />
- There was that broken card that {{Card|Conspirator}} replaced. W. Eric Martin is the one who reported a friend of his getting over 50 coins in a turn with this. Well if I make a fixed-up version I will tell you all about it then.<br />
<br />
- There was that reaction card that didn't make it. It tied into the one-shot theme and just wasn't useful enough without it.<br />
<br />
- There was the attack that {{Card|Swindler}} replaced. I tried three different versions of it, all one-shots, and well people don't like one-shots. It was considered for the promo but just hadn't had any fans.<br />
<br />
- There was another one-shot attack. There was a one-shot card-drawer that moved to a later set. There was another card that was sometimes a one-shot. There was an exotic one-shot that became a non-one-shot and moved to a later set.<br />
<br />
- There was a vanilla card. These are cards that just have some mix of +'s. I think they're worth doing at the rate of like one per expansion or so. They're really uninteresting to hear about but can still fill some important function in the set. There are six in the main set ({{Card|Village}} {{Card|Woodcutter}} {{Card|Smithy}} {{Card|Festival}} {{Card|Laboratory}} {{Card|Market}}) and people do like most of them. But they're not too exciting in expansions. Anyway there was one and it didn't stick around and that's why. The set already had {{Card|Great Hall}} and {{Card|Harem}} and that was plenty of vanilla. It could still show up later, if I ever need exactly what it offers.<br />
<br />
- There was an attack that could steal any type of card, not just treasures. I had a version that I thought was fair, but it slowed the game down way too much. That concept could still come back someday.<br />
<br />
- There was a 2-coin "choose one" card with three weak and complex abilities. Not a crowd-pleaser.<br />
<br />
- There was a card in the {{Card|Gardens}} family that was worth 1 VP per 4 cards in your deck costing up to 2, other than {{Card|Curse}} and Confusion (a Curse-like card that just did nothing). {{Card|Gardens}} is a better version of that concept; limiting it to cheap cards doesn't change much, since cheap cards are what you can most readily buy with {{Card|Gardens}}. I mean it's different but not interestingly so. And counting {{Card|Curse|Curses}} is better than not counting them. This card predated {{Card|Gardens}}, which was originally designed for a later set.<br />
<br />
- There were a couple different cards that had "trash the top card of your deck" as a penalty. Talk about crowd-pleasing.<br />
<br />
- There was another attack that trashed cards; {{Card|Saboteur}} replaced it. Prior to development of the main set, there were a bunch of cards in different expansions that were variations on "trash the top card of each other player's deck." Once it became apparent that that concept was flawed, all of those cards needed reworking, and some just died.<br />
<br />
- There were two other cards that let you discard stuff for an effect, both of which could make it somewhere eventually in some form.<br />
<br />
- There were two {{Card|Workshop}} variants (at different times) that weren't interesting enough. {{Card|Ironworks}} has that slot now.<br />
<br />
And that's that.<br />
|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 />
For more detail on the design of the cards see [[Secret History of the Intrigue Cards]] or the cards themselves.<br />
<br />
== Recommended sets of 10 ==<br />
=== Intrigue only ===<br />
{{Kingdom|Baron|Courtier|Duke|Harem|Ironworks|Masquerade|Mill|Nobles|Patrol|Replace|imgwidth = 150|title = Victory Dance|noadd=1}}<br />
{{Kingdom|Conspirator|Ironworks|Lurker|Pawn|Mining Village|Secret Passage|Steward|Swindler|Torturer|Trading Post|imgwidth = 150|title = The Plot Thickens|noadd=1}}<br />
{{Kingdom|Baron|Conspirator|Courtyard|Diplomat|Duke|Secret Passage|Shanty Town|Torturer|Upgrade|Wishing Well|imgwidth = 150|title = Best Wishes|noadd=1}}<br />
=== Intrigue & [[Dominion (Base Set)|Dominion]] ===<br />
{{Kingdom|Cellar|Festival|Library|Sentry|Vassal|Courtier|Diplomat|Minion|Nobles|Pawn|imgwidth = 150|title = Underlings|noadd=1}}<br />
{{Kingdom|Artisan|Council Room|Market|Militia|Workshop|Bridge|Mill|Mining Village|Patrol|Shanty Town|imgwidth = 150|title = Grand Scheme|noadd=1}}<br />
{{Kingdom|Bandit|Mine|Remodel|Throne Room|Village|Diplomat|Harem|Lurker|Replace|Swindler|imgwidth = 150|title = Deconstruction|noadd=1}}<br />
=== Intrigue & [[Seaside]] ===<br />
{{Kingdom|Secret Passage|Diplomat|Swindler|Wishing Well|Courtier|Lookout|Treasure Map|Ghost Ship|Haven|Outpost|imgwidth = 150|title = A Star to Steer By|noadd=1}}<br />
{{Kingdom|Patrol|Replace|Shanty Town|Trading Post|Pawn|Island|Wharf|Cutpurse|Lighthouse|Warehouse|imgwidth = 150|title = Shore Patrol|noadd=1}}<br />
{{Kingdom|Lurker|Nobles|Duke|Conspirator|Bridge|Salvager|Embargo|Smugglers|Native Village|Treasury|imgwidth = 150|title = Bridge Crossing|noadd=1}}<br />
=== Intrigue & [[Alchemy]] ===<br />
{{Kingdom|Conspirator|Mill|Minion|Pawn|Steward|Golem|Possession|Scrying Pool|Transmute|Vineyard|imgwidth = 150|title = Servants}}<br />
{{Kingdom|Bridge|Masquerade|Minion|Nobles|Shanty Town|Torturer|Familiar|Herbalist|Philosopher's Stone|University|imgwidth = 150|title = Secret Research}}<br />
{{Kingdom|Baron|Ironworks|Lurker|Nobles|Trading Post|Wishing Well|Apothecary|Apprentice|Golem|Scrying Pool|imgwidth = 150|title = Pools, Tools, and Fools|id = poolstoolsfools}}<br />
=== Intrigue & [[Prosperity]] ===<br />
{{Kingdom|Bishop|Counting House|Goons|Monument|Peddler|Baron|Harem|Pawn|Shanty Town|Upgrade|imgwidth = 150|title = Paths to Victory|noadd=1}}<br />
{{Kingdom|Hoard|Talisman|Trade Route|Vault|Watchtower|Bridge|Mill|Mining Village|Pawn|Torturer|imgwidth = 150|title = All Along the Watchtower|noadd=1}}<br />
{{Kingdom|Bank|Expand|Forge|King's Court|Vault|Bridge|Lurker|Patrol|Swindler|Wishing Well|imgwidth = 150|title = Lucky Seven|noadd=1}}<br />
=== Intrigue & [[Cornucopia]] ===<br />
{{Kingdom|Farming Village|Harvest|Horse Traders|Hunting Party|Jester|Minion|Nobles|Pawn|Steward|Swindler|imgwidth = 150|title = Last Laughs|noadd=1}}<br />
{{Kingdom|Fairgrounds|Horn of Plenty|Remake|Tournament|Young Witch|Courtier|Courtyard|Diplomat|Mining Village|Replace|bane = Wishing Well|imgwidth = 150|title = The Spice of Life}}<br />
{{Kingdom|Fortune Teller|Hamlet|Hunting Party|Remake|Tournament|Conspirator|Duke|Harem|Pawn|Secret Passage|imgwidth = 150|title = Small Victories|noadd=1}}<br />
=== Intrigue & [[Hinterlands]] ===<br />
{{Kingdom|Replace|Patrol|Pawn|Shanty Town|Torturer|Cache|Cartographer|Jack of all Trades|Silk Road|Tunnel|imgwidth = 150|title = Money for Nothing|noadd=1}}<br />
{{Kingdom|Conspirator|Duke|Harem|Masquerade|Upgrade|Duchess|Haggler|Inn|Noble Brigand|Scheme|imgwidth = 150|title = The Duke's Ball|id = dukesball|noadd=1}}<br />
=== Intrigue & [[Dark Ages]] ===<br />
{{Kingdom|Armory|Ironmonger|Mystic|Rebuild|Vagrant|Baron|Conspirator|Nobles|Secret Passage|Wishing Well|imgwidth = 150|title = Prophecy|shelters=1}}<br />
{{Kingdom|Beggar|Marauder|Rogue|Squire|Urchin|Diplomat|Harem|Swindler|Torturer|Upgrade|imgwidth = 150|title = Invasion|shelters=1}}<br />
=== Intrigue & [[Guilds]] ===<br />
{{Kingdom|Baker|Doctor|Plaza|Advisor|Masterpiece|Courtyard|Harem|Nobles|Replace|Wishing Well|imgwidth = 150|title = Name That Card|noadd=1}}<br />
{{Kingdom|Stonemason|Herald|Soothsayer|Journeyman|Butcher|Conspirator|Masquerade|Mill|Nobles|Secret Passage|imgwidth = 150|title = Tricks of the Trade|noadd=1}}<br />
{{Kingdom|Merchant Guild|Candlestick Maker|Masterpiece|Taxman|Butcher|Bridge|Pawn|Mining Village|Upgrade|Duke|imgwidth = 150|title = Decisions, Decisions|id = decisionsdecisions|noadd=1}}<br />
=== Intrigue & [[Adventures]] ===<br />
{{Kingdom|Bridge Troll|Duplicate|Page|Raze|Royal Carriage|Conspirator|Courtier|Harem|Nobles|Swindler|event1 = Pilgrimage|imgwidth = 150|title = Royalty Factory}}<br />
{{Kingdom|Artificer|Distant Lands|Gear|Transmogrify|Wine Merchant|Bridge|Pawn|Shanty Town|Steward|Upgrade|event1 = Ball|event2 = Borrow|imgwidth = 150|title = Masters of Finance}}<br />
=== Intrigue & [[Empires]] ===<br />
{{Kingdom|Castles|Crown|Enchantress|Sacrifice|Settlers|Baron|Bridge|Harem|Ironworks|Torturer|event1 = Banquet|landmark1 = Arena|imgwidth = 150|title = Delicious Torture}}<br />
{{Kingdom|Archive|Capital|Catapult|Engineer|Forum|Masquerade|Mining Village|Nobles|Pawn|Trading Post|event1 = Salt the Earth|landmark1 = Wolf Den|imgwidth = 150|title = Buddy System}}<br />
=== Intrigue & [[Nocturne]] ===<br />
{{Kingdom|Cobbler|Conclave|Faithful Hound|Shepherd|Tragic Hero|Bridge|Conspirator|Mill|Nobles|Secret Passage|imgwidth = 150|title = Shadowy Figures|noadd=1}}<br />
{{Kingdom|Leprechaun|Monastery|Necromancer|Tormentor|Werewolf|Courtier|Lurker|Mining Village|Swindler|Upgrade|imgwidth = 150|title = Impending Doom}}<br />
=== Intrigue & [[Renaissance]] ===<br />
{{Kingdom|Experiment|Flag Bearer|Patron|Recruiter|Silk Merchant|Ironworks|Lurker|Patrol|Swindler|Upgrade|project1 = Citadel|artifact1 = Flag|imgwidth = 150|title = Memento Mori}}<br />
{{Kingdom|Acting Troupe|Inventor|Research|Scepter|Scholar|Courtier|Mining Village|Nobles|Replace|Steward|project1 = Fleet|project2 = Sinister Plot|imgwidth = 150|title = Clockwork Court}}<br />
<br />
=== Intrigue & [[Menagerie (expansion)|Menagerie]] ===<br />
{{Kingdom|Camel Train|Cavalry|Goatherd|Paddock|Sheepdog|Mill|Nobles|Pawn|Torturer|Upgrade|way1=Way of the Horse|event1=Commerce|imgwidth=150|title=Dog & Pony Show}}<br />
{{Kingdom|Animal Fair|Bounty Hunter|Coven|Hunting Lodge|Scrap|Courtyard|Diplomat|Lurker|Replace|Wishing Well|way1=Way of the Squirrel|event1=Populate|imgwidth=150|title=Explosions}}<br />
<br />
{{Navbox Intrigue}}<br />
{{Navbox expansions}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Dominion_(Base_Set)Dominion (Base Set)2021-02-24T08:00:05Z<p>Ptl: </p>
<hr />
<div>{{Infobox Set<br />
|name = Dominion<br />
|link = Dominion (Base Set)<br />
|type = Base Game<br />
<br />
|cards = 500<br />
|kingdomcards = 252 (1st) / 262 (2nd)<br />
|kingdomsets = 25/26<br />
|basiccards = 208<br />
|randomizers = 32 (1st) / 26 (2nd)<br />
|blankcards = 7 (1st) / 4 (2nd)<br />
|othercards = 1 [[Trash pile card]] (1st only)<br />
<br />
|mats = 1 Trash mat (2nd only)<br />
<br />
|theme = Simplicity<br />
|release = October 2008 (1st) / Fall 2016 (2nd)<br />
|coverartist = Matthias Catrein (1st) / Julien Delval (2nd)<br />
|rulebook = https://www.riograndegames.com/wp-content/uploads/2016/09/Dominion-2nd-Edition-Rules.pdf<br />
}}<br />
<br />
'''Dominion''', sometimes called '''Base Dominion''', the '''Base Set''', or simply '''Base''', is the first [[Dominion]] game created by [[Donald X. Vaccarino]]. It was released in 2008 by publisher [[Rio Grande Games]]. The box originally contained 25 sets of [[Kingdom]] Cards and [[Basic cards | Basic]] [[Supply]] Cards to support up to 4 players. The base set was also included in the [[Special Edition]] and both the English and German [[Big Box|Big Boxes]]. A [[second edition]] was released in Fall 2016, updating wording and formatting on cards, replacing the [[Trash]] card with a mat, and replacing [[#Removed first-edition Kingdom cards|6 obsoleted first edition cards]] with [[Update Packs#Dominion: Update Pack|7 new ones]]. The new cards are also available in an [[Update Packs|update pack]] provided to allow existing Dominion sets to be updated to the second edition form.<br />
<br />
== Contents ==<br />
=== Basic Supply cards ===<br />
* {{Cost|0}}: {{Card|Copper}}, {{Card|Curse}}<br />
* {{Cost|2}}: {{Card|Estate}}<br />
* {{Cost|3}}: {{Card|Silver}}<br />
* {{Cost|5}}: {{Card|Duchy}}<br />
* {{Cost|6}}: {{Card|Gold}}<br />
* {{Cost|8}}: {{Card|Province}}<br />
<br />
=== Kingdom cards, second edition ===<br />
Cards with an asterisk (*) were added in the second edition.<br />
* {{Cost|2}}: {{Card|Cellar}}, {{Card|Chapel}}, {{Card|Moat}}<br />
* {{Cost|3}}: {{Card|Harbinger}}*, {{Card|Merchant}}*, {{Card|Vassal}}*, {{Card|Village}}, {{Card|Workshop}}<br />
* {{Cost|4}}: {{Card|Bureaucrat}}, {{Card|Gardens}}, {{Card|Militia}}, {{Card|Moneylender}}, {{Card|Poacher}}*, {{Card|Remodel}}, {{Card|Smithy}}, {{Card|Throne Room}}<br />
* {{Cost|5}}: {{Card|Bandit}}*, {{Card|Council Room}}, {{Card|Festival}}, {{Card|Laboratory}}, {{Card|Library}}, {{Card|Market}}, {{Card|Mine}}, {{Card|Sentry}}*, {{Card|Witch}}<br />
* {{Cost|6}}: {{Card|Artisan}}*<br />
<br />
=== Removed first-edition Kingdom cards ===<br />
These cards were included in the first edition, and [[Removed cards|removed]] from the second edition.<br />
* {{Cost|3}}: {{Card|Chancellor}}, {{Card|Woodcutter}}<br />
* {{Cost|4}}: {{Card|Feast}}, {{Card|Spy}}, {{Card|Thief}}<br />
* {{Cost|6}}: {{Card|Adventurer}}<br />
<br />
== Flavor text ==<br />
{{Quote|<br />
|Text=You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner. <br />
But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn’t be proud, but your grandparents, on your mother's side, would be delighted.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/getFile.php?id=2011 the Dominion rulebook]<br />
}}<br />
<br />
== Mechanics ==<br />
{{Quote|<br />
|Text=This is a game of building a deck of [[card]]s. The deck represents your Dominion. It contains your resources, victory points, and the things you can do. It starts out a small sad collection of {{Card|Estate|Estates}} and {{Card|Copper|Coppers}}, but you hope that by the end of the game it will be brimming with {{Card|Gold}}, {{Card|Province|Provinces}}, and the inhabitants and structures of your castle and kingdom. You win by having the most {{VP}} in your deck when the game ends.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/getFile.php?id=2011 the Dominion rulebook]<br />
}}<br />
<br />
== Cards gallery ==<br />
=== Basic cards ===<br />
{{CardImage|Copper}}{{CardImage|Curse}}{{CardImage|Estate}}{{CardImage|Silver}}{{CardImage|Duchy}}{{CardImage|Gold}}{{CardImage|Province}}<br />
=== Kingdom cards ===<br />
{{CardImage|Cellar}}{{CardImage|Chapel}}{{CardImage|Moat}}{{CardImage|Harbinger}}{{CardImage|Merchant}}{{CardImage|Vassal}}{{CardImage|Village}}{{CardImage|Workshop}}{{CardImage|Bureaucrat}}{{CardImage|Gardens}}{{CardImage|Militia}}{{CardImage|Moneylender}}{{CardImage|Poacher}}{{CardImage|Remodel}}{{CardImage|Smithy}}{{CardImage|Throne_Room}}{{CardImage|Bandit}}{{CardImage|Council_Room}}{{CardImage|Festival}}{{CardImage|Laboratory}}{{CardImage|Library}}{{CardImage|Market}}{{CardImage|Mine}}{{CardImage|Sentry}}{{CardImage|Witch}}{{CardImage|Artisan}}<br />
=== Removed cards ===<br />
{{CardImage|Chancellor}}{{CardImage|Woodcutter}}{{CardImage|Feast}}{{CardImage|Spy}}{{CardImage|Thief}}{{CardImage|Adventurer}}<br />
<br />
== Impact ==<br />
As the original game, this set contains the cards that serve as most players' introduction to Dominion. The cards are, for the most part, [[vanilla|simple]], yet compelling. Some of them, like {{Card|Smithy}}, {{Card|Throne Room}}, {{Card|Militia}}, {{Card|Gardens}}, {{Card|Witch}}, {{Card|Chapel}}, and {{Card|Village}}, are important cornerstones to strategies and strategic discussions, and serve as archetypes for [[card category|card categories]]. As such, other cards of those categories have their costs dictated by these cards, as they tend to be these original cards with something "extra." The main strategies ([[engine]], [[big money]], [[slog]], [[rush]] and [[combo]]) all have their roots in this set, in the most basic forms of each.<br />
<br />
The Base set now is often considered simply a gateway to the more complex or "interesting" sets which introduce new mechanics and strategies, but it is the Base set which won the Spiel des Jahres, and it is the Base set which drew most players into the game of Dominion.<br />
<br />
The original Base set had a much lower percentage of [[non-terminal]] Actions than most of the [[expansions]], which gave it a reputation as favoring [[Big Money]] decks over [[engine|engines]].<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:Dominion_Polish_Bard.jpg|First Polish edition (by [[Bard Centrum Gier|Bard]])<br />
File:DominionPolish.jpg|Second Polish edition (by [[Games Factory Publishing|GFP]] - note: this is still Dominion First Edition)<br />
File:DominionPolish2nd.jpg|Polish Second Edition (by [[Games Factory|GF]])<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:BaseArt.jpg|thumb|right|500px|Official Second Edition box art.]]<br />
The Second Edition box art is one of the available backgrounds in [[Dominion Online]].<br />
=== In other languages ===<br />
* Chinese: 皇舆争霸 (pron. ''huáng yú zhēngbà'', lit. ''Struggle for the emperor's throne'')<br />
* Czech: Dominion<br />
* Dutch: <br />
** Dominion: In naam van de Koning! (lit. ''In the name of the King!'') (first edition)<br />
** Dominion: Wie bouwt het mooiste koninkrijk? (lit. ''Who will build the most beautiful kingdom?'') (first edition)<br />
** Dominion: Tweede editie (second edition)<br />
* Finnish: Dominion: Valtakunta (lit. ''The kingdom'')<br />
* French: Dominion: Votre royaume commence ici! (lit. ''Your kingdom begins here!'')<br />
* German: Dominion: Was für eine Welt! (lit. ''What a world!'')<br />
* Greek: Dominion: Ο κυρίαρχος (pron. ''o kyriarchos'', lit. ''The dominant'')<br />
* Hungarian: Dominion<br />
* Italian: Dominion: Nasce un Regno (lit. ''Birth of a kingdom'')<br />
* Japanese: ドミニオン (pron. ''dominion'')<br />
* Korean: 도미니언 (pron. ''dominieon'')<br />
* Norwegian: Dominion<br />
* Polish: <br />
** Dominion: Rozdarte Królestwo (lit. ''A kingdom torn apart'') ([[Bard Centrum Gier|Bard]] edition)<br />
** Dominion ([[GFP]] edition)<br />
* Romanian: Dominion<br />
* Russian: Доминион (pron. ''dominion'')<br />
* Spanish: Dominion<br />
* Swedish: Dominion: Spelet om kungadömet (lit. ''The game of the kingdom'')<br />
<br />
=== Secret history ===<br />
[[Donald X. Vaccarino]] gave an interview to BGN concerning the design of the base set: the [[Secret History of the Dominion Cards]].<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=The big thing is to add more replayability. There are six vanilla cards and probably five would have been fine; the obvious one to replace is {{Card|Woodcutter}}. Woodcutter is a fine card for the main set but the other vanilla cards are all better. That means all of the +buy cards would cost {{Cost|5}} but I can live with that. After that, {{Card|Feast}} adds very little. {{Card|Chancellor}} doesn't add much and would have been better in [[Intrigue]] (where it came from); the fact that it's a puzzler is way better in an expansion than in the main set. And finally there's {{Card|Spy}}. Spy is slow to resolve, that's the big thing. Over the years I have learned that ideally Spy-type attacks don't have +1 action, or don't involve a decision, or both. {{Card|Rabble}} is exactly what I want. Spy has +1 action and involves a decision, so you potentially make tons of decisions per turn. I like decisions but man Spy is not where to get them. It initially got to interact with two attacks that trashed cards from the top of your deck, and that's cool, but now it only interacts with {{Card|Thief}} (in the main set that is), and that combo just isn't worth the slot.<br />
<br />
The way to think of these things is, imagine the replacement cards. Let's say I just take out Woodcutter and Feast and put in {{Card|Wishing Well}} and {{Card|Coppersmith}}. Those are not top-of-the-line adored-by-all go-in-every-deck cards. But they still give you more to do than Woodcutter and Feast do.<br />
<br />
It would be nice if Thief were stronger, but it already scares new players, and once everyone was new. There are some wording tweaks; {{Card|Throne Room}} and {{Card|Moneylender}} should of course say "you may." I would try coloring the coins on the treasures. The Trash card should be a mat instead.<br />
<br />
There are people who complain about various other cards, but I am happy with those, so there.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]<br />
}}<br />
<br />
== Recommended sets of 10 ==<br />
=== Dominion only ===<br />
{{Kingdom|Cellar|Market|Merchant|Militia|Mine|Moat|Remodel|Smithy|Village|Workshop|imgwidth = 150|title = [[First Game]]|noadd = 1}}<br />
{{Kingdom|Artisan|Bandit|Bureaucrat|Chapel|Festival|Gardens|Sentry|Throne Room|Witch|Workshop|imgwidth = 150|title = [[Size Distortion]]|noadd = 1}}<br />
{{Kingdom|Artisan|Bureaucrat|Council Room|Festival|Harbinger|Laboratory|Moneylender|Sentry|Vassal|Village|imgwidth = 150|title = Deck Top|noadd = 1}}<br />
{{Kingdom|Cellar|Council Room|Festival|Gardens|Library|Harbinger|Militia|Poacher|Smithy|Throne Room|imgwidth = 150|title = Sleight of Hand|noadd = 1}}<br />
{{Kingdom|Artisan|Cellar|Market|Merchant|Mine|Moat|Moneylender|Poacher|Remodel|Witch|imgwidth = 150|title = Improvements|noadd = 1}}<br />
{{Kingdom|Bandit|Bureaucrat|Chapel|Harbinger|Laboratory|Merchant|Mine|Moneylender|Throne Room|Vassal|imgwidth = 150|title = Silver & Gold|id = silverandgold|noadd = 1}}<br />
=== Dominion & [[Intrigue]] ===<br />
{{Kingdom|Cellar|Festival|Library|Sentry|Vassal|Courtier|Diplomat|Minion|Nobles|Pawn|imgwidth = 150|title = Underlings|noadd = 1}}<br />
{{Kingdom|Artisan|Council Room|Market|Militia|Workshop|Bridge|Mill|Mining Village|Patrol|Shanty Town|imgwidth = 150|title = Grand Scheme|noadd = 1}}<br />
{{Kingdom|Bandit|Mine|Remodel|Throne Room|Village|Diplomat|Harem|Lurker|Replace|Swindler|imgwidth = 150|title = Deconstruction|noadd = 1}}<br />
=== Dominion & [[Seaside]] ===<br />
{{Kingdom|Artisan|Cellar|Council Room|Vassal|Village|Cutpurse|Ghost Ship|Lookout|Sea Hag|Treasure Map|imgwidth = 150|title = Reach for Tomorrow|noadd = 1}}<br />
{{Kingdom|Festival|Harbinger|Militia|Workshop|Caravan|Explorer|Outpost|Pearl Diver|Pirate Ship|Treasury|imgwidth = 150|title = Repetition|noadd = 1}}<br />
{{Kingdom|Library|Market|Moneylender|Witch|Ambassador|Fishing Village|Haven|Island|Salvager|Smugglers|imgwidth = 150|title = Give and Take|noadd = 1}}<br />
=== Dominion & [[Alchemy]] ===<br />
{{Kingdom|Bandit|Cellar|Council Room|Gardens|Laboratory|Throne Room|Apprentice|Familiar|Possession|University|imgwidth = 150|title = Forbidden Arts}}<br />
{{Kingdom|Cellar|Festival|Militia|Poacher|Smithy|Alchemist|Apothecary|Golem|Herbalist|Transmute|imgwidth = 150|title = Potion Mixers}}<br />
{{Kingdom|Bureaucrat|Market|Moat|Remodel|Vassal|Witch|Alchemist|Golem|Philosopher's Stone|University|imgwidth = 150|title = Chemistry Lesson}}<br />
=== Dominion & [[Prosperity]] ===<br />
{{Kingdom|Artisan|Harbinger|Laboratory|Mine|Moneylender|Bank|Grand Market|Mint|Royal Seal|Venture|imgwidth = 150|title = Biggest Money|noadd = 1}}<br />
{{Kingdom|Bureaucrat|Council Room|Merchant|Moat|Village|Expand|Goons|King's Court|Rabble|Vault|imgwidth = 150|title = The King's Army|id = kingsarmy|noadd = 1}}<br />
{{Kingdom|Artisan|Bureaucrat|Cellar|Gardens|Village|Contraband|Counting House|Hoard|Monument|Mountebank|imgwidth = 150|title = The Good Life|noadd = 1}}<br />
=== Dominion & [[Cornucopia]] ===<br />
{{Kingdom|Cellar|Festival|Militia|Moneylender|Smithy|Harvest|Horn of Plenty|Hunting Party|Menagerie|Tournament|imgwidth = 150|title = Bounty of the Hunt|noadd = 1}}<br />
{{Kingdom|Bureaucrat|Laboratory|Merchant|Poacher|Throne Room|Fortune Teller|Hamlet|Horn of Plenty|Jester|Remake|imgwidth = 150|title = Bad Omens|noadd = 1}}<br />
{{Kingdom|Artisan|Laboratory|Market|Remodel|Workshop|Fairgrounds|Farming Village|Horse Traders|Jester|Young Witch|bane = Merchant|imgwidth = 150|title = The Jester's Workshop|id = jestersworksop}}<br />
=== Dominion & [[Hinterlands]] ===<br />
{{Kingdom|Cellar|Library|Moneylender|Throne Room|Workshop|Highway|Inn|Margrave|Noble Brigand|Oasis|imgwidth = 150|title = Highway Robbery|noadd = 1}}<br />
{{Kingdom|Festival|Laboratory|Remodel|Sentry|Vassal|Crossroads|Farmland|Fool's Gold|Oracle|Spice Merchant|imgwidth = 150|title = Adventures Abroad|noadd = 1}}<br />
=== Dominion & [[Dark Ages]] ===<br />
{{Kingdom|Cellar|Moneylender|Throne Room|Witch|Workshop|Hermit|Hunting Grounds|Mystic|Poor House|Wandering Minstrel|imgwidth = 150|title = High and Low|shelters=1}}<br />
{{Kingdom|Festival|Gardens|Laboratory|Library|Remodel|Altar|Knights|Rats|Scavenger|Squire|imgwidth = 150|title = Chivalry and Revelry|shelters=1}}<br />
=== Dominion & [[Guilds]] ===<br />
{{Kingdom|Laboratory|Cellar|Workshop|Festival|Moneylender|Stonemason|Advisor|Baker|Journeyman|Merchant Guild|imgwidth = 150|title = Arts and Crafts|noadd = 1}}<br />
{{Kingdom|Bandit|Militia|Moneylender|Gardens|Village|Butcher|Baker|Candlestick Maker|Doctor|Soothsayer|imgwidth = 150|title = Clean Living|noadd = 1}}<br />
{{Kingdom|Library|Merchant|Remodel|Market|Sentry|Plaza|Masterpiece|Candlestick Maker|Taxman|Herald|imgwidth = 150|title = Gilding the Lily|noadd = 1}}<br />
=== Dominion & [[Adventures]] ===<br />
{{Kingdom|Market|Merchant|Militia|Throne Room|Workshop|Dungeon|Gear|Guide|Lost City|Miser|event1 = Training|imgwidth = 150|title = Level Up}}<br />
{{Kingdom|Bandit|Bureaucrat|Gardens|Moneylender|Witch|Amulet|Duplicate|Giant|Messenger|Treasure Trove|event1 = Bonfire|event2 = Raid|imgwidth = 150|title = Son of Size Distortion}}<br />
=== Dominion & [[Empires]] ===<br />
{{Kingdom|Cellar|Library|Remodel|Village|Workshop|Enchantress|Forum|Legionary|Overlord|Temple|event1 = Windfall|landmark1 = Orchard|imgwidth = 150|title = Everything in Moderation}}<br />
{{Kingdom|Bureaucrat|Gardens|Laboratory|Market|Moneylender|Catapult|Charm|Farmers' Market|Groundskeeper|Patrician|event1 = Conquest|landmark1 = Aqueduct|imgwidth = 150|title = Silver Bullets}}<br />
=== Dominion & [[Nocturne]] ===<br />
{{Kingdom|Druid|Exorcist|Ghost Town|Idol|Night Watchman|Bandit|Gardens|Mine|Poacher|Smithy|dboon1 = The Earth's Gift|dboon2 = The Flame's Gift|dboon3 = The Forest's Gift|imgwidth = 150|title = Night Shift}}<br />
{{Kingdom|Bard|Conclave|Cursed Village|Devil's Workshop|Tragic Hero|Cellar|Harbinger|Market|Merchant|Moneylender|imgwidth = 150|title = Idle Hands}}<br />
=== Dominion & [[Renaissance]] ===<br />
{{Kingdom|Acting Troupe|Cargo Ship|Recruiter|Seer|Treasurer|Market|Merchant|Mine|Smithy|Vassal|project1 = Road Network|artifact3 = Key|imgwidth = 150|title = It Takes a Villager}}<br />
{{Kingdom|Flag Bearer|Lackeys|Scholar|Swashbuckler|Villain|Cellar|Festival|Harbinger|Remodel|Workshop|project1 = Barracks|project2 = Pageant|artifact1 = Flag|artifact5 = Treasure Chest|imgwidth = 150|title = Capture the Flag}}<br />
<br />
=== Dominion & [[Menagerie (expansion)|Menagerie]] ===<br />
{{Kingdom|Barge|Destrier|Paddock|Stockpile|Supplies|Artisan|Cellar|Market|Mine|Village|way1=Way of the Seal|event1=Stampede|imgwidth=150|title = Pony Express}}<br />
{{Kingdom|Black Cat|Displace|Sanctuary|Scrap|Snowy Village|Bandit|Gardens|Harbinger|Merchant|Moat|way1=Way of the Mole|event1=Toil|imgwidth=150|title = Garden of Cats}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox expansions}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/BanishBanish2020-12-21T22:15:01Z<p>Ptl: /* Synergies/Combos */</p>
<hr />
<div>{{Infobox Event<br />
|name = Banish<br />
|cost = 4<br />
|set = Menagerie<br />
|illustrator = Harald Lieske<br />
|text = Exile any number of cards with the same name from your hand.<br />
}}<br />
<br />
'''Banish''' is an [[Event]] from {{Set|Menagerie}}. It lets you [[Exile]] any number of cards with the same name from your hand.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
* For example, you could Exile three {{Card|Estate|Estates}} from your hand.<br />
<br />
== Strategy ==<br />
Banish is an [[Exile|Exiling]] [[Event]], functioning in some ways like a mass [[trasher]], such as {{Card|Chapel}} or {{Card|Cemetery}}, except with the advantages that exiled victory cards still score and, after thinning is done, no "dead" trashers are left in your deck.<br />
<br />
For example, Silver-Silver openings aiming to buy {{Cost|5}} cards will often result in a hand like Silver-Copper-Copper-Estate-Estate during the second pass through a deck. Banishing two Estates at that point will generally benefit a deck more than buying a cheap [[engine]] component.<br />
<br />
Similarly, on the third pass through a deck, after playing a {{Cost|5}} card that draws cards, hands like Silver-Silver-Copper-Copper-Copper-Copper can Banish the Copper to rapidly thin a deck so that an engine begins to function.<br />
<br />
The relative speed trade-offs between acquiring another engine component versus thinning a deck via Banish will often depend on what other cards are present. Non-terminal [[trash-for-benefit]] engine components, such as {{Card|Raze}}, {{Card|Forager}}, or {{Card|Junk Dealer}}, may be preferable to using Banish and delaying component purchases.<br />
<br />
Effective mass trashing, of course, benefits all types of decks, not just engines. Banish does have a disadvantage compared to other mass trashers when the cards to trash, such as [[Ruins]] or [[Shelters]], have different names.<br />
<br />
In the late game, while [[greening]], Banish can exile multiple Provinces at once when drawing a hand with only {{Cost|4}}. Unless the game is about to end, this will generally help a deck more than buying an Estate. With {{Cost|5}} to {{Cost|7}} in hand, the decision to buy a Duchy versus Banish two Provinces is much tighter.<br />
<br />
Without +Buy, though, Banish is mostly a tactical option useful just two or three times during a game.<br />
<br />
Strategically, Banish functions differently than the exiling cards {{Card|Displace}}, {{Card|Sanctuary}}, or {{Card|Bounty Hunter}}, which lend themselves more to one-province-a-turn "lean and mean" decks than engines that buy multiple Provinces at once.<br />
<br />
With +Buy, Banish can keep a deck buying multiple Provinces from clogging during greening. This is particularly useful in {{Card|Colony}} games, to efficiently march through the Provinces before Colony engines can get going.<br />
<br />
This is less important in Province games, as an engine that buys several Provinces typically "fires" only once or twice before the game ends.<br />
<br />
However, Banish can be effective in [[Alt-VP]] games, where a smaller, faster engine with +Buy can purchase, say, multiple Duchies on one turn and then buy a {{Card|Duke}} while banishing several previous bought Duchies on the next to good effect. This approach can also work with {{Card|Gardens}}, {{Card|Silk Road}}, etc. Banish can thin {{Card|Gardens}} decks of Copper without harming their scoring.<br />
<br />
=== Synergies/Combos ===<br />
* +Buy in Colony or many [[Alt-VP]] games, especially {{Card|Gardens}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal trash-for-benefit cards<br />
* Undesirable cards with variety, such as [[Shelters]], [[Ruins]], etc.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Exile any number of cards with the same name from your hand. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Verbannung || || [[File:Banish.German.png|100px]] || Verbanne beliebig viele deiner Handkarten mit gleichem Namen. ||<br />
|-<br />
!Japanese<br />
| 放逐 (pron. ''hōchiku'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early [[Event]], stayed just like this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/BanishBanish2020-12-21T22:12:02Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Event<br />
|name = Banish<br />
|cost = 4<br />
|set = Menagerie<br />
|illustrator = Harald Lieske<br />
|text = Exile any number of cards with the same name from your hand.<br />
}}<br />
<br />
'''Banish''' is an [[Event]] from {{Set|Menagerie}}. It lets you [[Exile]] any number of cards with the same name from your hand.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
* For example, you could Exile three {{Card|Estate|Estates}} from your hand.<br />
<br />
== Strategy ==<br />
Banish is an [[Exile|Exiling]] [[Event]], functioning in some ways like a mass [[trasher]], such as {{Card|Chapel}} or {{Card|Cemetery}}, except with the advantages that exiled victory cards still score and, after thinning is done, no "dead" trashers are left in your deck.<br />
<br />
For example, Silver-Silver openings aiming to buy {{Cost|5}} cards will often result in a hand like Silver-Copper-Copper-Estate-Estate during the second pass through a deck. Banishing two Estates at that point will generally benefit a deck more than buying a cheap [[engine]] component.<br />
<br />
Similarly, on the third pass through a deck, after playing a {{Cost|5}} card that draws cards, hands like Silver-Silver-Copper-Copper-Copper-Copper can Banish the Copper to rapidly thin a deck so that an engine begins to function.<br />
<br />
The relative speed trade-offs between acquiring another engine component versus thinning a deck via Banish will often depend on what other cards are present. Non-terminal [[trash-for-benefit]] engine components, such as {{Card|Raze}}, {{Card|Forager}}, or {{Card|Junk Dealer}}, may be preferable to using Banish and delaying component purchases.<br />
<br />
Effective mass trashing, of course, benefits all types of decks, not just engines. Banish does have a disadvantage compared to other mass trashers when the cards to trash, such as [[Ruins]] or [[Shelters]], have different names.<br />
<br />
In the late game, while [[greening]], Banish can exile multiple Provinces at once when drawing a hand with only {{Cost|4}}. Unless the game is about to end, this will generally help a deck more than buying an Estate. With {{Cost|5}} to {{Cost|7}} in hand, the decision to buy a Duchy versus Banish two Provinces is much tighter.<br />
<br />
Without +Buy, though, Banish is mostly a tactical option useful just two or three times during a game.<br />
<br />
Strategically, Banish functions differently than the exiling cards {{Card|Displace}}, {{Card|Sanctuary}}, or {{Card|Bounty Hunter}}, which lend themselves more to one-province-a-turn "lean and mean" decks than engines that buy multiple Provinces at once.<br />
<br />
With +Buy, Banish can keep a deck buying multiple Provinces from clogging during greening. This is particularly useful in {{Card|Colony}} games, to efficiently march through the Provinces before Colony engines can get going.<br />
<br />
This is less important in Province games, as an engine that buys several Provinces typically "fires" only once or twice before the game ends.<br />
<br />
However, Banish can be effective in [[Alt-VP]] games, where a smaller, faster engine with +Buy can purchase, say, multiple Duchies on one turn and then buy a {{Card|Duke}} while banishing several previous bought Duchies on the next to good effect. This approach can also work with {{Card|Gardens}}, {{Card|Silk Road}}, etc. Banish can thin {{Card|Gardens}} decks of Copper without harming their scoring.<br />
<br />
=== Synergies/Combos ===<br />
* +Buy and Colony or many [[Alt-VP]] games, especially {{Card|Gardens}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal trash-for-benefit cards<br />
* Undesirable cards with variety, such as [[Shelters]], [[Ruins]], etc.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Exile any number of cards with the same name from your hand. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Verbannung || || [[File:Banish.German.png|100px]] || Verbanne beliebig viele deiner Handkarten mit gleichem Namen. ||<br />
|-<br />
!Japanese<br />
| 放逐 (pron. ''hōchiku'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early [[Event]], stayed just like this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/BanishBanish2020-12-21T22:10:40Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Event<br />
|name = Banish<br />
|cost = 4<br />
|set = Menagerie<br />
|illustrator = Harald Lieske<br />
|text = Exile any number of cards with the same name from your hand.<br />
}}<br />
<br />
'''Banish''' is an [[Event]] from {{Set|Menagerie}}. It lets you [[Exile]] any number of cards with the same name from your hand.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
* For example, you could Exile three {{Card|Estate|Estates}} from your hand.<br />
<br />
== Strategy ==<br />
Banish is an [[Exile|Exiling]] [[Event]], functioning in some ways like a mass [[trasher]], such as {{Card|Chapel}} or {{Card|Cemetery}}, except with the advantages that exiled victory cards still score and, after thinning is done, no "dead" trashers are left in your deck.<br />
<br />
For example, Silver-Silver openings aiming to buy {{Cost|5}} cards will often result in a hand like Silver-Copper-Copper-Estate-Estate during the second pass through a deck. Banishing two Estates at that point will generally benefit a deck more than buying a cheap [[engine]] component.<br />
<br />
Similarly, on the third pass through a deck, after playing a {{Cost|5}} card that draws cards, hands like Silver-Silver-Copper-Copper-Copper-Copper can Banish the Copper to rapidly thin a deck so that an engine begins to function.<br />
<br />
The relative speed trade-offs between acquiring another engine component versus thinning a deck via Banish will often depend on what other cards are present. Non-terminal [[trash-for-benefit]] engine components, such as {{Card|Raze}}, {{Card|Forager}}, or {{Card|Junk Dealer}}, may be preferable to using Banish and delaying component purchases.<br />
<br />
Effective mass trashing, of course, benefits all types of decks, not just engines. Banish does have a disadvantage compared to other mass trashers when the cards to trash, such as [[Ruins]] or [[Shelters]], have different names.<br />
<br />
In the late game, while [[greening]], Banish can exile multiple Provinces at once when drawing a hand with only {{Cost|4}}. Unless the game is about to end, this will generally help a deck more than buying an Estate. With {{Cost|5}} to {{Cost|7}} in hand, the decision to buy a Duchy versus Banish two Provinces is much tighter.<br />
<br />
Without +Buy, though, Banish is mostly a tactical option useful just two or three times during a game.<br />
<br />
Strategically, Banish functions differently than the exiling cards {{Card|Displace}}, {{Card|Sanctuary}}, or {{Card|Bounty Hunter}}, which lend themselves more to one-province-a-turn "lean and mean" decks than engines that buy multiple Provinces at once.<br />
<br />
With +Buy, Banish can keep a deck buying multiple Provinces from clogging during greening. This is particularly useful in {{Card|Colony}} games, to efficiently march through the Provinces before Colony engines can get going.<br />
<br />
This is less important in Province games, as an engine that buys several Provinces typically "fires" only once or twice before the game ends.<br />
<br />
However, Banish can be effective with +Buy in [[Alt-VP]] games, where a smaller, faster engine with +Buy can purchase, say, multiple Duchies on one turn and then buy a {{Card|Duke}} while banishing several previous bought Duchies on the next to good effect. This approach can also work with {{Card|Gardens}}, {{Card|Silk Road}}, etc. Banish can thin {{Card|Gardens}} decks of Copper without harming their scoring.<br />
<br />
=== Synergies/Combos ===<br />
* +Buy and Colony or many [[Alt-VP]] games, especially {{Card|Gardens}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal trash-for-benefit cards<br />
* Undesirable cards with variety, such as [[Shelters]], [[Ruins]], etc.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Exile any number of cards with the same name from your hand. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Verbannung || || [[File:Banish.German.png|100px]] || Verbanne beliebig viele deiner Handkarten mit gleichem Namen. ||<br />
|-<br />
!Japanese<br />
| 放逐 (pron. ''hōchiku'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early [[Event]], stayed just like this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/BanishBanish2020-12-21T22:08:29Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Event<br />
|name = Banish<br />
|cost = 4<br />
|set = Menagerie<br />
|illustrator = Harald Lieske<br />
|text = Exile any number of cards with the same name from your hand.<br />
}}<br />
<br />
'''Banish''' is an [[Event]] from {{Set|Menagerie}}. It lets you [[Exile]] any number of cards with the same name from your hand.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
* For example, you could Exile three {{Card|Estate|Estates}} from your hand.<br />
<br />
== Strategy ==<br />
Banish is an [[Exile|Exiling]] [[Event]], functioning in some ways like a mass [[trasher]], such as {{Card|Chapel}} or {{Card|Cemetery}}, except with the advantages that exiled victory cards still score and, after thinning is done, no "dead" trashers are left in your deck.<br />
<br />
For example, Silver-Silver openings aiming to buy {{Cost|5}} cards will often result in a hand like Silver-Copper-Copper-Estate-Estate during the second pass through a deck. Banishing two Estates at that point will generally benefit a deck more than buying a cheap [[engine]] component.<br />
<br />
Similarly, on the third pass through a deck, after playing a {{Cost|5}} card that draws cards, hands like Silver-Silver-Copper-Copper-Copper-Copper can Banish the Copper to rapidly thin a deck so that an engine begins to function.<br />
<br />
The relative speed trade-offs between acquiring another engine component versus thinning a deck via Banish will often depend on what other cards are present. Non-terminal [[trash-for-benefit]] engine components, such as {{Card|Raze}}, {{Card|Forager}}, or {{Card|Junk Dealer}}, may be preferable to using Banish and delaying component purchases.<br />
<br />
Effective mass trashing, of course, benefits all types of decks, not just engines. Banish does have a disadvantage compared to other mass trashers when the cards to trash, such as [[Ruins]] or [[Shelters]], have different names.<br />
<br />
In the late game, while [[greening]], Banish can exile multiple Provinces at once when drawing a hand with only {{Cost|4}}. Unless the game is about to end, this will generally help a deck more than buying an Estate. With {{Cost|5}} to {{Cost|7}} in hand, the decision to buy a Duchy versus Banish two Provinces is much tighter.<br />
<br />
Without +Buy, though, Banish is mostly a tactical option useful just two or three times during a game.<br />
<br />
Strategically, even with +Buy, Banish functions differently than the exiling cards {{Card|Displace}}, {{Card|Sanctuary}}, or {{Card|Bounty Hunter}}, which lend themselves more to one-province-a-turn "lean and mean" decks than engines that buy multiple Provinces at once.<br />
<br />
With +Buy, Banish can keep a deck buying multiple Provinces from clogging during greening. This is particularly useful in {{Card|Colony}} games, to efficiently march through the Provinces before Colony engines can get going.<br />
<br />
This is less important in Province games, as an engine that buys several Provinces typically "fires" only once or twice before the game ends.<br />
<br />
However, Banish can be effective with +Buy in [[Alt-VP]] games, where a smaller, faster engine with +Buy can purchase, say, multiple Duchies on one turn and then buy a {{Card|Duke}} while banishing several previous bought Duchies on the next to good effect. This approach can also work with {{Card|Gardens}}, {{Card|Silk Road}}, etc. Banish can thin {{Card|Gardens}} decks of Copper without harming their scoring.<br />
<br />
=== Synergies/Combos ===<br />
* +Buy and Colony or many [[Alt-VP]] games, especially {{Card|Gardens}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal trash-for-benefit cards<br />
* Undesirable cards with variety, such as [[Shelters]], [[Ruins]], etc.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Exile any number of cards with the same name from your hand. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Verbannung || || [[File:Banish.German.png|100px]] || Verbanne beliebig viele deiner Handkarten mit gleichem Namen. ||<br />
|-<br />
!Japanese<br />
| 放逐 (pron. ''hōchiku'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early [[Event]], stayed just like this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/BanishBanish2020-12-21T22:07:37Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Event<br />
|name = Banish<br />
|cost = 4<br />
|set = Menagerie<br />
|illustrator = Harald Lieske<br />
|text = Exile any number of cards with the same name from your hand.<br />
}}<br />
<br />
'''Banish''' is an [[Event]] from {{Set|Menagerie}}. It lets you [[Exile]] any number of cards with the same name from your hand.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
* For example, you could Exile three {{Card|Estate|Estates}} from your hand.<br />
<br />
== Strategy ==<br />
Banish is an [[Exile|Exiling]] [[Event]], functioning in some ways like a mass [[trasher]], such as {{Card|Chapel}} or {{Card|Cemetery}}, except with the advantages that exiled victory cards still score and, after thinning is done, no "dead" trashers are left in your deck.<br />
<br />
For example, Silver-Silver openings aiming to buy {{Cost|5}} cards will often result in a hand like Silver-Copper-Copper-Estate-Estate during the second pass through a deck. Banishing two Estates at that point will often benefit a deck more than buying a cheap [[engine]] component.<br />
<br />
Similarly, on the third pass through a deck, after playing a {{Cost|5}} card that draws cards, hands like Silver-Silver-Copper-Copper-Copper-Copper can Banish the Copper to rapidly thin a deck so that an engine begins to function.<br />
<br />
The relative speed trade-offs between acquiring another engine component versus thinning a deck via Banish will often depend on what other cards are present. Non-terminal [[trash-for-benefit]] engine components, such as {{Card|Raze}}, {{Card|Forager}}, or {{Card|Junk Dealer}}, may be preferable to using Banish and delaying component purchases.<br />
<br />
Effective mass trashing, of course, benefits all types of decks, not just engines. Banish does have a disadvantage compared to other mass trashers when the cards to trash, such as [[Ruins]] or [[Shelters]], have different names.<br />
<br />
In the late game, while [[greening]], Banish can exile multiple Provinces at once when drawing a hand with only {{Cost|4}}. Unless the game is about to end, this will generally help a deck more than buying an Estate. With {{Cost|5}} to {{Cost|7}} in hand, the decision to buy a Duchy versus Banish two Provinces is much tighter.<br />
<br />
Without +Buy, though, Banish is mostly a tactical option useful just two or three times during a game.<br />
<br />
Strategically, even with +Buy, Banish functions differently than the exiling cards {{Card|Displace}}, {{Card|Sanctuary}}, or {{Card|Bounty Hunter}}, which lend themselves more to one-province-a-turn "lean and mean" decks than engines that buy multiple Provinces at once.<br />
<br />
With +Buy, Banish can keep a deck buying multiple Provinces from clogging during greening. This is particularly useful in {{Card|Colony}} games, to efficiently march through the Provinces before Colony engines can get going.<br />
<br />
This is less important in Province games, as an engine that buys several Provinces typically "fires" only once or twice before the game ends.<br />
<br />
However, Banish can be effective with +Buy in [[Alt-VP]] games, where a smaller, faster engine with +Buy can purchase, say, multiple Duchies on one turn and then buy a {{Card|Duke}} while banishing several previous bought Duchies on the next to good effect. This approach can also work with {{Card|Gardens}}, {{Card|Silk Road}}, etc. Banish can thin {{Card|Gardens}} decks of Copper without harming their scoring.<br />
<br />
=== Synergies/Combos ===<br />
* +Buy and Colony or many [[Alt-VP]] games, especially {{Card|Gardens}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal trash-for-benefit cards<br />
* Undesirable cards with variety, such as [[Shelters]], [[Ruins]], etc.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Exile any number of cards with the same name from your hand. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Verbannung || || [[File:Banish.German.png|100px]] || Verbanne beliebig viele deiner Handkarten mit gleichem Namen. ||<br />
|-<br />
!Japanese<br />
| 放逐 (pron. ''hōchiku'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early [[Event]], stayed just like this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/BanishBanish2020-12-21T22:06:03Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Event<br />
|name = Banish<br />
|cost = 4<br />
|set = Menagerie<br />
|illustrator = Harald Lieske<br />
|text = Exile any number of cards with the same name from your hand.<br />
}}<br />
<br />
'''Banish''' is an [[Event]] from {{Set|Menagerie}}. It lets you [[Exile]] any number of cards with the same name from your hand.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
* For example, you could Exile three {{Card|Estate|Estates}} from your hand.<br />
<br />
== Strategy ==<br />
Banish is an [[Exile|Exiling]] [[Event]], functioning in some ways like a mass [[trasher]], such as {{Card|Chapel}} or {{Card|Cemetery}}, except with the advantages that exiled victory cards still score and, after thinning is done, no "dead" trashers are left in your deck.<br />
<br />
For example, Silver-Silver openings aiming to buy {{Cost|5}} cards will often result in a hand like Silver-Copper-Copper-Estate-Estate during the second pass through a deck. Banishing two Estates at that point will often benefit a deck more than buying a cheap [[engine]] component.<br />
<br />
Similarly, on the third pass through a deck, after playing a {{Cost|5}} card that draws cards, hands like Silver-Silver-Copper-Copper-Copper-Copper can Banish the Copper to rapidly thin a deck so that an engine begins to function.<br />
<br />
The relative speed trade-offs between acquiring another engine component versus thinning a deck via Banish will often depend on what other cards are present. Non-terminal [[trash-for-benefit]] engine components, such as {{Card|Raze}}, {{Card|Forager}}, or {{Card|Junk Dealer}}, may be preferable to using Banish and delaying component purchases.<br />
<br />
Effective mass trashing, of course, benefits all types of decks, not just engines. Banish does have a disadvantage compared to other mass trashers when the cards to trash, such as [[Ruins]] or [[Shelters]], have different names.<br />
<br />
In the late game, while [[greening]], Banish can exile multiple Provinces at once when drawing a hand with only {{Cost|4}}. Unless the game is about to end, this will generally help a deck more than buying an Estate. With {{Cost|5}} to {{Cost|7}} in hand, the decision to buy a Duchy versus Banish two Provinces is much tighter.<br />
<br />
Without +Buy, though, Banish is mostly a tactical option useful just two or three times during a game.<br />
<br />
Strategically, even with +Buy, Banish functions differently than the exiling cards {{Card|Displace}}, {{Card|Sanctuary}}, or {{Card|Bounty Hunter}}, which lend themselves more to one-province-a-turn "lean and mean" decks than engines that buy multiple Provinces at once.<br />
<br />
With +Buy, Banish can keep a deck buying multiple Provinces from clogging during greening. This is particularly useful in {{Card|Colony}} games, to efficiently march through the Provinces before Colony engines can get going.<br />
<br />
This is less important in Province games, as an engine that buys several Provinces typically "fires" only once or twice before the game ends.<br />
<br />
However, Banish can be effective with +Buy in [[Alt-VP]] games, where a smaller, faster engine with +Buy can purchase, say, multiple Duchies on one turn and then buy a {{Card|Duke}} while banishing several previous bought Duchies on the next to good effect. This approach can also work with {{Card|Gardens}}, {{Card|Silk Road}}, etc. With +Buy, Banish can be used to thin {{Card|Gardens}} decks of Copper without harming their scoring.<br />
<br />
=== Synergies/Combos ===<br />
* +Buy and Colony or many [[Alt-VP]] games, especially {{Card|Gardens}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal trash-for-benefit cards<br />
* Undesirable cards with variety, such as [[Shelters]], [[Ruins]], etc.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Exile any number of cards with the same name from your hand. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Verbannung || || [[File:Banish.German.png|100px]] || Verbanne beliebig viele deiner Handkarten mit gleichem Namen. ||<br />
|-<br />
!Japanese<br />
| 放逐 (pron. ''hōchiku'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early [[Event]], stayed just like this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/BanishBanish2020-12-21T22:05:12Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Event<br />
|name = Banish<br />
|cost = 4<br />
|set = Menagerie<br />
|illustrator = Harald Lieske<br />
|text = Exile any number of cards with the same name from your hand.<br />
}}<br />
<br />
'''Banish''' is an [[Event]] from {{Set|Menagerie}}. It lets you [[Exile]] any number of cards with the same name from your hand.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
* For example, you could Exile three {{Card|Estate|Estates}} from your hand.<br />
<br />
== Strategy ==<br />
Banish is an [[Exile|Exiling]] [[Event]], functioning in some ways like a mass [[trasher]], such as {{Card|Chapel}} or {{Card|Cemetery}}, except with the advantages that exiled victory cards still score and, after thinning is done, no "dead" trashers are left in your deck.<br />
<br />
For example, Silver-Silver openings aiming to buy {{Cost|5}} cards will often result in a hand like Silver-Copper-Copper-Estate-Estate during the second pass through a deck. Banishing two Estates at that point will often benefit a deck more than buying a cheap [[engine]] component.<br />
<br />
Similarly, on the third pass through a deck, after playing a {{Cost|5}} card that draws cards, hands like Silver-Silver-Copper-Copper-Copper-Copper can Banish the Copper to rapidly thin a deck so that an engine begins to function.<br />
<br />
The relative speed trade-offs between acquiring another engine component versus thinning a deck via Banish will often depend on what other cards are present. Non-terminal [[trash-for-benefit]] engine components, such as {{Card|Raze}}, {{Card|Forager}}, or {{Card|Junk Dealer}}, may be preferable to using Banish and delaying component purchases.<br />
<br />
Effective mass trashing, of course, benefits all types of decks, not just engines. Banish does have a disadvantage compared to other mass trashers when the cards to trash, such as [[Ruins]] or [[Shelters]], have different names.<br />
<br />
In the late game, while [[greening]], Banish can exile multiple Provinces at once when drawing a hand with only {{Cost|4}}. Unless the game is about to end, this will generally help a deck more than buying an Estate. With {{Cost|5}} to {{Cost|7}} in hand, the decision to buy a Duchy versus Banish two Provinces is much tighter.<br />
<br />
Without +Buy, though, Banish is mostly a tactical option useful just two or three times during a game.<br />
<br />
Strategically, even with +Buy, Banish functions differently than the exiling cards {{Card|Displace}}, {{Card|Sanctuary}}, or {{Card|Bounty Hunter}}, which lend themselves more to one-province-a-turn "lean and mean" decks then engines that buy multiple Provinces at once.<br />
<br />
With +Buy, Banish can keep a deck buying multiple Provinces from clogging during greening. This is particularly useful in {{Card|Colony}} games, to efficiently march through the Provinces before Colony engines can get going.<br />
<br />
This is less important in Province games, as an engine that buys several Provinces typically "fires" only once or twice before the game ends.<br />
<br />
However, Banish can be effective with +Buy in [[Alt-VP]] games, where a smaller, faster engine with +Buy can purchase, say, multiple Duchies on one turn and then buy a {{Card|Duke}} while banishing several previous bought Duchies on the next to good effect. This approach can also work with {{Card|Gardens}}, {{Card|Silk Road}}, etc. With +Buy, Banish can be used to thin {{Card|Gardens}} decks of Copper without harming their scoring.<br />
<br />
=== Synergies/Combos ===<br />
* +Buy and Colony or many [[Alt-VP]] games, especially {{Card|Gardens}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal trash-for-benefit cards<br />
* Undesirable cards with variety, such as [[Shelters]], [[Ruins]], etc.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Exile any number of cards with the same name from your hand. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Verbannung || || [[File:Banish.German.png|100px]] || Verbanne beliebig viele deiner Handkarten mit gleichem Namen. ||<br />
|-<br />
!Japanese<br />
| 放逐 (pron. ''hōchiku'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early [[Event]], stayed just like this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/BanishBanish2020-12-21T22:03:41Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Event<br />
|name = Banish<br />
|cost = 4<br />
|set = Menagerie<br />
|illustrator = Harald Lieske<br />
|text = Exile any number of cards with the same name from your hand.<br />
}}<br />
<br />
'''Banish''' is an [[Event]] from {{Set|Menagerie}}. It lets you [[Exile]] any number of cards with the same name from your hand.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
* For example, you could Exile three {{Card|Estate|Estates}} from your hand.<br />
<br />
== Strategy ==<br />
Banish is an [[Exile|Exiling]] [[Event]], functioning in some ways like a mass [[trasher]], such as {{Card|Chapel}} or {{Card|Cemetery}}, except with the advantages that exiled victory cards still score and, after thinning is done, no "dead" trashers are left in your deck.<br />
<br />
For example, Silver-Silver openings aiming to buy {{Cost|5}} cards will often result in a hand like Silver-Copper-Copper-Estate-Estate during the second pass through a deck. Banishing two Estates at that point will often benefit a deck more than buying a cheap [[engine]] component.<br />
<br />
Similarly, on the third pass through a deck, after playing a {{Cost|5}} card that draws cards, hands like Silver-Silver-Copper-Copper-Copper-Copper can Banish the Copper to rapidly thin a deck so that an engine begins to function.<br />
<br />
The relative speed trade-offs between acquiring another engine component versus thinning a deck via Banish will often depend on what other cards are present. Non-terminal [[trash-for-benefit]] engine components, such as {{Card|Raze}}, {{Card|Forager}}, or {{Card|Junk Dealer}}, may be preferable to using Banish and delaying component purchases.<br />
<br />
Effective mass trashing, of course, benefits all types of decks, not just engines. Banish does have a disadvantage compared to other mass trashers when the cards to trash, such as [[Ruins]] or [[Shelters}], have different names.<br />
<br />
In the late game, while [[greening]], Banish can exile multiple Provinces at once when drawing a hand with only {{Cost|4}}. Unless the game is about to end, this will generally help a deck more than buying an Estate. With {{Cost|5}} to {{Cost|7}} in hand, the decision to buy a Duchy versus Banish two Provinces is much tighter.<br />
<br />
Without +Buy, though, Banish is mostly a tactical option useful just two or three times during a game.<br />
<br />
Strategically, even with +Buy, Banish functions differently than the exiling cards {{Card|Displace}}, {{Card|Sanctuary}}, or {{Card|Bounty Hunter}}, which lend themselves more to one-province-a-turn "lean and mean" decks then engines that buy multiple Provinces at once.<br />
<br />
With +Buy, Banish can keep a deck buying multiple Provinces from clogging during greening. This is particularly useful in {{Card|Colony}} games, to efficiently march through the Provinces before Colony engines can get going.<br />
<br />
This is less important in Province games, as an engine that buys several Provinces typically "fires" only once or twice before the game ends.<br />
<br />
However, Banish can be effective with +Buy in [[Alt-VP]] games, where a smaller, faster engine with +Buy can purchase, say, multiple Duchies on one turn and then buy a {{Card|Duke}} while banishing several previous bought Duchies on the next to good effect. This approach can also work with {{Card|Gardens}}, {{Card|Silk Road}}, etc. With +Buy, Banish can be used to thin {{Card|Gardens}} decks of Copper without harming their scoring.<br />
<br />
=== Synergies/Combos ===<br />
* +Buy and Colony or many [[Alt-VP]] games, especially {{Card|Gardens}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal trash-for-benefit cards<br />
* Undesirable cards with variety, such as [[Shelters]], [[Ruins]], etc.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Exile any number of cards with the same name from your hand. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Verbannung || || [[File:Banish.German.png|100px]] || Verbanne beliebig viele deiner Handkarten mit gleichem Namen. ||<br />
|-<br />
!Japanese<br />
| 放逐 (pron. ''hōchiku'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early [[Event]], stayed just like this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/BanishBanish2020-12-21T21:59:25Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Event<br />
|name = Banish<br />
|cost = 4<br />
|set = Menagerie<br />
|illustrator = Harald Lieske<br />
|text = Exile any number of cards with the same name from your hand.<br />
}}<br />
<br />
'''Banish''' is an [[Event]] from {{Set|Menagerie}}. It lets you [[Exile]] any number of cards with the same name from your hand.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
<br />
* For example, you could Exile three {{Card|Estate|Estates}} from your hand.<br />
<br />
== Strategy ==<br />
Banish is an [[Exile|Exiling]] [[Event]], functioning in some ways like a mass [[trasher]], such as {{Card|Chapel}} or {{Card|Cemetery}}, except with the advantages that exiled victory cards still score and, after thinning is done, no "dead" trashers are left in your deck.<br />
<br />
For example, Silver-Silver openings aiming to buy {{Cost|5}} cards will often result in a hand like Silver-Copper-Copper-Estate-Estate during the second pass through a deck. Banishing two Estates at that point will often benefit a deck more than buying a cheap [[engine]] component.<br />
<br />
Similarly, on the third pass through a deck, after playing a {{Cost|5}} card that draws cards, hands like Silver-Silver-Copper-Copper-Copper-Copper can Banish the Copper to rapidly thin a deck so that an engine begins to function.<br />
<br />
The relative speed trade-offs between acquiring another engine component versus thinning a deck via Banish will often depend on what other cards are present. Non-terminal [[trash-for-benefit]] engine components, such as {{Card|Raze}}, {{Card|Forager}}, or {{Card|Junk Dealer}}, may be preferable to using Banish and delaying component purchases.<br />
<br />
Effective mass trashing, of course, benefits all types of decks, not just engines. Banish does have a disadvantage compared to other mass trashers when the cards to trash, such as [[Ruins]] or [[Shelters}], have different names.<br />
<br />
In the late game, while [[greening]], Banish can exile multiple Provinces at once when drawing a hand with only {{Cost|4}}. Unless the game is about to end, this will generally help a deck more than buying an Estate. With {{Cost|5}} to {{Cost|7}} in hand, the decision to buy a Duchy versus Banish two Provinces is much tighter.<br />
<br />
Without +Buy, though, Banish is mostly a tactical option useful just two or three times during a game.<br />
<br />
Strategically, even with +Buy, Banish functions differently than the exiling cards {{Card|Displace}}, {{Card|Sanctuary}}, or {{Card|Bounty Hunter}}, which lend themselves more to one-province-a-turn "lean and mean" decks then engines that buy multiple Provinces at once.<br />
<br />
With +Buy, Banish can keep a deck buying multiple Provinces from clogging during greening. This is particularly useful in {{Card|Colony}} games, to efficiently march through the Provinces before Colony engines can get going.<br />
<br />
This is less important in Province games, as an engine that buys several Provinces typically "fires" only once or twice before the game ends.<br />
<br />
However, Banish can be effective with +Buy in [[Alt-VP]] games, where a smaller, faster engine with +Buy can purchase, say, multiple Duchies on one turn and then buy a {{Card|Duke}} while banishing several previous bought Duchies on the next to good effect. This approach can also work with {{Card|Gardens}}, {{Card|Silk Road}}, etc.<br />
<br />
=== Synergies/Combos ===<br />
* +Buy and Colony or many [[Alt-VP]] games<br />
<br />
=== Antisynergies ===<br />
* Non-terminal trash-for-benefit cards<br />
* Undesirable cards with variety, such as [[Shelters]], [[Ruins]], etc.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Exile any number of cards with the same name from your hand. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Verbannung || || [[File:Banish.German.png|100px]] || Verbanne beliebig viele deiner Handkarten mit gleichem Namen. ||<br />
|-<br />
!Japanese<br />
| 放逐 (pron. ''hōchiku'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early [[Event]], stayed just like this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-21T20:42:06Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}} is less useful. Silvers are used to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference from Remodel is that Displace can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once a deck is both Displacing and buying Victory cards to ensure a steady supply of Gold. If a deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep a deck cycling or exiled into a Province.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, makes one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with even cost Alt-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
* Colony games<br />
* Shelters<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Golden_DeckGolden Deck2020-12-12T04:52:22Z<p>Ptl: /* Beyond VP chips */ Minor word-smithing for clarity</p>
<hr />
<div>A '''Golden Deck''' is any deck that, every turn, gives the player the same hand and nets them +{{VP}}. Usually a Golden Deck consists of the five-card deck {{Card|Bishop}}-{{Card|Gold}}-{{Card|Silver}}(x2)-{{Card|Province}}, allowing the player to Bishop a Province for 5{{VP}} and buy another Province.<br />
<br />
== The Standard Golden Deck ==<br />
The single deck commonly referred to as a Golden Deck is a five-card deck with<br />
* Three treasures which, combined, are worth {{Cost|7}} or {{Cost|8}}<br />
* One {{Card|Bishop}}<br />
* One {{Card|Province}}<br />
<br />
Every turn, this deck can play Bishop to trash a Province for 5{{VP}}, and then use {{Cost|8}} to buy a new Province, earning VP without changing the state of your hand or deck. More generally, "a Golden Deck" is used to refer to any deck that shares that property - you are guaranteed the same draws every turn, and you earn {{VP}} without changing the composition of your deck. <br />
<br />
== Setting it up ==<br />
* The standard setup for a Golden Deck requires [[opening]] with {{Card|Bishop}}/{{Card|Chapel}}. Opening {{Card|Steward}}/Steward or {{Card|Lookout}}/Bishop is also possible, though significantly slower.<br />
* Your aim is to [[trash]] your starting cards as fast as possible; almost always err on the side of trashing faster rather than buying, unless you would go below {{Cost|3}} total in your whole deck. When your starting cards are gone (or perhaps one card before that), you should end up drawing the Bishop and Chapel together, and use the Bishop to get rid of the now useless Chapel.<br />
* You should not need to buy more than two {{Card|Silver|Silvers}}. Buying one {{Card|Gold}} will be easy once your deck gets down to 5 cards.<br />
* Drawing your Chapel on turn 5 will seriously mess you up. There's not much you can do about that.<br />
* Once the deck is set up, trash Province every turn and buy Province, until the game is over.<br />
* Sometimes you will find it natural to get two Golds and one Silver, rather than the other way around. In this case you will not need to trash when you buy the last Province, which is 1{{VP}} better for you.<br />
* If the [[Penultimate Province Rule]] is a concern, you can instead switch to buying and trashing Gold for 4{{VP}} per turn instead of 5{{VP}} for trashing Provinces. (This gives you a significant advantage over a player who is [[duchy dancing]], since you are getting more {{VP}} per turn and also not clogging your deck.) If you have one Gold, you might also trash Silver and buy Gold, anticipating a Province buy without trashing as described above.<br />
* The {{Event|Donate}} event from [[Empires]] allows a faster setup with no (further) shuffle luck, especially on anything but a 2/5 opening. For 5/2, Donate turn 1 and keep 3 Coppers; repay on turn 2; buy Silver on turn 3 and Bishop on turn 4, then proceed normally. For 4/3, Donate turn 1 and keep ''4'' Coppers, repay on turn 2, buy the Bishop on turn 3, and replace a Copper with Silver on turn 4. For 3/4, buy Silver on turn 1; Donate on turn 2, keeping the Silver and 2 Coppers; repay on turn 3; buy Bishop on turn 4. Either way, you begin trashing Provinces on turn 8. On 2/5, keep 3 Coppers; it will unavoidably take an extra turn to repay the Debt, but after that it works the same way. (With perfect shuffle luck, Bishop/Chapel starts trashing Provinces on turn 9 - though this also requires careful play, deliberately not trashing one of the Coppers when there is an opportunity to do so.)<br />
<br />
== Strategy ==<br />
* The Golden Deck is weak against many [[Attack|Attacks]]. <br />
** [[Curser|Cursers]] and other [[junking attack|junking attacks]] can cause you to have a 6-card deck instead of a 5-card deck, thus breaking your combo; you will be forced to spend turns trashing incoming junk and not buying/trashing Provinces.<br />
** [[Handsize attack|Discard attack]]s will leave you with a 3-card hand. (Once the deck is set up, unless you want to risk "breaking" it, the best you can really do here is to trash and replace a Silver - so you only get 2{{VP}} that turn. Or if you have a 2-Gold setup, you can "downgrade" to a 1-Gold setup, claiming 4{{VP}} this turn.)<br />
** However, once the Golden Deck gets going, it is immune to [[trashing attack|trashing attacks]] and {{Card|Spy}}-type Attacks, because your entire deck is in your hand; there's no deck for the Attacks to target.<br />
** If there is {{Card|Lighthouse}} in the supply you can exchange Silver for Lighthouses for an Attack-resilient Golden Deck. You want to get exactly two Lighthouses, playing one each turn (with the other out as a Duration from the previous turn). Keep in mind that {{Card|Ill-Gotten Gains}} and {{Card|Masquerade}} still hurt you. You can also still be {{Card|Possession|Possessed}} (in this case, stick with one Gold; then your opponent can't claim a Province from your deck without giving you the Bishop VP as well).<br />
* The Golden Deck is weak against strong [[engine|engines]] that don't stall. 5{{VP}} per turn isn't actually that many; it will beat strategies that stall after picking up a few Provinces, but engines that can continue to pick up Provinces without stalling and can detour for {{Card|Duchy|Duchies}} (or which can pick up a lot of VP in other ways, e.g. massive {{Card|Goons}} or {{Card|Monument}} engines) will be able to overtake a Golden Deck. This is especially true since the opponent will have the benefit of a lot of Bishop trashing early. <br />
* {{Card|Colony}} games do not favor a Golden Deck, since Colonies are effectively worth only 1 more {{VP}} than Provinces to you (since you are trashing them for 6{{VP}} instead of 5) but 4 more to your opponent (who is keeping them in deck for their face value). Given its overall power, however, the Golden Deck is still often strong in such games, in either Colony OR Province form, depending on your opponent's strategy.<br />
* If behind with a golden deck (or in a close game against an opponent who is likely to stall), the deck can continue to get slightly fewer points almost indefinitely by trashing and buying other expensive cards (not just Province and Colony), typically {{Card|Gold}} (or {{Card|Platinum}} in a Colony game)<br />
<br />
== Variants ==<br />
Though the standard Golden Deck is (Bishop, Gold, Gold, Silver, Province), there are many ways to achieve consistent VP gain. <br />
* Decks which gain Gold cards with {{Card|Tunnel}} and then trash them for {{VP}}<br />
* {{Card|Colony}} Golden Decks such as {{Card|Platinum}}, Platinum, Bishop, Colony, Colony<br />
* {{Card|Peddler}} instead of Province also gives 5{{VP}}, but is cheaper to buy<br />
* [[Combo: Bishop and Fortress]]<br />
* 5-card decks with {{Card|Monument|Monuments}}, potentially with {{Card|Throne Room}} or {{Card|King's Court}} to maximize points.<br />
* 5-card decks with {{Card|Goons}} and {{Card|Watchtower}} score points by buying cheap cards, and maintain the 5-card deck by trashing the incoming buys.<br />
* 4-card decks with 2x {{Card|Poor House}}, {{Card|Bishop}} and any +actions.<br />
*Three {{card| Fool's Gold}} and a {{card| Bishop}}. With this, you can buy a province each turn and trash it the next repeating the cycle like a normal Golden Deck<br />
=== Beyond 5-card setups ===<br />
<br />
There are a few ways to build a larger deck so that it is guaranteed to draw itself and score points without your deck composition changing.<br />
<br />
* [[Cantrip|Cantrips]] can be mixed in to this strategy more or less freely, although there needs to be a good reason to pick them up or else they are just a distraction. On a board with light trashing and {{Card|Familiar}}, for example (such that going straight for the Golden Deck will be much too slow), you might start out attacking with Familiar and transition into a Golden Deck later; there is no need in this case to remove the Familiars with your Bishop.<br />
* {{Card|King's Court|King's Court}}/{{Card|Scheme|Scheme}} combos can come into play here as well; each turn you top-deck KC-KC-Scheme-X-X (or similar) in such a way that you're guaranteed to draw the rest of your deck (although if the pieces are in place to do this, you quite likely have even better options!)<br />
* Two {{Card|Tactician|Tacticians}} may allow you to play an 11-card Golden Deck, inspired by the basic [[Double Tactician]] engine idea. Each turn you trash one or more cards, generate virtual coin in whatever way, and then buy replacements. This especially works well with the {{Card|Tunnel}} variant, since you will be discarding your hand to Tactician anyway, which takes care of enabling the Gold gain from Tunnel.<br />
* {{Card|Alchemist}} stacks work great for this as well (this especially helps out with the Goons/Watchtower variant, since you will only be able to play at most 3 Goons with a "basic" 5-card Golden Deck). You only need one {{Card|Potion}} in the "steady state"; just make sure that at least 1/3 of your deck is Alchemists.<br />
* {{Card|Menagerie}} or {{Card|Stables}} can make the Golden Deck mostly resilient against [[discard attack|discard attacks]].<br />
<br />
=== Beyond VP chips ===<br />
<br />
There are a few strategies which score points by gaining [[Victory card|Victory cards]] as usual but can still maintain the same 5-card hand each turn.<br />
<br />
* The [[Combo: Chancellor and Stash|Scavenger-Stash combo]] can guarantee a hand of 4 Stashes and a Scavenger each turn and buy Provinces without ever seeing them in hand.<br />
* Some decks involving {{Card|King's Court}} and {{Card|Scheme}} can guarantee the same hand of [[Action]] cards will be drawn each turn. For example, a hand of two King's Courts, two Schemes, and a {{Card|Mandarin}} can buy a Province and top-deck itself each turn.<br />
* With {{Card|Mandarin}} in the supply, a hand of four distinct Treasures adding up to {{Cost|8}} or more plus a {{Card|Horn of Plenty}} can buy a Province or Colony, gain a Mandarin, and top-deck itself each turn - see ([[Combo: Horn of Plenty and Mandarin]]). Alternatively, you can use four Treasures adding up to at least {{Cost|12}} (e.g. four {{Card|Gold}}) and a {{Card| Counterfeit}} or {{Card| Charm}}, also allowing you to buy a Province and Mandarin every turn.<br />
* Several combinations of three cards can give you +1 action, +1 buy, and enough coin to purchase an {{Card|Island}} and another victory card. This allows you to repeatedly Island the the victory card and buy the replacements. This works best if the other Victory card is {{Card|Silk Road}}. Two {{Card|Fishing Village}}s (one played each turn), a {{Card|Quarry}}, and a {{Card|Bridge}} are an inexpensive combo that can manage this.<br />
<br />
* Many cards that use the [[Exile]] mat can create a Golden deck. For example, either {{Card|Sanctuary}} or {{Card|Bounty Hunter}} can be used with 2 {{Card|Gold|Golds}}, 1 {{Card|Silver}}, and 1 {{Card|Province}} to have a Golden Deck. You exile the Province and gain one each turn. With {{Card|Displace}}, you have to have some [[cantrip]] in the game in order to keep up the Golden deck. With {{Event|Banish}}, you need some +Buy. Though this is hard in a Province game, it is much easier in a Colony game. For example, 2 {{Card|Platinum|Platinums}}, 1 {{Card|Gold}}, 1 {{Card|Nomad Camp}}, and 1 {{Card|Colony}}, can gain a Colony and Banish the one in hand.<br />
<br />
{{Navbox Prosperity}}<br />
{{Navbox Card combos}}<br />
[[Category:Combo]]</div>Ptlhttps://wiki.dominionstrategy.com/index.php/FortressFortress2020-12-12T04:43:44Z<p>Ptl: Added Villa note and generalized some Dark Ages specific text</p>
<hr />
<div>{{Infobox Card<br />
|name = Fortress<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Marco Morte<br />
|text = '''+1 Card<br>+2 Actions'''<br />
|text2 = When you trash this, put it into your hand.<br />
}}<br />
<br />
'''Fortress''' is an [[Action]] card from [[Dark Ages]]. When played, it gives the same +1 Card/+2 Actions as {{Card|Village}}; it costs more because if you trash it, it just goes back into your hand! This enables a variety of cute combos with [[trash for benefit]] cards. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you draw a card and get +2 Actions. <br />
* If this is trashed, you take it from the trash and put it into your hand. <br />
* This happens no matter whose turn it is when Fortress is trashed. <br />
* It is not optional. <br />
* You still trashed Fortress, even though you get it back; for example if you play {{Card|Death Cart}} and choose to trash Fortress, the "if you don't" on Death Cart is false, you did trash an Action, so you do not trash Death Cart.<br />
<br />
=== Other Rules clarifications ===<br />
* When you put Fortress in your hand after trashing it, it is not 'gained' - you just put it in your hand. You can't reveal {{Card|Trader}} or {{Card|Watchtower}} to do something else with it.<br />
* If a {{Card|Possession|Possessed}} player's Fortress is trashed, the Possessing player chooses whether to put it back in hand immediately, as usual, or to set it aside with other trashed cards, to be returned to the Possessed player's discard pile at the end of the turn.<br />
* If you trash a Fortress from the [[Supply]] with {{Card|Lurker}}, you put the Fortress into your hand.<br />
<br />
== Strategy Article ==<br />
There isn't a strategy article for Fortress, which is sad because it's a fun card! <br />
<br />
In many cases, Fortress will play the same as a {{Card|Village}} which happens to cost {{Cost|4}}. No big deal, you can run your [[engine]] off of that, too, like a {{Card|Walled Village}} or something. But Fortress has extremely powerful interactions with many [[trasher|trashers]]. They are unique enough that it is worth going through them individually, since all the trash-for-benefit cards start behaving very differently when they no longer actually have to permanently trash a card from your hand to give the benefit! <br />
<br />
* Many cards that trash for no benefit have no particular interaction with Fortress. This includes {{Card|Chapel}}, {{Card|Steward}}, {{Card|Dame Anna}}, {{Card|Jack of all Trades}}, {{Card|Masquerade}}, {{Card|Amulet}}, {{Event|Donate}}, {{Card|Monastery}}, {{Card|Cemetery}}, {{Project|Sewers}}, {{Card|Sauna}}, {{Card|Ratcatcher}}, {{Event|Plan}}, {{Boon|The Flame's Gift}}, {{Card|Goat}}, {{Card|Goatherd}}, {{Way|Way of the Goat}}, {{Card|Church}} - nothing in particular happens with them and Fortress. <br />
* Cards that can only trash fixed numbers of cards.<br />
** {{Card|Trading Post}} can be used as a {{Card|Silver}}-gainer if you have Fortresses in hand - "trash" two Fortresses to gain a Silver, immediately get them back. This can also let Trading Post be used as a single-card trasher when you have only one card to trash. <br />
** {{Card|Mercenary}} has an ability which activates only if you trash two cards. Late-game, when you have nothing to trash, you can use two Fortresses to keep using your Mercenary as a [[Handsize attack]]. <br />
** {{Card|Count}} can trash your whole hand and only your whole hand. If you keep Fortresses in hand (and perhaps put something back on top of the deck with Count) you can keep playing your turn after trashing your hand.<br />
** {{Event|Bonfire}} although you don't have to trash a Fortress, can go into your hand if you want it to (maybe if you want to buy a Villa, Advance, or Enhance?).<br />
* Cards that trash from the top of your deck.<br />
** {{Card|Lookout}} not only becomes a far less risky play in the late game with a few Fortresses in your deck, but it also becomes a cantrip if it hits a Fortress, letting it act as a momentum-conserving sifter rather than the dead card it usually becomes once you're done trashing.<br />
** {{Card|Sentry}} becomes borderline broken with a large supply Fortresses and a little luck. Did your Sentry find two Fortresses? Put them both in your hand, and suddenly your sifter/trasher has become a double {{Card|Laboratory}}!<br />
** {{Card|Doctor}} can be used in the late game to harmlessly pick Fortresses off the top of your deck. However, unlike the previous examples, Doctor's unreliable draw is terminal, making this strategy unadvised unless you know you have multiple Fortresses topdecked (or if you have the actions to spare) . <br />
* The {{Card|Remodel}} family - cards which trash and gain. With Fortress, these become [[gainer|gainers]] which can directly gain expensive actions - like {{Card|University|Universities}} but with fewer restrictions!<br />
** {{Card|Remodel}}, {{Card|Replace}}, and {{Event|Enhance}} can all gain cards up to {{Cost|6}}.<br />
** {{Card|Remake}} and {{Card|Upgrade}} can gain you {{Cost|5}}-cost cards (and Upgrade is even a [[cantrip]] when used like that!) <br />
** {{Card|Develop}} can gain two cards, a {{Cost|5}} and a {{Cost|3}}, which immediately go on your deck. You can then play your Fortress to draw one of them! <br />
** {{Card|Farmland}}... well, buying Farmland with a Fortress in hand can get you a second Farmland for a total of 4VP, or maybe you can get a {{Card|Gold}} for a pseudo-{{Card|Hoard}} effect. Not so impressive compared to others on this list, since Farmland's trashing happens during your buy phase and by then it's too late to play the Fortress from your hand.<br />
** Likewise with {{Card|Governor}}, you can (not)trash a Fortress to gain a {{Cost|6}} or a Gold, if you'd rather give the opponent a chance to trash rather than gain a Silver. Not so impressive. Especially since the opponent can choose to trash a Fortress and thus gain a {{Cost|5}}-coster for free. <br />
** {{Card|Graverobber}} and {{Card|Expand}} can gain you {{Cost|7}} cards - but that's just a tad short of what you need for a {{Card|Province}}. Perhaps you want to stock up on {{Card|King's Court|King's Courts}}? Maybe if Upgrade or Remake are in the Kingdom...<br />
** {{Card|Butcher}} can gain you powerful {{Cost|5}} cards while also giving you a Coffers. Also, you can eventually turn the Fortresses into Provinces.<br />
** {{Card|Stonemason}} gains 2 {{Cost|3}} cards, and only costs {{Cost|2}}!<br />
** {{Card|Transmogrify}} can gain you free {{Cost|5}} cards at the beginning of your turn straight to your hand!<br />
** {{Card|Zombie Mason}}, which is played by {{Card|Necromancer}} can gain {{Cost|5}} cards, but it is very unreliable and probably won't hit a Fortress.<br />
** {{Card|Exorcist}} gains Imps and Wisps, and Imps can be very hard to get<br />
** {{Card|Improve}} gives you both +{{Cost|2}} but also gains a card costing {{Cost|5}}. It also doesn't trash from your hand, so can be used after you played the Fortress.<br />
** {{Card|Dismantle}} gains a {{Cost|3}} card and a Gold.<br />
* Mandatory trashers - cards that give some benefit but require you to trash a card to get it. <br />
** {{Card|Rats}} turns into a straight-up cantrip Rats gainer when you have a Fortress in hand. If you have a reason for wanting all 20 Rats in the end-game, maybe to pile them out or to pump up your {{Card|Gardens}}, Fortress can help you get them without having them eat the rest of your deck. <br />
** {{Card|Altar}} can target Fortress if you just want to gain cards without trashing anything.<br />
** {{Card|Death Cart}} can become a terminal {{Card|Platinum}} with no drawback if you have Fortress in hand. <br />
** {{Card|Junk Dealer}}, {{Card|Trade Route}} and {{Card|Forager}} can be used for the +{{Cost|}} and +Buy in the late-game.<br />
** {{Event|Trade}} can gain {{Card|Silver|Silvers}}, although if you have a Fortress, you probably are playing an [[engine]], in which case you probably don't want the Silvers.<br />
** {{Card|Temple}} can trash a Fortress if you have no cards in hand that you want to trash.<br />
** {{Card|Bat}} can turn back into a Vampire for free if you have a Fortress in hand.<br />
** {{Project|Cathedral}} can trash Fortress once you have run out of useless cards.<br />
** {{Event|Advance}} can gain {{Cost|6}} Actions without having to trash anything. This is probably best used with +Buy.<br />
** {{Card|Zombie Apprentice}}, which is played by {{Card|Necromancer}} gives you a double Lab effect.<br />
** {{Card|Hideout}} can still give the Village effect with a Fortress in hand.<br />
** {{Card|Priest}} gives the player the {{Cost}} without having to trash anything.<br />
* Situational trashers - a few cards with weird trashing properties. <br />
** {{Card|Forge}} becomes pretty great, since you can Forge two Fortresses into a Province. {{Card|Throne Room}} a Forge? Two Provinces! King's Court a Forge? Three Provinces! Ah ah ah! <br />
** {{Card|Transmute}}... well, Transmuting a Fortress can gain you a Duchy for free. Seems sorta sad putting this on the line right after Forge. King's Court a Transmute for three Duchies... Ah ah ah... <br />
** {{Card|Hermit}} can trash a Fortress from your discard pile to put it in your hand. <br />
** {{Card|Watchtower}} isn't really a trasher, but can put the Fortress into your hand immediately after you gain it (say, with {{Card|Ironworks}}) by "trashing" it.<br />
** {{Card|Lurker}} can gain a Fortress straight to hand.<br />
** {{Card|Catapult}} can give the opponent Curses while getting money for a {{Cost|3}} card!<br />
** {{Card|Sacrifice}} gives the {{Card|Lost City}} effect.<br />
* [[Trashing attack|Trashing attacks]]. <br />
** {{Card|Saboteur}}, {{Card|Swindler}}, and {{Card|Knights}} give the attacked player a benefit by putting the Fortress in their hand if they hit it.<br />
** {{Card|Swindler}} also gives out a presumably bad {{Cost|4}} card, but how bad can that be.{{Card|Thief|.}}{{Card|Coppersmith|.}}{{Card|Scout|?}} <br />
* {{Card|Procession}}!!!!! Now we get to the meat of this list, with all of the broken combos!<br />
** This gets its own bullet point and sub-bullet point. Playing Procession on Fortress gets you +2 cards and +4 Actions, AND lets you gain a {{Cost|5}} action. You have all the actions you need to play all those juicy expensive terminals. Awesome. <br />
* Standard [[trash for benefit]] cards are all amazing with Fortress.<br />
** {{Card|Apprentice}} draws you four cards - that's as good as THREE {{Card|Laboratory|Laboratories}}, or like a {{Card|Village}} followed by a {{Card|Hunting Grounds}}. Consider your deck drawn. <br />
** {{Card|Salvager}} gives +{{Cost|4}} and a buy. Pretty nice. <br />
** {{Card|Trader}} gives you four {{Card|Silver|Silvers}}. Probably not that impressive if you're running an engine that will get gummed up, though. Maybe with {{Card|Feodum}} this is a good idea, or if you've trashed all the treasure in your deck already. (Maybe with {{Card|Counterfeit}}?)<br />
** {{Card|Raze}} gives you one card from the top 4, which is like a much more powerful {{Card|Border Guard}}.<br />
** {{Event|Ritual}} essentially gains you a card worth {{VP|3}} by trashing a Fortress<br />
** {{Card|Research}} does the same as Apprentice, but for the next turn.<br />
** {{Card|Recruiter}} can give 4 Villagers, but often you already have enough Actions because of the Fortresses. On the other hand, Recruiter can be used for its draw if you have nothing to trash.<br />
** {{Card|Scrap}} can be used as a {{Card|Market}} or a lot of other things.<br />
** And in the spirit of saving the best for last, {{Card|Bishop|BISHOP}}. Bishop and Fortress combine to create an endless unstoppable [[Golden Deck]] of pure victory points. Even with no other cards, if you have a deck of four Bishops and four Fortresses, you can play all four Bishops every turn, trash the same Fortress four times for an incredible 12 {{VP}} per turn with no change in deck composition and no chance of bad shuffle luck. King's Court can trivially ratchet this up to 18 {{VP}}/turn, and I don't even want to think about what you could do if you made it into a setup with [[double Tactician]].<br />
<br />
Terminal trash-for-benefit trashers are sometimes awkward with Fortress until a deck can reliably draw two Fortresses. Buying a {{Card|Villa}} can often usefully continue a turn in this situation.<br />
<br />
=== Synergies/Combos ===<br />
To summarize the list above:<br />
* Fortress is absolutely amazing with {{Card|Procession}} and {{Card|Bishop}}.<br />
* It can have very powerful interactions with other [[trash for benefit]] cards like {{Card|Apprentice}} or {{Card|Salvager}}<br />
* {{Card|Villa}} when paired with terminal [[trash for benefit]] cards<br />
* It can be used to provide endless fuel to mandatory-trashers that give other benefits like {{Card|Altar}} or {{Card|Death Cart}}<br />
* It can defend against [[trashing attack|trashing attacks]]<br />
* In a pinch, it can function as a standard {{Card|Village}}<br />
=== Antisynergies ===<br />
* Lack of trashers makes it a boring {{Card|Village}}<br />
* And when would you ever get it in [[Big Money]]?<br />
*{{Card|Governor}} (sort of)<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|FortressOld|Fortress}} || {{CardVersionImage|FortressDigitalOld|Fortress from Goko/Making Fun}} || '''+1 Card'''. '''+2 Actions'''.<br>When you trash this, put it into your hand. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Fortress|Fortress}} || {{CardVersionImage|FortressDigital|Fortress from Shuffle iT}} || '''+1 Card'''. '''+2 Actions'''.<br>When you trash this, put it into your hand. || 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 />
| Pevnost || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Vesting || || || ||<br />
|-<br />
!Finnish<br />
| Linnoitus || || || ||<br />
|-<br />
!French<br />
| Forteresse || || || ||<br />
|-<br />
!German<br />
| Festung || {{CardVersionImage|Fortress German-HiG|German Version by Hans im Glück}} || || '''+1 Karte<br>+2 Aktionen'''<br>Wenn du diese Karte entsorgst, nimm<br>sie zurück auf die Hand. ||<br />
|-<br />
!Japanese<br />
| 城塞 (pron. ''jōsai'') || || || '''+1 カードを引く'''。 '''+2 アクション'''。 これを廃棄するとき、手札に加える。 ||<br />
|-<br />
!Korean<br />
| 요새 (pron. ''yosae'') || || || ||<br />
|-<br />
!Polish<br />
| Forteca || || || || Although Polish version is not released, this card is referred to in the Polish version of ''[[Empires]]'' rulebook<br />
|-<br />
!Russian<br />
| Крепость (pron. ''kryepost''') || || || ||<br />
|-<br />
!Spanish<br />
| Fortaleza || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:FortressArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally this also went back to your hand if you revealed it from your deck. In the end that seemed way too wonky. Without that it ends up just being a village in games without ways to usefully trash it, but well it is pretty cool when you are trashing it. Or someone else is. For a long time the card was called Walled Village, but then I needed that name for the Carcassonne promo<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 Dark Ages}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Talk:ExpansionsTalk:Expansions2020-12-08T22:38:18Z<p>Ptl: </p>
<hr />
<div>The three sizes used in this article are: "small", "large" and "extra-large".<br />
<br />
The jump from the six 24-26 Kingdom cards expansions to the two 30 card expansions is +4, which is more than the jump from 30 to 33, the first of the two "extra-large" 33 and 35 card expansions. Perhaps, the two 30 card expansions should be moved to the extra-large category?<br />
<br />
Would "small (12-13)", "medium (24-26)", and "large (30-35)" expansions, measured in Kingdom cards, be better terms?<br />
<br />
Currently, there would 3x Small, 6x medium, and 4x Large expansions using this terminology.<br />
[[User:Ptl|Ptl]] ([[User talk:Ptl|talk]]) 17:36, 8 December 2020 (EST)</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Talk:ExpansionsTalk:Expansions2020-12-08T22:37:33Z<p>Ptl: </p>
<hr />
<div>The three sizes used in this article are: "small", "large" and "extra-large".<br />
<br />
The jump from the six 24-26 Kingdom cards expansions to the two 30 card expansions is +4, which is more than the jump from 30 to 33, the first of the two "extra-large" 33 and 35 card expansions. Perhaps, the two 30 cards expansions should be moved to the extra-large category?<br />
<br />
Would "small (12-13)", "medium (24-26)", and "large (30-35)" expansions, measured in Kingdom cards, be better terms?<br />
<br />
Currently, there would 3x Small, 6x medium, and 4x Large expansions using this terminology.<br />
[[User:Ptl|Ptl]] ([[User talk:Ptl|talk]]) 17:36, 8 December 2020 (EST)</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Talk:ExpansionsTalk:Expansions2020-12-08T22:36:21Z<p>Ptl: </p>
<hr />
<div>The three sizes used in this article are: "small", "large" and "extra-large".<br />
<br />
The jump from the six 24-26 Kingdom cards expansions to the two 30 card expansions is +4, which is more than the jump from 30 to 33, the first of the two "extra-large" 33 and 35 card expansions. Perhaps, the two 30 cards expansions should be moved to the extra-large category?<br />
<br />
Would "small (12-13)", "standard (24-26)", and "large (30-35)" expansions, measured in Kingdom cards, wbe better terms?<br />
<br />
Currently, there would 3x Small, 6x Standard, and 4x Large expansions using this terminology.<br />
[[User:Ptl|Ptl]] ([[User talk:Ptl|talk]]) 17:36, 8 December 2020 (EST)</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Talk:ExpansionsTalk:Expansions2020-12-08T22:35:33Z<p>Ptl: </p>
<hr />
<div>The three sizes used in this article are: "small", "large" and "extra-large".<br />
<br />
The jump from the six 24-26 Kingdom cards expansions to the two 30 card expansions is +4, which is more than the jump from 30 to 33, the first of the two "extra-large" 33 and 35 card expansions. Perhaps, the two 30 cards expansions should be moved to the extra-large category?<br />
<br />
Would "small (12-13)", "standard (24-26)", and "large (30-35)" expansions, measured in Kingdom cards, would be better terms?<br />
<br />
Currently, there would 3x Small, 6x Standard, and 4x Large expansions using this terminology.</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Talk:ExpansionsTalk:Expansions2020-12-08T22:30:38Z<p>Ptl: </p>
<hr />
<div>The three sizes used in this article are: "small", "large" and "extra-large".<br />
<br />
Perhaps, "small (12-13)", "standard (24-26)", and "large (30-35)" expansions, measured in Kingdom cards, would be better terms?</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Talk:ExpansionsTalk:Expansions2020-12-08T22:24:57Z<p>Ptl: Created page with "The three sizes used in this article are: "small", "large" and "extra-large". Perhaps, "small", "standard", and "large" would be better terms?"</p>
<hr />
<div>The three sizes used in this article are: "small", "large" and "extra-large".<br />
<br />
Perhaps, "small", "standard", and "large" would be better terms?</div>Ptlhttps://wiki.dominionstrategy.com/index.php/HerbalistHerbalist2020-12-07T21:56:06Z<p>Ptl: </p>
<hr />
<div>{{Infobox Card<br />
|name = Herbalist<br />
|cost = 2<br />
|type1 = Action<br />
|combo1 = Philosopher's Stone<br />
|combo2 = Alchemist<br />
|illustrator = Harald Lieske<br />
|text = '''+1 Buy'''<br/>+{{Cost|1}}<br />
|text2 = When you discard this from play, you may put one of your Treasures from play onto your deck.<br />
}}<br />
<br />
'''Herbalist''' is an [[Action]] from [[Alchemy]]. It only gives +{{Cost|1}} and +1 Buy, but allows you to put a [[Treasure]] on top of your deck to use again next turn. Even though Herbalist is the only Alchemy card which does not explicitly mention {{Card|Potion|Potions}} in any way, its ability is perfectly suited for reusing Potions. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you get +{{Cost|1}} and [[+Buy|+1 Buy]].<br />
* When you discard this from play in Clean-up, you may choose a Treasure card you have in play, and put that card on your deck.<br />
* You choose what order to discard cards during Clean-up; so for example if you have Herbalist, Potion, and {{Card|Alchemist}} in play, you could choose to discard Alchemist first, putting it on top of your deck, then discard Herbalist, and put Potion on top of your deck.<br />
* If you have multiple Herbalists in play, each one will let you put another Treasure from play onto your deck when you discard it.<br />
<br />
=== Other Rules clarifications ===<br />
* Using Herbalist with {{Card|Throne Room}} or {{Card|King's Court}} does not allow you to top-deck more than one Treasure per Herbalist card. Using Herbalist with {{Card|Procession}} doesn't allow you to top-deck any Treasures at all, since you never actually discard the Herbalist.<br />
* Herbalist cannot top-deck {{Card|Spoils}} or any Treasure doubled by {{Card|Counterfeit}}, as they are no longer in play when Herbalist is discarded.<br />
<br />
== Strategy ==<br />
In a pinch, it can be used to provide a +Buy in an [[engine]], like a weaker version of {{Card|Woodcutter}} (which is already pretty weak) - you'll have to find a good time to buy it, since if you get it too early it'll hurt your buying power and if you buy it too late you won't get much use out of its +Buy and you'll have to use {{Cost|8}} on a {{Cost|2}}-cost card. Though it can be used to return {{Card|Gold}} and {{Card|Platinum}} cards to the top of your deck, this is surprisingly difficult to do - in a [[Big Money]]-like game, you won't have a way to match up your Herbalist with your good Treasures in the first place, whereas in an [[engine]]-like game you'd rather draw an engine component rather than have your Treasure in hand immediately. <br />
<br />
Herbalist's best use is with {{Card|Potion}}-cost cards, such as with the [[Combo: Philosopher's Stone and Herbalist]], and the [[Combo: Alchemist and Herbalist]]. <br />
=== Synergies/Combos ===<br />
* [[Combo: Philosopher's Stone and Herbalist]]: Herbalist provides the +Buy to bloat your deck and the {{Card|Philosopher's Stone|Philosopher's Stones}} worth mega-bucks, and the Treasure-reuse to reuse Potions early and Philosopher's Stones late. <br />
* [[Combo: Alchemist and Herbalist]]: Use Herbalist to put the Potion back on top so you always draw it with your {{Card|Alchemist|Alchemists}}, to put the Alchemists on top. <br />
* With {{Card|Scheme}}, Herbalist can be used to keep putting the same treasure back on top over and over without having to buy up lots of terminal Herbalists. <br />
* {{Card|Vineyard}} benefits from reusing the same Potion (to buy Vineyards fast in the late-game) and is powered up by cheap actions with +buy (Herbalist).<br />
* [[Treasure|Treasures]] you want to use more time: {{Card|Quarry}}, {{Card|Hoard}}, {{Card|Bank}}, etc.<br />
* Combines well with {{Card|Fool's Gold}}, helps buy more early on, then lets you reuse it.<br />
*{{card|Capital}} because the debt doesn't come into effect.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|HerbalistOld|Herbalist}} || {{CardVersionImage|HerbalistDigitalOld|Herbalist from Goko/Making Fun}} || '''+1 Buy'''. +{{Cost|1}}.<br>When you discard this from play, you may put one of your Treasures from play on top of your deck. || Alchemy 1st Edition || May 2010<br />
|-<br />
| {{CardVersionImage|Herbalist|Herbalist}} || {{CardVersionImage|HerbalistDigital|Herbalist from Shuffle iT}} || '''+1 Buy'''. +{{Cost|1}}.<br>When you discard this from play, you may put one of your Treasures from play onto your deck. || Alchemy [[Second Edition|2nd Edition]] || December 2018 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 中藥舖 (pron. ''zhōng yàopù'', lit. ''Chinese medicine shop'') || || ||<br />
|- <br />
!Czech <br />
| Bylinkář || || || <br />
|-<br />
!Dutch <br />
| Kruidenexpert (lit. ''herb expert'') || || || <br />
|-<br />
!Finnish <br />
| Yrttikauppias (lit. ''herb dealer'') || || || <br />
|-<br />
!French <br />
| Herboriste || || || <br />
|-<br />
!German <br />
| Kräuterkundiger || {{CardVersionImage|Herbalist German-ASS|German language Herbalist}} || || '''+1 Kauf'''<br>'''+{{Cost|1}}'''<br>Wenn du diese Karte ablegst, darfst du eine ausgespielte Geldkarte verdeckt zurück auf den Nachziehstapel legen.<br />
|-<br />
!Italian <br />
| Erborista || || ||<br />
|-<br />
!Japanese <br />
| 薬草商 (pron. ''yakusōshō'', lit. ''medicinal herbs merchant'') || || || '''+1 購入'''。+{{Cost|1}}。これを場から捨て札にするとき、場の財宝カード1枚を山札の上に置いてもよい。<br />
|-<br />
!Russian <br />
| Травник (pron. ''travnik'') || || {{CardLangVersionImage|DigitalRussian}} || '''+1 '''. +{{Cost|1}}.<br>Когда вы сбрасываете эту карту из игры, можете положить одно из вашних Сокровищ из игры на верх колоды.<br />
|-<br />
!Spanish <br />
| Herbalista || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:HerbalistArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=This started out in Prosperity, in a slightly more complex form. This set needed a {{Cost|2}} with +1 buy, to help support potions, and it had one. Some people complained about it though, 1) for being boring, although man, you need some simple cards here and there, and 2) for being the only card in the set that had nothing to do with potions. So we tried out this one to replace it and it seemed fine. Some people preferred the old one though. People seemed about 50-50 on it. I was 50-50 on it. In the end I felt like this card would be more interesting in this set than in most sets, and the other card could just go anywhere.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 The Secret History of the Alchemy Cards]<br />
}}<br />
<br />
{{Navbox Alchemy}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T21:36:19Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}} is less useful. Silvers are used to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference from Remodel is that Displace can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once a deck is both Displacing and buying Victory cards to ensure a steady supply of Gold. If a deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep a deck cycling or exiled into a Province.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, makes one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost Alt-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
* Colony games<br />
* Shelters<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T21:32:55Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}} is less useful. Silvers are used to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference from Remodel is that Displace can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once a deck is both Displacing and buying Victory cards to ensure a steady supply of Gold. If a deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep a deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, makes one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost Alt-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
* Colony games<br />
* Shelters<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T21:29:19Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}} is less useful. Silvers are used to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves you with enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, makes one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost Alt-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
* Colony games<br />
* Shelters<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T21:28:50Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}} is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves you with enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, makes one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost Alt-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
* Colony games<br />
* Shelters<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-12-07T11:28:53Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[trash for benefit]] variant where, instead of [[trash]]ing a card, it [[exile]]s it. Compared to {{Card|Moneylender}}, Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as {{Card|Forager}} or {{Card|Junk Dealer}}, is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the trasher and has the additional feature of being able to exile the trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than {{Card|Sentry}}, a trasher and sifter that replaces itself and trashes/sifts your future draws (or next hand). However, if [[non-terminal draw]], such as {{Card|Caravan}} or {{Card|Laboratory}}, is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from {{Card|Mountebank}}, {{Card|Cultist}}, or {{Card|Witch}}, that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a {{Card|Spoils}}, useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing {{Card|Menagerie}} or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when {{Card|Fairgrounds}} or {{Landmark|Museum}} is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter and other exiling cards, such as {{Card|Sanctuary}} and {{Card|Displace}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Event|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-12-07T11:27:32Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[trash for benefit]] variant where, instead of [[trash]]ing a card, it [[exile]]s it. Compared to {{Card|Moneylender}}, Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as {{Card|Forager}} or {{Card|Junk Dealer}}, is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the trasher and has the additional feature of being able to exile the trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than {{Card|Sentry}}, a trasher and sifter that replaces itself and trashes/sifts your future draws (or next hand). However, if [[non-terminal draw]], such as {{Card|Caravan}} or {{Card|Laboratory}}, is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from {{Card|Mountebank}}, {{Card|Cultist}}, or {{Card|Witch}}, that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a {{Card|Spoils}}, useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing {{Card|Menagerie}} or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when {{Card|Fairgrounds}} or {{Landmark|Museum}} is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as {{Card|Sanctuary}} and {{Card|Displace}}, makes one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Event|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:26:42Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves you with enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, makes one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost Alt-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
* Colony games<br />
* Shelters<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:24:31Z<p>Ptl: /* Antisynergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves you with enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost Alt-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
* Colony games<br />
* Shelters<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:24:07Z<p>Ptl: /* Antisynergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves you with enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost Alt-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
* Colony games<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:16:46Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves you with enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost Alt-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:15:56Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves you with enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically gaining Gold when exiling Provinces (which can useful for recovering previously exiled Gold that produced a Province).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost ALT-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:12:45Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}}, shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves you with enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically getting Gold coming and going from Provinces (which can useful for recovering previously exiled Gold).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost ALT-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:12:07Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}} shouldn't be ignored. Exiling a Province to gain a Farmland that in turn trashes a Gold in hand for a Province is a useful end game tactic, particularly if it leaves you with enough {{Cost}} in hand to buy a Duchy.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically getting Gold coming and going from Provinces (which can useful for recovering previously exiled Gold).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost ALT-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:04:16Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled Victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}} shouldn't be ignored.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically getting Gold coming and going from Provinces (which can useful for recovering previously exiled Gold).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost ALT-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:03:24Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, Alt-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}} shouldn't be ignored.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically getting Gold coming and going from Provinces (which can useful for recovering previously exiled Gold).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost ALT-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/DisplaceDisplace2020-12-07T11:01:29Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Displace<br />
|cost = 5<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Displace''' is an [[Action]] card from {{Set|Menagerie}}. It is similar to a [[remodeler]], but [[Exile]]s cards instead of [[trash]]ing them. Since the card you Displace remains yours, the effect is also similar to that of a [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain does not have to cost more than the card you [[Exile]]d.<br />
* For example, you could Exile a {{Card|Province}} and gain a {{Card|Gold}}.<br />
<br />
== Strategy ==<br />
Since Displace is a {{Card|Remodel}} variant, many Remodel considerations, such as working better with even cost cards, also apply to Displace.<br />
<br />
One important difference is that exiled victory cards score. This makes exiling Estates to {{Cost|4}} [[Alt-VP]] cards, such as {{Card|Gardens}} or {{Card|Silk Road}}, interesting as these "stepping stones" to {{Card|Gold}} now score {{VP}}s instead of being trashed.<br />
<br />
Even better are "functional" Alt-VP cards, such as {{Card|Mill}} or {{Card|Island}}s, which can be useful even when they don't line up with a Displace. Of particular note is {{Card|Cemetery}}, which can rapidly thin a deck, with Displace turning an Estate and 3 Copper into a single Cemetery.<br />
<br />
As in-hand purchasing power is less important than exiling {{Cost|4}}s to Golds, Displace works well with non-terminal [[trasher]]s. {{Card|Raze}} and {{Card|Ratcatcher}} are cheap, can be produced by exiling Copper, and, at {{Cost|2}}, have an even cost (unlike {{Card|Forager}} or {{Card|Junk Dealer}}), so they can be turned into {{Cost|4}}s later.<br />
<br />
As Displace decks are Gold based, {{Card|Feodum}}, is less useful. Silvers are useful to get to the first Displace, with one often being later exiled for a second Displace and any others exiled into Duchies in the end game.<br />
<br />
While Gold is the default stepping stone to a Province, ALT-VP {{Cost|6}}s, such as {{Card|Nobles}}, {{Card|Harem}}, {{Card|Farmland}}, or {{Card|Fairgrounds}} shouldn't be ignored.<br />
<br />
Another important difference is that you can't exile a Province into a Province, which leads to Displace typically getting Gold coming and going from Provinces (which can useful for recovering previously exiled Gold).<br />
<br />
{{Card|Hoard}} can be useful once you are both Displacing and buying Victory cards to ensure a steady supply of Gold. If your deck has enough Gold and no extra buys, {{Card|Peddler}} is another possibility as it can be used either to keep your deck cycling or be exiled into Provinces.<br />
<br />
Strategically, Displace, similar to other exiling cards such as {{Card|Sanctuary}} and {{Card|Bounty Hunter}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. While pure Remodel decks are typically too slow to compete with engines, Displace decks with some even cost ALT-VP cards and non-terminal trashing are considerably faster.<br />
<br />
=== Synergies/Combos ===<br />
* Even cost [[Alt-VP]] cards, particularly {{Cost|4}}s and especially {{Card|Cemetery}}<br />
* Non-terminal [[trasher]]s, particularly {{Cost|2}}s, such as {{Card|Raze}} and {{Card|Ratcatcher}}<br />
* {{Card|Hoard}}, {{Card|Peddler}}, {{Card|Fools Gold}}<br />
<br />
=== Antisynergies ===<br />
* Odd cost cards<br />
<br />
== Versions ==<br />
=== English versions ===<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Displace|Displace}} || {{CardLangVersionImage|d=1}} || Exile a card from your hand. Gain a differently named card costing up to {{Cost|2}} more than it. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Vertreibung || || [[File:Displace.German.png|100px]] || Verbanne eine deiner Handkarten.<br>Nimm eine Karte mit anderem Namen<br>die bis zu {{cost|2}} mehr kostet als jene. ||<br />
|-<br />
!Japanese<br />
| 強制退去 (pron. ''kyōsētaikyo'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version gained a card costing "exactly {{Cost|2}} more," now it's "differently named" with "up to {{Cost|2}} more." I think Ben King suggested that. It's nicer as an [[exile]]r while still stopping you from using {{Card|Province}} to gain {{Card|Province}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T20:46:52Z<p>Ptl: /* Strategy */ formatting pass</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[trash for benefit]] variant where, instead of [[trash]]ing a card, it [[exile]]s it. Compared to {{Card|Moneylender}}, Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as {{Card|Forager}} or {{Card|Junk Dealer}}, is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the trasher and has the additional feature of being able to exile the trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than {{Card|Sentry}}, a trasher and sifter that replaces itself and trashes/sifts your future draws (or next hand). However, if [[non-terminal draw]], such as {{Card|Caravan}} or {{Card|Laboratory}}, is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from {{Card|Mountebank}}, {{Card|Cultist}}, or {{Card|Witch}}, that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a {{Card|Spoils}}, useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing {{Card|Menagerie}} or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when {{Card|Fairgrounds}} or {{Landmark|Museum}} is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as {{Card|Sanctuary}} and {{Card|Displace}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Event|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T20:41:09Z<p>Ptl: /* Antisynergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[trash for benefit]] variant where, instead of [[trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the trasher and has the additional feature of being able to exile the trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your future draws (or next hand). However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as [[Sanctuary]] and [[Displace]], make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Event|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T20:35:42Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[trash for benefit]] variant where, instead of [[trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the trasher and has the additional feature of being able to exile the trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your future draws (or next hand). However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as [[Sanctuary]] and [[Displace]], make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Card|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T18:51:00Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[trash for benefit]] variant where, instead of [[trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the trasher and has the additional feature of being able to exile the trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your next hand (or future draws). However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as [[Sanctuary]] and [[Displace]], make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Card|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T18:48:32Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[trash for benefit]] variant where, instead of [[trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the trasher and has the additional feature of being able to exile the trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your next hand. However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as [[Sanctuary]] and [[Displace]], make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Card|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T18:46:36Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[trash for benefit]] variant where, instead of [[trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a Trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the Trasher and has the additional feature of being able to exile the Trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your next hand. However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as [[Sanctuary]] and [[Displace]], make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Card|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T18:44:51Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[trash for benefit]] variant, where instead of [[trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a Trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the Trasher and has the additional feature of being able to exile the Trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your next hand. However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as [[Sanctuary]] and [[Displace]], make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Card|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T18:44:01Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[Trash for benefit]] variant, where instead of [[Trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a Trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the Trasher and has the additional feature of being able to exile the Trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your next hand. However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as [[Sanctuary]] and [[Displace]], make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Card|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T18:41:24Z<p>Ptl: /* Strategy */ minor wording tweaks</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[Trash for benefit]] variant, where instead of [[Trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual Trasher is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a Trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the Trasher and has the additional feature of being able to exile the Trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your next hand. However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as [[Sanctuary]] and [[Displace]], make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces.<br />
<br />
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Card|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T10:31:36Z<p>Ptl: /* Strategy */ added second pass</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[Trash for benefit]] variant, where instead of [[Trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual Trasher is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a Trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the Trasher and has the additional feature of being able to exile the Trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your next hand. However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
Strategically, Bounty Hunter, and other exiling cards such as [[Sanctuary]] and [[Displace]], make one-province-a-turn "lean and mean" decks more viable compared to engines.<br />
<br />
While a lean deck can typically beat [[big money]], it deteriorates rapidly upon greening and is usually unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.<br />
<br />
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Card|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T02:35:21Z<p>Ptl: Added synergies and anti-synergies</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[Trash for benefit]] variant, where instead of [[Trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual Trasher is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a Trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the Trasher and has the additional feature of being able to exile the Trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your next hand. However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
=== Synergies/Combos ===<br />
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}}<br />
* In-hand variety you want to remove, such as: [[Shelters]], [[Ruins]], [[Heirloom]]s<br />
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}}<br />
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}}<br />
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}}<br />
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful)<br />
* {{Card|Menagerie}}<br />
<br />
=== Antisynergies ===<br />
* [[Handsize attack]]s<br />
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}}<br />
* [[Sifter]]s<br />
* {{Card|Enclave}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptlhttps://wiki.dominionstrategy.com/index.php/Bounty_HunterBounty Hunter2020-11-29T02:03:18Z<p>Ptl: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bounty Hunter<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Franz Vohwinkel<br />
|text = '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}.<br />
}}<br />
<br />
'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional.<br />
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}.<br />
* If you can't Exile a card, you don't get +{{Cost|3}}.<br />
<br />
== Strategy ==<br />
<br />
As Donald noted in his Preview (see below), Bounty Hunter has several uses.<br />
<br />
First, it is a [[Trash for benefit]] variant, where instead of [[Trash]]ing a card, it [[exile]]s it. Compared to [[Moneylender]], Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate.<br />
<br />
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual Trasher is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as [[Forager]] or [[Junk Dealer]], is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as [[Ruins]], [[Shelters]], or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}.<br />
<br />
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a Trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the Trasher and has the additional feature of being able to exile the Trasher for {{Cost|3}} after it has done its job.<br />
<br />
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[Victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this.<br />
<br />
When exiling duplicates, Bounty Hunter has much worse purchasing power than [[Sentry]], a trasher and sifter that replaces itself and trashes/sifts your next hand. However, if [[non-terminal draw]], such as [[Caravan]] or [[Laboratory]], is present, this issue goes away.<br />
<br />
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from [[Mountebank]], [[Cultist]], or [[Witch]], that would normally produce [[slog]]s.<br />
<br />
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a [[Spoils]], useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.<br />
<br />
Tactically, Bounty Hunter can often remove a duplicate before playing [[Menagerie]] or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when [[Fairgrounds]] or [[Museum]] is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Kopfgeldjägerin || || [[File:Bounty.Hunter.German.png|100px]] || '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei<br>keine gleiche Karte im Exil hattest:<br>+{{cost|3}}. ||<br />
|-<br />
!Japanese<br />
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Bounty HunterArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in [[Exile]] already, you get +{{Cost|3}}, so early on it helps you spike {{Cost}} amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep {{Card|Province|Provinces}} out of your deck, so I mean, what's not to like.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20140.0 Menagerie Previews 3: Exile]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Ptl