https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=Ronedge02&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-29T11:53:57ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/AqueductAqueduct2024-03-27T08:14:08Z<p>Ronedge02: /* Strategy */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Landmark<br />
|name = Aqueduct<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Donald Crank<br />
|text = When you gain a Treasure, move '''1'''{{VP}} from its pile to this. When you gain a Victory card, take the {{VP}} from this.<br />
|text2 = Setup: Put '''8'''{{VP}} on the Silver and Gold piles.<br />
}}<br />
<br />
'''Aqueduct''' is a [[Landmark]] from [[Empires]]. It acts kind of like a [[Gathering]] card, accumulating {{VP}} [[Victory token|tokens]] as players gain [[Treasure]]s, and then giving them to a player when they gain a [[Victory]] card.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If you gain a card that is both a Treasure and a Victory card, such as {{Card|Humble Castle}}, you can resolve the abilities in either order.<br />
=== Other rules clarifications ===<br />
* Aqueduct only puts {{VP}} on {{card|Silver}} and {{card|Gold}}, but if you gain a different Treasure in the Supply that has {{VP}} on it, you'll move 1{{VP}} to Aqueduct. For example:<br />
** If you have {{Project|Capitalism}} and then gain a {{Card|Farmers' Market}}, you'll move 1{{VP}} from the pile onto Aqueduct.<br />
** [[Action]] Supply piles can have {{VP}} on them due to {{Landmark|Defiled Shrine}}. If you [[rotate]] to e.g. {{Card|Sunken Treasure}}, then gaining it would move 1{{VP}} to Aqueduct.<br />
* If the card you gain is both a Treasure and an Action (because of {{Project|Capitalism}}, or because it's {{card|Crown}}), you move 1{{VP}} each to Aqueduct and {{Landmark|Defiled Shrine}}. If there's only 1{{VP}} on the pile, you choose which Landmark to move it to.<br />
* If you gain a Treasure from somewhere other than the Supply (e.g. gaining a {{card|Gold}} from the trash with {{card|Treasurer}}), you'll still move the {{VP}} tokens from that card's pile.<br />
* If gaining a Victory card causes you to gain a Treasure (e.g. {{Card|Hoard}} makes you gain a {{Card|Gold}}), you can move the {{VP}} from the Treasure pile to Aqueduct, and then immediately take them.<br />
<br />
== Strategy ==<br />
<br />
Because people tend to start with silver and gold may be either easy to obtain or actually valuable as payload, there is a high probability that there will land some tokens on Aqueduct. Just like Battlefield, this may incentivise a slightly sooner greening stage or at least a single gain of a good victory card, maybe an early {{card|cemetery}}. <br />
There is also the possibility for a gimmicky "megaturn", such as overpaying a lot for masterpiece, to then put all of the 8 points on Aqueduct and then buying a single Estate or even a feodom, if available. This beats out the point gain of a province and helps the deck more, if your deck can handle the 10 stop cards. This strategy, more than any other megaturn suffers from 4 or 5 player games, because chances are high somebody else already took the points before the megaturn can happen.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Aqueduct|Aqueduct}} || {{LandscapeVersionImage|AqueductDigital|Aqueduct from Shuffle iT}} || When you gain a Treasure, move {{nowrap|'''1'''{{VP}}}} from its pile to this. When you gain a Victory card, take the {{VP}} from this.<hr style="width:66%;text-align:center;margin-left:17%;">Setup: Put '''8'''{{VP}} on the Silver and Gold piles. || Empires || June 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Aquaduct || || || || <br />
|-<br />
!Finnish<br />
| Akvedukti || || || || <br />
|-<br />
!French<br />
| Aqueduc || || || || <br />
|-<br />
!German<br />
| Aquädukt || {{LandscapeVersionImage|AqueductGerman|German language Aqueduct 2016 by ASS}} || || Wenn du ein Geld nimmst, nimm {{nowrap|1 [[File:VPDE.png|15px]]-Marker}} von jenem Stapel und lege ihn auf diese Karte. Wenn du eine Punktekarte nimmst, nimm alle [[File:VPDE.png|15px]]-Marker von dieser Karte.<hr style="width:66%;text-align:center;margin-left:17%;">Spielvorbereitung: Legt je {{nowrap|8 [[File:VPDE.png|15px]]-Marker}} auf den Silber- und Gold-Vorratsstapel. || (2016)<br />
|-<br />
!German<br />
| Aquädukt || || {{LandscapeLangVersionImage|German|d=1}} || style="padding:15px 0px;"| Wenn du ein Geld nimmst, lege {{nowrap|'''1'''{{VP}}}} von dessen Stapel hierher. Wenn du eine Punktekarte nimmst, nimm alle {{VP}} von hier.<hr style="width:66%;text-align:center;margin-left:17%;">Spielvorbereitung: Legt je {{nowrap|'''8'''{{VP}}}} auf die Gold- und Silber-Vorratsstapel. || 2.&nbsp;Edition<br>(2021)<br />
|-<br />
!Japanese<br />
| 水道橋 (pron. ''suidōkyō'') || || || style="padding:15px 0px;"| あなたが財宝カード1枚を獲得するとき、その山の上の{{nowrap|'''1'''{{VP}}}}をこの上に移動する。あなたが勝利点カード1枚を獲得するとき、この上の{{VP}}を得る。<hr style="width:66%;text-align:center;margin-left:17%;">準備:銀貨•金貨の山の上に{{nowrap|'''8'''{{VP}}}}置く。 || <br />
|-<br />
!Polish<br />
| Akwedukt || {{LandscapeLangVersionImage|Polish}} || || Kiedy dodajesz kartę Skarbu, przenieś tutaj {{nowrap|'''1'''{{VP}}}} z jej stosu. Kiedy dodajesz kartę Zwycięstwa, weź wszystkie leżące tu {{VP}}.<hr style="width:66%;text-align:center;margin-left:17%;">Przygotowanie: połóż po {{nowrap|'''8'''{{VP}}}} na stosach Srebrników i Złota. || (2017)<br />
|-<br />
!Russian<br />
| Акведук (pron. ''akvyeduk'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:AqueductArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=This started out putting 5{{VP}} on each Treasure pile. I liked that but you only have so many {{VP}} tokens. I played around with how to cut down on tokens and ended up with 8 each on Silver and Gold.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15660.0 The Secret History of the Empires Cards]<br />
}}<br />
{{Navbox Empires}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/AqueductAqueduct2024-03-27T08:12:44Z<p>Ronedge02: /* Strategy */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Landmark<br />
|name = Aqueduct<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Donald Crank<br />
|text = When you gain a Treasure, move '''1'''{{VP}} from its pile to this. When you gain a Victory card, take the {{VP}} from this.<br />
|text2 = Setup: Put '''8'''{{VP}} on the Silver and Gold piles.<br />
}}<br />
<br />
'''Aqueduct''' is a [[Landmark]] from [[Empires]]. It acts kind of like a [[Gathering]] card, accumulating {{VP}} [[Victory token|tokens]] as players gain [[Treasure]]s, and then giving them to a player when they gain a [[Victory]] card.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If you gain a card that is both a Treasure and a Victory card, such as {{Card|Humble Castle}}, you can resolve the abilities in either order.<br />
=== Other rules clarifications ===<br />
* Aqueduct only puts {{VP}} on {{card|Silver}} and {{card|Gold}}, but if you gain a different Treasure in the Supply that has {{VP}} on it, you'll move 1{{VP}} to Aqueduct. For example:<br />
** If you have {{Project|Capitalism}} and then gain a {{Card|Farmers' Market}}, you'll move 1{{VP}} from the pile onto Aqueduct.<br />
** [[Action]] Supply piles can have {{VP}} on them due to {{Landmark|Defiled Shrine}}. If you [[rotate]] to e.g. {{Card|Sunken Treasure}}, then gaining it would move 1{{VP}} to Aqueduct.<br />
* If the card you gain is both a Treasure and an Action (because of {{Project|Capitalism}}, or because it's {{card|Crown}}), you move 1{{VP}} each to Aqueduct and {{Landmark|Defiled Shrine}}. If there's only 1{{VP}} on the pile, you choose which Landmark to move it to.<br />
* If you gain a Treasure from somewhere other than the Supply (e.g. gaining a {{card|Gold}} from the trash with {{card|Treasurer}}), you'll still move the {{VP}} tokens from that card's pile.<br />
* If gaining a Victory card causes you to gain a Treasure (e.g. {{Card|Hoard}} makes you gain a {{Card|Gold}}), you can move the {{VP}} from the Treasure pile to Aqueduct, and then immediately take them.<br />
<br />
== Strategy ==<br />
<br />
Because people tend to start with silver and gold may be either easy to obtain or actually valuable as payload, there is a high probability that there will land some tokens on Aqueduct. Just like Battlefield, this may incentivise a slightly sooner greening stage or at least a single gain of a good victory card, maybe a early cemetery. <br />
There is also the possibility for a gimmicky "megaturn", such as overpaying a lot for masterpiece, to then put all of the 8 points on Aqueduct and then buying a single Estate or even a feodom, if available. This beats out the point gain of a province and helps the deck more, if your deck can handle the 10 stop cards. This strategy, more than any other megaturn suffers from 4 or 5 player games, because chances are high somebody else already took the points before the megaturn can happen.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Aqueduct|Aqueduct}} || {{LandscapeVersionImage|AqueductDigital|Aqueduct from Shuffle iT}} || When you gain a Treasure, move {{nowrap|'''1'''{{VP}}}} from its pile to this. When you gain a Victory card, take the {{VP}} from this.<hr style="width:66%;text-align:center;margin-left:17%;">Setup: Put '''8'''{{VP}} on the Silver and Gold piles. || Empires || June 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Aquaduct || || || || <br />
|-<br />
!Finnish<br />
| Akvedukti || || || || <br />
|-<br />
!French<br />
| Aqueduc || || || || <br />
|-<br />
!German<br />
| Aquädukt || {{LandscapeVersionImage|AqueductGerman|German language Aqueduct 2016 by ASS}} || || Wenn du ein Geld nimmst, nimm {{nowrap|1 [[File:VPDE.png|15px]]-Marker}} von jenem Stapel und lege ihn auf diese Karte. Wenn du eine Punktekarte nimmst, nimm alle [[File:VPDE.png|15px]]-Marker von dieser Karte.<hr style="width:66%;text-align:center;margin-left:17%;">Spielvorbereitung: Legt je {{nowrap|8 [[File:VPDE.png|15px]]-Marker}} auf den Silber- und Gold-Vorratsstapel. || (2016)<br />
|-<br />
!German<br />
| Aquädukt || || {{LandscapeLangVersionImage|German|d=1}} || style="padding:15px 0px;"| Wenn du ein Geld nimmst, lege {{nowrap|'''1'''{{VP}}}} von dessen Stapel hierher. Wenn du eine Punktekarte nimmst, nimm alle {{VP}} von hier.<hr style="width:66%;text-align:center;margin-left:17%;">Spielvorbereitung: Legt je {{nowrap|'''8'''{{VP}}}} auf die Gold- und Silber-Vorratsstapel. || 2.&nbsp;Edition<br>(2021)<br />
|-<br />
!Japanese<br />
| 水道橋 (pron. ''suidōkyō'') || || || style="padding:15px 0px;"| あなたが財宝カード1枚を獲得するとき、その山の上の{{nowrap|'''1'''{{VP}}}}をこの上に移動する。あなたが勝利点カード1枚を獲得するとき、この上の{{VP}}を得る。<hr style="width:66%;text-align:center;margin-left:17%;">準備:銀貨•金貨の山の上に{{nowrap|'''8'''{{VP}}}}置く。 || <br />
|-<br />
!Polish<br />
| Akwedukt || {{LandscapeLangVersionImage|Polish}} || || Kiedy dodajesz kartę Skarbu, przenieś tutaj {{nowrap|'''1'''{{VP}}}} z jej stosu. Kiedy dodajesz kartę Zwycięstwa, weź wszystkie leżące tu {{VP}}.<hr style="width:66%;text-align:center;margin-left:17%;">Przygotowanie: połóż po {{nowrap|'''8'''{{VP}}}} na stosach Srebrników i Złota. || (2017)<br />
|-<br />
!Russian<br />
| Акведук (pron. ''akvyeduk'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:AqueductArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=This started out putting 5{{VP}} on each Treasure pile. I liked that but you only have so many {{VP}} tokens. I played around with how to cut down on tokens and ended up with 8 each on Silver and Gold.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15660.0 The Secret History of the Empires Cards]<br />
}}<br />
{{Navbox Empires}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/AqueductAqueduct2024-03-24T10:13:27Z<p>Ronedge02: /* Other rules clarifications */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Landmark<br />
|name = Aqueduct<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Donald Crank<br />
|text = When you gain a Treasure, move '''1'''{{VP}} from its pile to this. When you gain a Victory card, take the {{VP}} from this.<br />
|text2 = Setup: Put '''8'''{{VP}} on the Silver and Gold piles.<br />
}}<br />
<br />
'''Aqueduct''' is a [[Landmark]] from [[Empires]]. It acts kind of like a [[Gathering]] card, accumulating {{VP}} [[Victory token|tokens]] as players gain [[Treasure]]s, and then giving them to a player when they gain a [[Victory]] card.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If you gain a card that is both a Treasure and a Victory card, such as {{Card|Humble Castle}}, you can resolve the abilities in either order.<br />
=== Other rules clarifications ===<br />
* Aqueduct only puts {{VP}} on {{card|Silver}} and {{card|Gold}}, but if you gain a different Treasure in the Supply that has {{VP}} on it, you'll move 1{{VP}} to Aqueduct. For example:<br />
** If you have {{Project|Capitalism}} and then gain a {{Card|Farmers' Market}}, you'll move 1{{VP}} from the pile onto Aqueduct.<br />
** [[Action]] Supply piles can have {{VP}} on them due to {{Landmark|Defiled Shrine}}. If you [[rotate]] to e.g. {{Card|Sunken Treasure}}, then gaining it would move 1{{VP}} to Aqueduct.<br />
* If the card you gain is both a Treasure and an Action (because of {{Project|Capitalism}}, or because it's {{card|Crown}}), you move 1{{VP}} each to Aqueduct and {{Landmark|Defiled Shrine}}. If there's only 1{{VP}} on the pile, you choose which Landmark to move it to.<br />
* If you gain a Treasure from somewhere other than the Supply (e.g. gaining a {{card|Gold}} from the trash with {{card|Treasurer}}), you'll still move the {{VP}} tokens from that card's pile.<br />
* If gaining a Victory card causes you to gain a Treasure (e.g. {{Card|Hoard}} makes you gain a {{Card|Gold}}), you can move the {{VP}} from the Treasure pile to Aqueduct, and then immediately take them.<br />
<br />
== Strategy ==<br />
<br />
Because people tend to start with silver and gold may be either easy to obtain or actually valuable as payload, there is a high probability that there will land some tokens on Aqueduct. Just like Battlefield, this may incentivise a slightly sooner greening stage or at least a single gain of a good victory card, maybe a early cemetary. <br />
There is also the possibility for a gimmicky "megaturn", such as overpaying a lot for masterpiece, to then put all of the 8 points on Aqueduct and then buying a single Estate or even a feodom, if available. This beats out the point gain of a province and helps the deck more, if your deck can handle the 10 stop cards. This strategy, more than any other megaturn suffers from 4 or 5 player games, because chances are high somebody else already took the points before the megaturn can happen.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Aqueduct|Aqueduct}} || {{LandscapeVersionImage|AqueductDigital|Aqueduct from Shuffle iT}} || When you gain a Treasure, move {{nowrap|'''1'''{{VP}}}} from its pile to this. When you gain a Victory card, take the {{VP}} from this.<hr style="width:66%;text-align:center;margin-left:17%;">Setup: Put '''8'''{{VP}} on the Silver and Gold piles. || Empires || June 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Aquaduct || || || || <br />
|-<br />
!Finnish<br />
| Akvedukti || || || || <br />
|-<br />
!French<br />
| Aqueduc || || || || <br />
|-<br />
!German<br />
| Aquädukt || {{LandscapeVersionImage|AqueductGerman|German language Aqueduct 2016 by ASS}} || || Wenn du ein Geld nimmst, nimm {{nowrap|1 [[File:VPDE.png|15px]]-Marker}} von jenem Stapel und lege ihn auf diese Karte. Wenn du eine Punktekarte nimmst, nimm alle [[File:VPDE.png|15px]]-Marker von dieser Karte.<hr style="width:66%;text-align:center;margin-left:17%;">Spielvorbereitung: Legt je {{nowrap|8 [[File:VPDE.png|15px]]-Marker}} auf den Silber- und Gold-Vorratsstapel. || (2016)<br />
|-<br />
!German<br />
| Aquädukt || || {{LandscapeLangVersionImage|German|d=1}} || style="padding:15px 0px;"| Wenn du ein Geld nimmst, lege {{nowrap|'''1'''{{VP}}}} von dessen Stapel hierher. Wenn du eine Punktekarte nimmst, nimm alle {{VP}} von hier.<hr style="width:66%;text-align:center;margin-left:17%;">Spielvorbereitung: Legt je {{nowrap|'''8'''{{VP}}}} auf die Gold- und Silber-Vorratsstapel. || 2.&nbsp;Edition<br>(2021)<br />
|-<br />
!Japanese<br />
| 水道橋 (pron. ''suidōkyō'') || || || style="padding:15px 0px;"| あなたが財宝カード1枚を獲得するとき、その山の上の{{nowrap|'''1'''{{VP}}}}をこの上に移動する。あなたが勝利点カード1枚を獲得するとき、この上の{{VP}}を得る。<hr style="width:66%;text-align:center;margin-left:17%;">準備:銀貨•金貨の山の上に{{nowrap|'''8'''{{VP}}}}置く。 || <br />
|-<br />
!Polish<br />
| Akwedukt || {{LandscapeLangVersionImage|Polish}} || || Kiedy dodajesz kartę Skarbu, przenieś tutaj {{nowrap|'''1'''{{VP}}}} z jej stosu. Kiedy dodajesz kartę Zwycięstwa, weź wszystkie leżące tu {{VP}}.<hr style="width:66%;text-align:center;margin-left:17%;">Przygotowanie: połóż po {{nowrap|'''8'''{{VP}}}} na stosach Srebrników i Złota. || (2017)<br />
|-<br />
!Russian<br />
| Акведук (pron. ''akvyeduk'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:AqueductArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=This started out putting 5{{VP}} on each Treasure pile. I liked that but you only have so many {{VP}} tokens. I played around with how to cut down on tokens and ended up with 8 each on Silver and Gold.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15660.0 The Secret History of the Empires Cards]<br />
}}<br />
{{Navbox Empires}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/DonateDonate2024-02-06T09:13:18Z<p>Ronedge02: /* Unofficial FAQ (2022) */</p>
<hr />
<div>{{Infobox Event<br />
|name = Donate<br />
|cost2 = 8<br />
|set = Empires<br />
|type1 = Event<br />
|illustrator = Martin Hoffmann<br />
|text = At the start of your next turn, first, put your deck and discard pile into your hand, trash any number of cards from it, then shuffle the rest into your deck and draw 5 cards.<br />
<br />
}}<br />
<br />
'''Donate''' is an [[Event]] from [[Empires]]. It is a [[trasher]] with a [[Debt]] cost. It is perhaps the strongest trasher in the game, able to trash any number of cards from the buyer's entire deck.<br />
<br />
Donate was revised in 2022 to change its timing: Donate's effect originally took place between turns, but now it happens as the first thing at the start of your next turn.<br />
== FAQ ==<br />
=== Unofficial FAQ (2022) ===<br />
* Effects that happen due to trashing cards (such as {{Card|Rocks|Rocks'}}) will happen before you shuffle.<br />
* Regardless of what your original hand size was, you draw 5 cards after trashing.<br />
* Unlike other "start of turn" effects (such as {{Card|Archive}} or {{Card|Clerk}}), Donate happens first. <br />
* So if you have a {{Card|Curse}} set aside with {{Card|Archive}}, you can't put it in your hand, to trash it to Donate. And if you have any {{Card|Clerk}}s in your starting hand, you can't play them before shuffling your hand with Donate.<br />
* If the game ends before the start of your next turn, you won't get to trash any cards.<br />
* Anything that cares about shuffling (e.g. {{Project|Star Chart}} or {{Ally|Order of Masons}}) can be used when you shuffle your hand into your deck.<br />
* Donate only makes you shuffle your hand. So if any cards end up in your discard pile (e.g. you discard a {{Card|Market Square}} and gain a {{Card|Gold}}), those cards won't get shuffled into your deck (unless you shuffled fewer than 5 cards into your deck, in which case you'll shuffle your discard pile).<br />
* If you trash a {{Card|Fortress}}, it goes into the trash, then back to your hand, and then you shuffle your hand into your deck.<br />
* If you buy Donate, and then another player plays {{Card|Possession}}, they can make you trash any number of your cards. Those cards are set aside until the end of the turn, after you draw your hand in Clean-up.<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
| <h3> Deprecated official FAQ (2016) </h3><br />
|-<br />
| <ul><br />
<li> Effects that happen due to trashing cards (such as {{Card|Rocks|Rocks'}}) will happen before you shuffle. <br />
<li> This happens between turns, and so {{Card|Possession}} (from [[Alchemy|Dominion: Alchemy]]) will no longer be doing anything.<br />
</ul><br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
| <h5> Deprecated rules clarifications (2016 2021) </h5><br />
|-<br />
| <ul><br />
<li> The game ends at the end of a turn; it cannot end between turns.<br />
:<li> If the game ends the same turn you buy Donate, then the game is over and Donate's effect will not happen after that turn. The exception is if any player has bought {{Project|Fleet}}, which will keep the game going.<br />
:<li> If sufficient piles to end the game are emptied during Donate's effect (such as by trashing {{Card|Hunting Grounds}} or {{Card|Catacombs}}), the next player takes their turn and then you check if the game still ends.<br />
<li> Cards played between turns (for example by trashing a {{Card|Hunting Grounds}} to gain a {{Card|Duchy}} and play {{Card|Sheepdog}}) are discarded during the next [[Clean-up]] that happens (whether or not it's your turn or not).<br />
<li> If you activate an ability that grants you an [[extra turn]], such as playing {{Card|Outpost}}, on the same turn you buy Donate, the Donate effect happens before the extra turn.<br />
<li> If you gain the first {{Card|Province}} on the same turn you buy Donate, you can choose the order of the effects of Donate and {{Landmark|Mountain Pass}}.<br />
<li> Remember that you draw your normal hand during Clean-up before this. This means that if you drew fewer cards than normal during Clean-up (due to {{Card|Outpost}} or your -1 Card token), or drew more cards than normal (due to {{Artifact|Flag}} or {{Event|Expedition}}), Donate will reset it to 5 cards afterwards.<br />
<li> If cards end up in your discard pile while Donating (e.g. you discard a {{Card|Market Square}} and gain a {{Card|Gold}}), Donate doesn't shuffle them into your deck (although they may get reshuffled when you draw +5 Cards at the end of resolving Donate).<br />
<li> If you trash a {{Card|Fortress}} with Donate, it goes into the trash, then goes back to your hand, and then you shuffle your hand into your deck.<br />
<li> Cards you gain or trash during Donate are not counted as cards gained or trashed "on your turn", which matters for cards like {{Card|Smugglers}}, {{Card|Treasure Hunter}}, or {{Card|Goatherd}}.<br />
<li> Since it's no longer your turn when Donating, cost reduction (like {{Card|Bridge}}) stops having any effect when Donating. This may matter if you want to trash a {{Card|Catacombs}}.<br />
</ul><br />
|}<br />
<br />
== Strategy ==<br />
Donate is a centralizing [[Event]] that rewards calculation and careful planning by offering massive acceleration towards clean decks very early, with relatively little room for shuffle luck to matter. Donate's strength arises from the fact that it's the fastest [[trasher]] in almost any [[Kingdom]] and often makes it very easy to build a strong deck from a very clean starting position. Donate’s cost is high, but because it is [[Debt]] it can be paid off over multiple turns.<br />
<br />
In Kingdoms with Donate it’s often possible to plan out the first 4 or 5 turns precisely. The main question is usually on which turn to buy it, and the answer is often dependent on your [[opening split]] and what the Kingdom offers. Generally speaking, Donate lessens the need for early trashers, [[draw]], and other forms of [[deck control]], and allows you to essentially start building a deck with [[payload]] cards (especially [[gainer]]s) first. Some common patterns are as follows:<br />
* Turn 1 Donate: This is a less common option because it usually involves keeping 5 {{Card|Copper|Coppers}}, but it can be a viable strategy to Donate on turn 1 to a deck of 5 {{Card|Copper|Coppers}}, pay off the debt on turn 2, buy an important {{Cost|5}} card such as {{Card|Treasurer}} on turn 3, and hope it doesn’t bottomdeck on turn 4.<br />
* Turn 2 Donate: One of the more common options. Usually bought in order to benefit from having one opening buy in deck, and to avoid having to rely on drawing a good turn 3 hand. An example of this is opening with {{Card|Silver}}/Donate on a {{Split|3|4}} opening split, then Donating down to 3 {{Card|Copper|Coppers}} and the {{Card|Silver}} in order to buy a {{Card|Haggler}} on turn 4. Another example on a {{Split|4|3}} opening split is opening with {{Card|Ironworks}} on turn 1, Donating on turn 2 to the {{Card|Ironworks}} and 3 {{Card|Copper|Coppers}}, gaining a {{Card|Silver}} with the {{Card|Ironworks}} and paying off Debt on turn 3, then gaining another {{Card|Silver}} and buying a {{Cost|5}} on turn 4.<br />
* Turn 3 or Turn 4 Donate: Also among the more common options. Usually taken in order to benefit from having two opening buys in deck, but is more dependent on shuffle luck than Donating earlier. Depending on which cards you draw on turn 3, you can decide whether to wait until turn 4 to Donate. If, for example, you open with {{Card|Inventor}} and {{Card|Stockpile}} with the goal of buying and gaining multiple {{Card|Stockpile|Stockpiles}} and also buying Donate on turn 3, but instead draw 2 {{Card|Copper|Coppers}} and 3 {{Card|Estate|Estates}}, you’ll likely prefer to wait until turn 4 to Donate, leaving you a turn or more behind an opponent who adopts a similar strategy but gets luckier draws.<br />
* Donating later: It is very rare to Donate for the first time later than turn 4, as this would mean wasting time drawing through your bad starting cards. It is not that rare, however, to Donate a second time later in the game to clean up either leftover {{Card|Copper|Coppers}} or [[junk]] from [[junking attack]]s.<br />
* Skipping Donate entirely: It is very rare to fully skip Donate, as it’s often just a faster way of getting to an ideal deck than the alternatives. Kingdoms with {{Card|Pixie}} and therefore {{Card|Goat}} are possible exceptions, as the {{Card|Goat}} can thin decks fairly quickly without needing to take on {{Debt|8}}.<br />
<br />
Donate works well with cards that can take advantage of the otherwise unproductive turns that you spend paying off the Debt. [[Gainer]]s that you can open with (e.g. {{Card|Groom}}) are the most common examples of such. [[Attack]]s are also possible candidates, with handsize attacks such as {{Card|Militia}} significantly hurting your opponents, who likely have very good 5-card hands and no draw at this stage of the game. [[Traveller]]s are also good options for this, as you can start advancing them quickly up the line.<br />
<br />
When you bought {{Project|Fleet}}, Donate can change your deck's final contents if you buy it at the end of the final game turn. It can be used to [[greening|score]] in Kingdoms with [[Landmark]]s such as {{Landmark|Wolf Den}}, {{Landmark|Wall}}, {{Landmark|Bandit Fort}}, and {{Landmark|Tomb}}.<br />
<br />
A fairly rare tactical use for Donate is using it to skip bad [[shuffle|shuffles]] (e.g., one with all [[terminal draw]] and no [[village (card category)|villages]]), as Donate is an expensive way to guarantee you shuffle almost your whole deck.<br />
<br />
===Notable synergies===<br />
* {{Card|Market Square}} - [[Combo:_Donate_and_Market_Square|Combo: Donate and Market Square]]<br />
* {{Card|Feodum}} can be opened alongside Donate for an early economy boost.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''<br />
* [https://docs.google.com/presentation/d/10Ym-Izxm_jYNWkQTPcoAUJQy1Mtf-KPwfy3Z6k8aoAU/edit?usp=sharing slides from 2021 #coaching session]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage|o=1}} || {{LandscapeLangVersionImage|d=1|o=1}} || After this turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5&nbsp;cards. || Empires || June 2016 <br />
|-<br />
| || {{LandscapeLangVersionImage|d=1|o=2}} || At end of turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5&nbsp;cards. || {{Card|Possession}} related errata || [http://forum.dominionstrategy.com/index.php?topic=20551.msg856350;topicseen#msg856350 October&nbsp;26&#44;&nbsp;2020] / [http://forum.dominionstrategy.com/index.php?topic=20909.msg885358#msg885358 February&nbsp;18&#44;&nbsp;2022] <br />
|-<br />
| || {{LandscapeLangVersionImage|d=1|o=3}} || Right before drawing your next hand, put your deck and discard pile into your hand, trash any number of cards from it, then shuffle your hand into your deck. || || [http://forum.dominionstrategy.com/index.php?topic=21326.0 June&nbsp;29&#44;&nbsp;2022]<br />
|-<br />
| || {{LandscapeLangVersionImage|d=1}} || At the start of your next turn, first, put your deck and discard pile into your hand, trash any number of cards from it, then shuffle the rest into your deck and draw 5&nbsp;cards. || || [http://forum.dominionstrategy.com/index.php?topic=21309.msg894590#msg894590 July&nbsp;14&#44;&nbsp;2022] <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch <br />
| Donatie (lit. ''gift'') || || || ||<br />
|-<br />
!Finnish <br />
| Lahjoitus (lit. ''donation'') || || || ||<br />
|-<br />
!French<br />
| Donation || || || ||<br />
|-<br />
!rowspan=4|German <br />
| Spende || [[File:DonateGerman.jpg|100px|German language Donate 2016 by ASS]] || [[File:DonateGerman2021Digital.jpg|100px|German language Donate 2021 from Shuffle iT]] || Nach diesem Zug: Nimm alle Karten deines Nachzieh- und deines Ablage&shy;stapels auf die Hand und entsorge beliebig viele. Mische deine Handkarten und lege sie als Nachzieh&shy;stapelbereit. Ziehe 5&nbsp;Karten. || (2016)<br />
|-<br />
| Spende || [[File:DonateGerman2021rulebook.jpg|100px|German language Donate 2021 by ASS]] || {{CardVersionImage|DonateGermanDigital2022|German language Donate 2022 from Shuffle iT}} || Am Ende des Zuges, nimm alle Karten deines Nachzieh- und Ablage&shy;stapels auf deine Hand, entsorge beliebig viele davon, mische dann deine Handkarten in deinen Nachzieh&shy;stapel, ziehe dann 5&nbsp;Handkarten. || 2.&nbsp;Edition<br>(2021)<hr>Note: rulebook FAQ 2021 for this card may be outdated<br />
|-<br />
| Spende || || {{CardLangVersionImage|German|d=1|o=3}} || Gerade bevor du deine nächste Kartenhand ziehst, nimm alle Karten aus deinem Nachzieh&shy;stapel und deinem Ablage&shy;stapel auf deine Hand. Entsorge beliebig viele deiner Hand&shy;karten, dann mische deine Hand in deinen Nachzieh&shy;stapel. || <br />
|-<br />
| Spende || || {{CardLangVersionImage|German|d=1}} || Zu Beginn deines nächsten Zuges, nimm zuerst deinen Nachzieh- und Ablage&shy;stapel auf deine Hand, entsorge beliebig viele Karten davon und mische dann den Rest in deinen Nachzieh&shy;stapel und ziehe 5&nbsp;Karten. || <br />
|-<br />
!Japanese <br />
| 寄付<br>(pron. ''kifu'') || || || style="padding:15px 0px;"| このターンの後、山札、捨て札置き場のカードすべてを手札に加え、そこから好きな枚数のカードを廃棄し、手札すべてを山札に混ぜシャッフルする。その後5枚カードを引く。 ||<br />
|-<br />
!Polish <br />
| Datek || [[File:DonatePolish.jpg|100px|Polish language Donate]] || || Po zakończeniu bieżącej tury weź na rękę wszystkie karty ze swojej talii i ze stosu kart odrzuconych, wyrzuć na śmietnisko dowolną liczbę kart, a następnie przetasuj swoją rękę w talię i dobierz 5&nbsp;kart. || (2017)<br />
|-<br />
!Russian <br />
| Пожертвование (pron. ''pozhyertvovaniye'') || || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:DonateArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=This started out costing {{Cost|8}}. It was too swingy, and I fixed it by making it {{Debt|8}}. Now we can all figure out a plan for when to get it and it doesn't come down to draws, you can just always get it. At first it happened in Clean-up, but I had to move it to between turns due to {{Card|Possession}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15660.0 The Secret History of the Empires Cards]<br />
}}<br />
=== Is Donate too strong? ===<br />
{{Quote|Text= <br />
I mean first you have to consider, how could a card be “busted” in Dominion. For me what makes a card “busted” is bad game play – the game is too slow, too random, too many eliminated decisions. Power level is not actually in there, except to the degree that other things are eclipsed so that it eliminates decisions. Well power level could make something too random too but you know.<br />
<br />
Donate is powerful. It doesn’t slow the game down, isn’t too random, does not eliminate too many decisions. It does eclipse other trashers but that’s not so bad. Maybe you want to ask, is it the most powerful thing? That won’t be very interesting and even there you can discuss what that means.<br />
<br />
Donate is probably the least-skippable thing; by that metric it’s the most “busted.” I don’t think it makes the game worse though, and other things do, so they are the “busted” cards to me.<br />
<br />
What’s really interesting in the games is trying to work out how to build up perfectly and it’s different every time, you know. Donate’s reduction of luck in turn reduces the use of general advice. Though, some people will still for sure want to know, oh, do not wait forever to Donate.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://dominionstrategy.com/2017/10/18/dominion-round-table-donate/ Dominion Round Table: Donate]<br />
}}<br />
=== Development comments ===<br />
{{Quote|Text= <br />
So at one point I tried doing some big effects as events, just, as a way to get new events. They mostly didn’t work out. I will look up some other ones here. Gain the trash; gain all actions from a pile; pick your next hand. Donate worked, with the trick being to give it a {{Debt}} cost so you could always get it. It increases the puzzle of the early game; how best do you open, when exactly do you Donate. Donate separates the men from the boys; in my day that expression wasn’t offensive. Just, if you have a better Donate plan than your opponent, you will zoom ahead.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://dominionstrategy.com/2017/10/18/dominion-round-table-donate/ Dominion Round Table: Donate]<br />
}}<br />
{{Quote|Text= <br />
Donation: Event, {{Cost|5}}<br />
<br />
Trash a card from your hand. If the trash didn't have a copy of it, +2{{VP}}.<br />
<br />
Donation: Event, {{Cost|0}}<br />
<br />
You may trash a card from your hand costing {{Cost|3}} or more. Then if there's exactly one copy of it in the trash, +3{{VP}}.<br />
<br />
Donation: Event, {{Debt|8}}<br />
<br />
After you discard cards from play this turn, put all cards from your deck and discard pile into your hand, trash any number, and shuffle the rest into your deck.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/376515661234438169/997692742459211896 Dominion Discord, 2022]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|Text= <br />
Donate shouldn't be in-between turns (which was to dodge {{Card|Possession}}, but it's not like that makes the Donate / {{Card|Possession}} game playable). Otherwise, no regrets. I'm checking the skill multiplier, it's 1.09. Donate gives the players plenty to think about. These extreme nearly mandatory things, you can think of as changing the rules rather than being like regular cards / card-shaped things.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/577082294670589963/718128392947499100 Dominion Discord, 2020]<br />
}}<br />
=== 2022 Errata ===<br />
{{Quote|Text= <br />
Donate will somehow get more different at the same time, it will trigger at the start of your next turn, that's right. This has played great. It's a little weird since you're not used to it, but is as close as possible to the original while getting rid of rules problems. Yes "first" means before other start-of-turn stuff. And we can cite how e.g. it means you're immune to {{Card|Militia}} for a turn. But it's very close to the original. It even gets rid of some unintentional changes the other versions had, like being able to trash everything with {{Landmark|Tomb}} on your last turn.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg894576#msg894576 Interview with Donald X.]<br />
}}<br />
=== Tracking ===<br />
{{Quote|Text= <br />
My mission was to preserve the original Donate as well as possible while having a wording that worked. That's how it got that wording. It tends to be very memorable; no worries about forgetting it so far.<br />
<br />
In general it is not great to have an Event that does something on a future turn, unless something specifically provides tracking. {{Card|Summon}} affects your next turn, and the card you set aside provides the tracking there.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg901594#msg901594 Interview with Donald X.]<br />
}}<br />
{{Navbox Empires}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/EmpiresEmpires2024-01-02T06:35:55Z<p>Ronedge02: /* Impact */</p>
<hr />
<div>{{Infobox Set<br />
|name = Empires<br />
|type = Expansion<br />
<br />
|cards = 300<br />
|kingdomcards = 242<br />
|kingdomsets = 24<br />
|randomizers = 24<br />
|othercards =<br />
* 13 [[Event]]s <br />
* 21 [[Landmark]]s<br />
|release = June 8, 2016<br />
<br />
|tokens =<br />
* 40 [[Debt]] tokens<br />
* 24 1{{VP}} tokens<br />
* 12 2{{VP}} tokens<br />
* 20 5{{VP}} tokens<br />
<br />
|theme = <br />
* [[Debt]]<br />
* [[Split pile]]s<br />
* {{VP}} [[Victory token|tokens]]<br />
* [[Landmark]]s<br />
|coverartist = [[Martin Hoffmann]] and [[Claus Stephan]]<br />
|rulebook = https://www.riograndegames.com/wp-content/uploads/2016/01/Dominion-Empires-Rules.pdf<br />
}}<br />
<br />
'''Empires''' is the tenth [[Expansions|expansion]] to [[Dominion]]. The box contains 24 sets of [[Kingdom]] cards. It introduces the [[Debt]] mechanic, [[Split pile]]s, [[Gathering]] cards, and [[Landmark]]s. It also reintroduces {{VP}} [[Victory token|tokens]] and [[Event]]s.<br />
== Contents ==<br />
=== Kingdom cards ===<br />
There are 12 {{Card|Castles}} (2 copies each of {{Card|Humble Castle}}, {{Card|Small Castle}}, {{Card|Opulent Castle}}, and {{Card|King's Castle}}; 1 copy each of the rest), 5 copies of each half of each [[split pile]] (pairs of cards separated by a slash), and 10 copies each of the rest.<br />
* {{Debt|4}}: {{Card|Engineer}}<br />
* {{Debt|8}}: {{Card|City Quarter}}, {{Card|Overlord}}, {{Card|Royal Blacksmith}}<br />
* {{Cost|2}}: {{Card|Encampment}}/{{Card|Plunder}}, {{Card|Patrician}}/{{Card|Emporium}}, {{Card|Settlers}}/{{Card|Bustling Village}}<br />
* {{Cost|3}}: {{Card|Castles}}, {{Card|Catapult}}/{{Card|Rocks}}, {{Card|Chariot Race}}, {{Card|Enchantress}}, {{Card|Farmers' Market}}, {{Card|Gladiator}}/{{Card|Fortune}}<br />
* {{Cost|4}}: {{Card|Sacrifice}}, {{Card|Temple}}, {{Card|Villa}}<br />
* {{Cost|5}}: {{Card|Archive}}, {{Card|Capital}}, {{Card|Charm}}, {{Card|Crown}}, {{Card|Forum}}, {{Card|Groundskeeper}}, {{Card|Legionary}}, {{Card|Wild Hunt}}<br />
<br />
=== Events ===<br />
* {{Debt|5}}: {{Event|Triumph}}<br />
* {{Debt|8}}: {{Event|Annex}}, {{Event|Donate}}<br />
* {{Cost|0}}: {{Event|Advance}}<br />
* {{Cost|2}}: {{Event|Delve}}, {{Event|Tax}}<br />
* {{Cost|3}}: {{Event|Banquet}}<br />
* {{Cost|4}}: {{Event|Ritual}}, {{Event|Salt the Earth}}<br />
* {{Cost|4||3}}: {{Event|Wedding}}<br />
* {{Cost|5}}: {{Event|Windfall}}<br />
* {{Cost|6}}: {{Event|Conquest}}<br />
* {{Cost|14}}: {{Event|Dominate}}<br />
<p></p><br />
=== Landmarks ===<br />
{| style="margin-left:0em;"<br />
| 21 cards, 1 of each:<br />
* {{Landmark|Aqueduct}}<br />
* {{Landmark|Arena}}<br />
* {{Landmark|Bandit Fort}}<br />
* {{Landmark|Basilica}}<br />
* {{Landmark|Baths}}<br />
* {{Landmark|Battlefield}}<br />
* {{Landmark|Colonnade}}<br />
* {{Landmark|Defiled Shrine}}<br />
* {{Landmark|Fountain}}<br />
* {{Landmark|Keep}}<br />
* {{Landmark|Labyrinth}}<br />
|width="235px"|&nbsp;<!--spacer-column--><br />
| &nbsp;<br />
* {{Landmark|Mountain Pass}}<br />
* {{Landmark|Museum}}<br />
* {{Landmark|Obelisk}}<br />
* {{Landmark|Orchard}}<br />
* {{Landmark|Palace}}<br />
* {{Landmark|Tomb}}<br />
* {{Landmark|Tower}}<br />
* {{Landmark|Triumphal Arch}}<br />
* {{Landmark|Wall}}<br />
* {{Landmark|Wolf Den}}<br />
|}<br />
<br />
=== Additional materials ===<br />
<p>'''Tokens'''</p><br />
The English releases use metal tokens; some foreign releases provide cardboard tokens instead.<br />
* 40 {{Debt}} [[Debt|tokens]]<br />
* 56 {{VP}} [[Victory token|tokens]]:<br />
** 24 1{{VP}} tokens<br />
** 12 2{{VP}} tokens<br />
** 20 5{{VP}} tokens<br />
<br />
== Flavor text ==<br />
{{Quote|<br />
|Text=The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire. Which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself. It's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still overall it's a great job. You wouldn't trade it for the world - especially given how much of the world you already have.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/Game/1306-Dominion-Empires Rio Grande Games]<br />
}}<br />
== Cards gallery ==<br />
=== Kingdom cards ===<br />
{{CardImage|Engineer}}{{CardImage|City_Quarter}}{{CardImage|Overlord}}{{CardImage|Royal_Blacksmith}}{{CardImage|Encampment}}{{CardImage|Plunder}}{{CardImage|Patrician}}{{CardImage|Emporium}}{{CardImage|Settlers}}{{CardImage|Bustling_Village}}{{CardImage|Castles}}{{CardImage|Catapult}}{{CardImage|Rocks}}{{CardImage|Chariot_Race}}{{CardImage|Enchantress}}{{CardImage|Farmers'_Market}}{{CardImage|Gladiator}}{{CardImage|Fortune}}{{CardImage|Sacrifice}}{{CardImage|Temple}}{{CardImage|Villa}}{{CardImage|Archive}}{{CardImage|Capital}}{{CardImage|Charm}}{{CardImage|Crown}}{{CardImage|Forum}}{{CardImage|Groundskeeper}}{{CardImage|Legionary}}{{CardImage|Wild_Hunt}}<br />
=== [[Castle]]s ===<br />
{{CardImage|Humble_Castle}}{{CardImage|Crumbling_Castle}}{{CardImage|Small_Castle}}{{CardImage|Haunted_Castle}}{{CardImage|Opulent_Castle}}{{CardImage|Sprawling_Castle}}{{CardImage|Grand_Castle}}{{CardImage|King's_Castle}}<br />
<br />
=== Events ===<br />
{{EventImage|Triumph}}{{EventImage|Annex}}{{EventImage|Donate}}{{EventImage|Advance}}{{EventImage|Delve}}{{EventImage|Tax}}{{EventImage|Banquet}}{{EventImage|Ritual}}{{EventImage|Salt_the_Earth}}{{EventImage|Wedding}}{{EventImage|Windfall}}{{EventImage|Conquest}}{{EventImage|Dominate}}<br />
=== Landmarks ===<br />
{{EventImage|Aqueduct}}{{EventImage|Arena}}{{EventImage|Bandit_Fort}}{{EventImage|Basilica}}{{EventImage|Baths}}{{EventImage|Battlefield}}{{EventImage|Colonnade}}{{EventImage|Defiled_Shrine}}{{EventImage|Fountain}}{{EventImage|Keep}}{{EventImage|Labyrinth}}{{EventImage|Mountain_Pass}}{{EventImage|Museum}}{{EventImage|Obelisk}}{{EventImage|Orchard}}{{EventImage|Palace}}{{EventImage|Tomb}}{{EventImage|Tower}}{{EventImage|Triumphal_Arch}}{{EventImage|Wall}}{{EventImage|Wolf_Den}}<br />
<br />
== Impact ==<br />
Empires was the first "normal-sized" 300-card set since [[Hinterlands]], and yet managed to introduce the most unique cards (and card-like objects) of any set until then, due to Split piles, Events and Landmarks. This, along with its heavy theme of {{Debt}} and {{VP}} tokens, makes it probably the most complex set released in Dominion. As [[Adventures]] before it was intended as a [[Seaside]] sequel, Empires acts as a [[Prosperity]] sequel, and like its predecessor, offers a great deal of tools for [[engine]]s and [[Alt-VP]] strategies.<br />
<br />
Like the increasingly complex sets that came before it, Empires broke new ground in terms of card effects and properties, such as a few new [[cost]]s (including a {{Cost|10}} and a {{Cost|14}}), a [[Duration]] that stays out for three turns, a card that returns you to your Action phase from your Buy phase, a [[handsize attack]] that makes you discard down to 2 cards in hand, an [[Attack]] that changes how your opponents' cards work, a way to prevent yourself from being able to buy anything for the rest of the game, a way to bid, sources of negative {{VP}} other than {{Card|Curse|Curses}}, and the first [[Action]]-[[Treasure]] in the game.<br />
<br />
=== Debt ===<br />
The Debt mechanic allows players to buy certain cards and Events earlier than usual, while spreading the cost across future turns. This can shake up openings, though most of the Debt cards are not particularly useful early in the game. They are, however, almost all quite powerful in the mid- to late-game, and players ignore them at their peril. <br />
<br />
=== Victory tokens ===<br />
In Prosperity, {{VP}} [[Victory token|tokens]] were introduced via three fairly simple cards, but there was still a fair amount of design space left to use with them. Empires takes the idea and runs with it, with almost half the set using {{VP}} tokens in one way or another. These cards give players many more options to victory other than simply working towards {{Card|Province|Provinces}}, adding much more variety to the game than the simple addition of more Kingdom cards.<br />
<br />
=== Split piles ===<br />
While the idea of more than one different card in a pile is not new, having been used in [[Dark Ages]], the [[Knight]]s and [[Ruins]] piles were each essentially variations on a single theme. Split piles, with two completely different cards in a pile, adds a new dynamic to the game. Having only 5 copies of a potentially key card adds competition, particularly in games with more than 2 players, and having to get through half the pile before being able to access the typically more powerful bottom cards also livens things up.<br />
<br />
=== Landmarks ===<br />
Where Adventures added Events, buyable effects not tied to cards in your deck, Empires adds Landmarks, allowing new scoring rules to be added to the game. While some can be innocuous, simply adding a few {{VP}} here and there, others, in particular the penalizing Landmarks, can drastically affect gameplay, and how players choose to go about their strategies.<br />
<br />
=== Engines ===<br />
Empires adds quite a lot of cards and Events that are friendly to engines:<br />
* {{Card|Engineer}} - gains engine components and can later remove itself<br />
* {{Card|City Quarter}} - a powerful drawing [[Village (card category)|village]]<br />
* {{Card|Overlord}} - can emulate most engine pieces, and can be acquired early<br />
* {{Card|Royal Blacksmith}} - the most powerful static [[terminal draw]] in the game<br />
* {{Card|Encampment}} - an incredibly cheap {{Card|Lost City}}<br />
* {{Card|Patrician}} - does well in high-cost engines<br />
* {{Card|Emporium}} - rewards engine building<br />
* {{Card|Bustling Village}} - gives the highest consistent number of Actions of any village<br />
* {{Card|Chariot Race}} - does well in high-cost engines<br />
* {{Card|Fortune}} - arguably the most powerful card in the game, able to double the {{Cost}} output of an engine<br />
* {{Card|Sacrifice}} - a powerful [[soft terminal]] [[trasher]]<br />
* {{Card|Temple}} - a good trasher that also gains {{VP}}<br />
* {{Card|Villa}} - allows for all sorts of engine shenanigans<br />
* {{Card|Archive}} - allows an engine to function with little to no trashing<br />
* {{Card|Capital}} - allows the early purchasing of expensive engine pieces<br />
* {{Card|Charm}} - allows the gaining of multiple like-costed engine pieces, particularly ones costing {{Debt}}<br />
* {{Card|Crown}} - flexible, and allows for multiplying on more boards<br />
* {{Card|Groundskeeper}} - functions best within an engine<br />
* {{Card|Wild Hunt}} - decent draw that also gains {{VP}}<br />
* {{Event|Triumph}} - rewards engines that gain many things per turn<br />
* {{Event|Donate}} - arguably the most powerful Event in the game, can get an engine going extremely quickly<br />
* {{Event|Advance}} - allows the early gaining of expensive engine pieces<br />
* {{Event|Salt the Earth}} - allows a player that is ahead to end the game quickly<br />
* {{Event|Windfall}} - rewards an engine that can draw your entire deck<br />
* {{Event|Dominate}} - only realistically achievable with an engine<br />
* {{Landmark|Colonnade}} - rewards engines that rely on multiple copies of an Action<br />
* {{Landmark|Labyrinth}} - rewards engines that gain more than one card per turn<br />
* {{Landmark|Orchard}} - rewards engines with multiple copies of different Actions<br />
* {{Landmark|Tomb}} - rewards trashing, which is usually essential for an engine<br />
* {{Landmark|Tower}} - rewards engines that [[Three-pile ending|three-pile]]<br />
* {{Landmark|Triumphal Arch}} - rewards engines with multiple copies of different Actions<br />
<br />
=== Big Money ===<br />
Empires has a few Big Money enablers:<br />
* {{Card|Plunder}} - can help a Big Money player get an extra edge in {{VP}}<br />
* {{Card|Crown}} - having {{Cost|5}} in your hand instead of {{Cost|6}} means you have to forgo {{Card|Gold}}, but {{Card|Crown}} is never a bad buy for Big Money.<br />
* {{Card|Legionary}} - a brutal Attack that rewards you for having {{Card|Gold}}<br />
* {{Event|Delve}} - makes {{Card|Silver}} easier to get<br />
* {{Event|Wedding}} - makes Gold easier to get<br />
* {{Event|Conquest}} - rewards you for getting Silver<br />
* {{Landmark|Aqueduct}} - rewards gaining lots of Silver and Gold, then [[greening]] early<br />
* {{Landmark|Fountain}} - rewards having extra {{Card|Copper}}<br />
* {{Landmark|Palace}} - rewards having extra Silver and Gold<br />
<br />
However, Empires also has a couple Landmarks that actively penalize Big Money strategies:<br />
* {{Landmark|Bandit Fort}} - penalizes having Silver and Gold<br />
* {{Landmark|Wall}} - penalizes bloated decks that don't trash<br />
<br />
== Theme ==<br />
Empires is in some respects conceived as a sequel to [[Prosperity]] and shares many of the same structural themes: like Prosperity, it includes [[Victory token]]s, a large number of Kingdom [[Treasure]] cards, several relatively expensive cards, and relatively few [[Attack]] cards. <br />
<br />
* 6 Debt cards: {{Card|Engineer}}, {{Card|City Quarter}}, {{Card|Overlord}}, {{Card|Royal Blacksmith}}, {{Card|Fortune}}, {{Card|Capital}}<br />
* 9 Victory token cards: {{Card|Plunder}}, {{Card|Emporium}}, {{Card|Castles}}, {{Card|Chariot Race}}, {{Card|Farmers' Market}}, {{Card|Sacrifice}}, {{Card|Temple}}, {{Card|Groundskeeper}}, {{Card|Wild Hunt}}<br />
* 6 Split piles: {{Card|Encampment}}/{{Card|Plunder}}, {{Card|Patrician}}/{{Card|Emporium}}, {{Card|Settlers}}/{{Card|Bustling Village}}, {{Card|Castles}}, {{Card|Catapult}}/{{Card|Rocks}}, {{Card|Gladiator}}/{{Card|Fortune}}<br />
* 7 Special Treasures: {{Card|Plunder}}, {{Card|Humble Castle}}, {{Card|Rocks}}, {{Card|Fortune}}, {{Card|Capital}}, {{Card|Charm}}, {{Card|Crown}}<br />
* 5 off-theme cards: {{Card|Enchantress}}, {{Card|Villa}}, {{Card|Archive}}, {{Card|Forum}}, {{Card|Legionary}}<br />
There are also 13 Events:<br />
* 5 use Debt: {{Event|Triumph}}, {{Event|Annex}}, {{Event|Donate}}, {{Event|Tax}}, {{Event|Wedding}}<br />
* 6 use Victory tokens: {{Event|Triumph}}, {{Event|Ritual}}, {{Event|Salt the Earth}}, {{Event|Wedding}}, {{Event|Conquest}}, {{Event|Dominate}}<br />
There are also 21 Landmarks:<br />
* 1 uses Debt: {{Event|Mountain Pass}}<br />
* 10 use Victory tokens: {{Landmark|Aqueduct}}, {{Landmark|Arena}}, {{Landmark|Basilica}}, {{Landmark|Baths}}, {{Landmark|Battlefield}}, {{Landmark|Colonnade}}, {{Landmark|Defiled Shrine}}, {{Landmark|Labyrinth}}, {{Landmark|Mountain Pass}}, {{Landmark|Tomb}}<br />
<br />
== Trivia ==<br />
{{OfficialArt|b=1|l=1}}<br />
Donald X. stated a couple weeks before release that Empires has a Roman flavor in terms of theme. It was the first set to be released in the [[second edition]] layout style.<br />
<br />
=== In other languages ===<br />
* Dutch: Keizerrijken<br />
* Finnish: Keisarikunta (lit. ''Empire'' - singular)<br />
* German: Empires<br />
* Japanese: 帝国 (pron. ''teikoku'')<br />
* Polish: Imperium (lit. ''Empire'' - singular)<br />
* Russian: Империи (pron. ''impyerii'')<br />
<br />
There are currently no plans to release Empires in French, despite there being French translations for every previous set.<br />
<br />
=== Roman theme ===<br />
{{Quote<br />
|Text=<br />
This expansion has a Roman Empire theme despite the Roman Empire as we think of it not being medieval. It had come up for {{Set|Adventures}}, I made a list of themes, and Roman Empire had a lot of good names. I mean that was it; a theme with a lot of good card names. And it seemed like an okay fit otherwise, for the mechanics. So, the set isn't just named Dominion: Rome or whatever, it tries to get in later periods that overlap with medieval times, and also have medieval things, but the Roman stuff I just let be Roman.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg599280#msg599280 Interview with Donald X.]<br />
}}<br />
{{Quote<br />
|Text=I think the ancient Rome stuff sits next to the medieval stuff and doesn't look so out of place. The Roman empire lasted a long time past its heyday, and they weren't so far behind in technology from the dark ages. Modern stuff would clash in a way that Rome didn't.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg869514#msg869514 Interview with Donald X.]<br />
}}<br />
{{Quote<br />
|Text=<br />
I think the {{Set|Renaissance}} is the cut off for me for this medieval game; if I had to do e.g. Wild West it would be a spin-off. I don't think it's so bad the other direction, and there's Empires to prove it.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/257241961482813440/654083405298008064 Dominion Discord, 2019]<br />
}}<br />
<br />
=== Pre-teaser ===<br />
A couple days before the teaser (which itself would come a couple days before actual previews), Donald X. dropped some news on changes in layout of cards.<br />
{{Quote<br />
|Text=Well this is unprecedented, but I'm not made of stone. Here are some spoilers about card layout.<br />
<br />
* A bigger font is used on cards that don't have lots of text.<br />
* "They" is used instead of "he."<br />
* +'s in the body of text are now in bold.<br />
* Card texts are more carefully centered than ever before.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=14665.msg594525#msg594525 Dominion: Empires Announced!]<br />
}}<br />
=== Teasers ===<br />
{{Quote<br />
|Text=Dominion: Empires has:<br />
<br />
* 76 pieces of card art.<br />
* 60 {{VP}} symbols.<br />
* 16 red hexagons.<br />
* 10 uses of "Setup."<br />
* 2 [[Duration]] cards.<br />
* 2 ways to trash cards from the Supply.<br />
* An [[Action]]-[[Treasure]] card.<br />
* An [[Event]] costing {{Cost|14}}.<br />
* A way to double your money.<br />
* A way to bid.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15340.0 Empires Teasers!]<br />
}}<br />
=== Secret history ===<br />
{{Quote|Text=One evening on a vacation, I paced around, the only one awake, thinking about what the future could possibly hold for Dominion. Was there anything great left to do? I jotted down some notes, then typed it all up when I got home.<br />
<br />
Of the stuff I came up with, a few things went together, to make a kind of [[Prosperity]] sequel. It would have more {{VP}} tokens, those seemed like they had a lot more life in them than just those 3 Prosperity cards. Some "bonus" cards of some sort would award {{VP}} at the end of the game, like Kingdom Builder scoring methods. There would be giant expensive cards that you could pay for later. There would be cards that effectively didn't cost a Buy to buy. Special treasures could be a focus again. And there were three or so other ideas that did not actually make it. I like to tell the whole story, but who knows, I might need that stuff someday. Anyway you can only fit so much stuff in an expansion.<br />
<br />
Initially the big thing I wanted out of {{VP}} tokens was, cards you trash for {{VP}} based on the game state. So, they would count things that conventional [[Victory]] cards can't, like how many [[Action]]s you managed to get into play at once. So I tried several of those and well in the end there's Emporium (which just checks a threshold) and Triumph (an Event). The original concepts didn't work out, but there are a zillion ways to make {{VP}} in this set so it was not much of a loss. A key thing was to try to avoid "golden decks" - where you just make points every turn without pushing the game towards ending. So most of the {{VP}} token stuff is tied to gaining cards, or trashing cards, or will run out some other way.<br />
<br />
I didn't try the "bonus" cards for a while. When I finally got to them, they initially didn't matter enough, but it was easy to make them matter more and that all worked out. I made more and more of them and in the end there are 21. It could have been 20 Landmarks, 12 Events, 2 blanks, but I had the extra cards so in they went.<br />
<br />
I had Debt from the start (and it had been in the ideas file for years). The first version though was a word on cards, "Debt," that meant you didn't need the {{Cost}} to buy the card, but went into Debt. The Debt tokens worked the same way as they do now. One day I thought of using a symbol, and the cards changed to things like "When you gain this during your turn, take [red coin with a 10 on it]." They were like that for a while, before finally I put the symbol into the [[cost]]. With Debt a significant concern was that you could just buy the card turn one, and if that was good it seemed like the game could be too scripted. So the big Debt cards always tried to not be good turn one, although it took a while to really get there. Originally the cards could all be bought with {{Cost|0}}, and in the end some have {{Cost}} costs too.<br />
<br />
And cards that gave you +1 Buy when bought, I made a couple and then it seemed like, that was plenty.<br />
<br />
One day Jeff Boschen complained that one of the Debt cards (an earlier version of City Quarter) was dominating games, that in particular you could always get all the copies you needed, even in a 2-player game. And I thought, hmmm, I could have piles that were only 5 cards. And then from there went immediately to, wait, 5 cards, then 5 of another card. And I tried some cards like that and it seemed pretty cool. You get to tie together the cards somehow. A big issue was making sure you would get through the top 5 often enough; not necessarily every game, but you know, not as some rare thing. So three are cheap [[cantrip]]s, and Gladiator eats its own pile for you.<br />
<br />
I had no plans to have any [[Duration]] cards in this set, then somehow tried one, and then a couple more. The original one didn't make it but there are two Duration cards. The objection all these years was the amount of rulebook space Duration cards took in [[Seaside]], but in [[Adventures]] that rulebook space was small enough to not seem so bad to repeat.<br />
<br />
Dominion is a medieval game; ancient Rome is not medieval. I remained wishy-washy on that issue, not quite wanting to go full-on ancient Rome. In the end the set is called Empires and has a bunch of Roman things. Roman empires were around for a while in various forms, extending into medieval times, so there.<br />
<br />
Late in the going, Scott Colcord took it upon himself to get all of the recommended sets played. The recommended sets don't always get much attention and well these ones did make it to a table or two.<br />
<br />
Empires started out as a kind of Prosperity sequel. And ended up as one; it has super-spendy cards (though you can pay for them later), more Treasures than other non-Prosperity sets, {{VP}} tokens, even a Treasure that makes {{Cost|6}} and an Event that gets you 15{{VP}}. One of Prosperity's less-obvious themes is player interaction; it ups the [[non-attack interaction]] to cope with having fewer attacks (which in turn was to make sure {{Card|Colony}} was reachable in enough games). Empires has that too. There are again only three attacks, but the 3 Gathering cards are all interactive, plus Chariot Race and Gladiator, plus Castles in that way {{VP}} piles can be; the split piles cause more competition for cards; and then some of the Events are interactive and many Landmarks are, and those don't even take up space in the usual 10 Kingdom cards.<br />
<br />
I used every good Event idea that I had in Adventures. Still, why not try to make more? {{VP}} tokens helped a lot, and I ended up with 13 new Events.<br />
<br />
Originally the Landmarks were all "when scoring" except it took a while for me to add the actual words "when scoring" to them. The first "6 VP per player" cards started with 12 VP, and I tried a few at "4 VP per player."<br />
<br />
*** Outtakes ***<br />
<br />
This time around I'm putting the outtakes in list form instead of paragraph form. I'm skipping some stuff mentioned above, and a few things that seem like I could maybe fix them up if I have to make more cards someday.<br />
<br />
Regular card outtakes:<br />
- The first card in the file is a {{Card|Witch}} variant that gives you +1 VP if the {{Card|Curse}}s have run out. That sounded nifty enough that it hung around for most of testing, though later versions triggered on buying a card. If you somehow got +1 Buy and then played it and bought two things, yeeha. Eventually the trigger started to seem bad, and then the whole card fell apart. And I replaced it with {{Card|Enchantress}}, hooray, a happy ending.<br />
<br />
- {{Card|Village}}, you may trash this for +1{{VP}} per 2 Actions in play;<br />
<br />
- and +2 Cards, you may trash this for +1{{VP}} per 2 cards in your hand. I liked the idea of cards you cashed in for {{VP}}, but well, you would generally like to hold onto the card until the last minute, and we've already had that experience with {{Card|Mining Village}}. They seemed like a good direction and then I fiddled with them and then they died.<br />
<br />
- Right and a third one, a treasure worth {{Cost|1}}, may trash it to pay any amount of {{Cost}} for +{{Card|VP}}. That one you cashed in of course, since you didn't want the big {{Card|Copper}}. There were a <br />
couple versions; they were dominating and didn't seem worth pursuing.<br />
<br />
- I tried several cards that cost a lot but let you go into {{Debt}}, that tried to look impressive and in the end were too impressive. First up, a new extra-turn card. I also had double your {{Cost}} in Fortune, and I felt like, double your {{Cost}}, with +1 Buy, was like an extra turn but way way faster to resolve.<br />
<br />
- One of the most significant outtakes was a treasure that gave +1 Buy and produced {{Cost|1}} per Buy you had. So by default it made {{Cost|2}} and a Buy. But with other sources of +Buys it made more {{Cost}}. You could just play multiple copies of it and build up. If you think about it, it's like {{Card|Bridge}}, but gives you the {{Cost}} up front to divide how you want, instead of assigning {{Cost|1}} per purchase. It turns out that's strong. For a long time the card seemed on the edge of acceptable; gradually I got sick of it. I put it in the {{Card|Plunder}} slot and then killed it.<br />
<br />
- There was a Witch that gave everyone else a {{Card|Curse}} and +1{{VP}}. It seemed cute; it's like giving them a {{Card|Ruined Village}}, but they end up ahead a {{Card|VP}} if they trash the {{Card|Curse}}. So do you still even want to give them these {{Card|Curse}}s? Yes, you still do, but not as much as usual. I still like the idea but well it wasn't popular. Tower can give you that "{{Card|Curse}}s are just blank" feeling.<br />
<br />
- A {{Card|Knights|Knight}}-like attack trashed from the Supply if it missed. I decided {{Card|Salt the Earth}} was enough of that. Yes and {{Card|Gladiator}}.<br />
<br />
- A couple attacks played around with playing cards you bought that turn; then I had a village that let you play a card from your hand when you gained it, and then I figured out how to do {{Card|Villa}}.<br />
<br />
- I tried a Reaction that gave you +VP when attacked. Man. You load up on them and then hope they attack you. Even at once per round I wasn't happy with it.<br />
<br />
- I tried giving other players VP as a penalty. It's not pretty-looking but was around for a while.<br />
<br />
- +1 Action, get the {{Card|Silver}}s and another card from the top 4. Also you got +1{{VP}} per {{Card|Silver}} in play when you gained it (then, +1{{Card|VP}} per 2 {{Card|Silver}}s, then no {{VP}}). The top was crazy. I thought the bottom would survive somewhere in some form but it did not.<br />
<br />
- Here's a {{Card|Venture}} variant, discard N cards to play the treasures from your top N cards. I have a very vague memory of trying this.<br />
<br />
- There was a card that made each card you bought come with a {{Card|Silver}}. For a while I thought there would be a sub-theme of cards doing things when you bought other cards. Also I thought there would be a sub-theme of making {{Card|Silver}} more exciting.<br />
<br />
- Treasure, name a card, worth {{Cost|1}} per copy of it you have in play (cost {{Cost|5}}). A super-{{Card|Coppersmith}}; if you name {{Card|Copper}} it's a {{Card|Coppersmith}} treasure, but you can name something else instead. It looked classic and got a lot of chances.<br />
<br />
- Treasure version of {{Card|King's Court}}, with {{Debt}}. A dud.<br />
<br />
- A cantrip super-{{Card|Remodel}} (up to +{{Cost|5}}) that had you take {{Debt}} equal to the amount you {{Card|Remodel}}'d up. {{Debt}} and {{Card|Remodel}}s are a poor combination, but I tried it multiple <br />
times anyway.<br />
<br />
- {{Card|Mine}} 3 times, with a {{Debt}} cost. Then, trash a treasure to gain a treasure to hand - the same if you went {{Card|Copper}} to {{Card|Platinum}}, but usually weaker. It thought it had a shot, and spent some time in split piles.<br />
<br />
- {{Card|Remodel}} 3 times, with a {{Debt}} cost. Debt? That's okay, I'm not going to be buying any more cards.<br />
<br />
- In the same vein as {{Card|Farmers' Market}}, I tried a {{Card|Warehouse}}. You draw N cards then discard N, N being the number of tokens on the pile. And could optionally trash it to take the VP. {{Card|Farmers' Market}} made the concept work.<br />
<br />
- There were a bunch of treasures I tried briefly for split pile slots. A treasure version of {{Card|Vault}}. A treasure that gained you a copy of a treasure in play. A treasure that played the {{Card|Copper}}s from your 3 top cards. A treasure that made cards the previous player had gained cheaper. A treasure (worth {{Cost|2}}) you could put on your deck ala {{Card|Treasury}}. A treasure worth {{Cost|1}} per other differently named treasure you had in play. A treasure that let you trash a card when gaining or trashing it. A treasure you cashed in for two {{Cost|3}}'s when you played it (that one goes back to Prosperity). A double {{Card|Harem}} - {{Cost|4}} and 4{{VP}} for {{Cost|10}}. You know it wouldn't have been embarrassing, but when its pile died I didn't miss it.<br />
<br />
- There was a bigger {{Card|Wharf}} with {{Debt}} cost - +3 Cards this turn and next.<br />
<br />
- Here's a {{Card|Wishing Well}} where you just need to get the type right, not the card name. Man I don't remember trying this. And next to it a version that could get 2 cards if they both matched.<br />
<br />
- There were cards called Barbarian, don't think there weren't. Here's one where they name a card, then trash their top card if it costs {{Cost|3}}+ and isn't what they named. Then immediately a version where they revealed two cards; revealing one has worked on a few attacks but tends to be too random. My memory is this attack just never hits.<br />
<br />
- I tried another permanent duration; +{{Cost|2}} each turn with the first Action card you play, with a {{Debt}} cost. It was in the running for a big debt slot, it seemed potentially balanceable but was not as fun as the competition.<br />
<br />
- I tried a few things in the {{Card|Settlers}} slot, maybe not all in the file, but here's a 2-card {{Card|Cartographer}}.<br />
<br />
- Each other player reveals 2 cards from their hand, trashes one you choose, gains a replacement to their hand with the same cost, also your choice. Attacks are hard.<br />
<br />
- Ah yes, so many cards tried out for {{Card|Engineer}}'s slot. Here's an {{Card|Expand}} with on-use {{Debt}} that tried to dodge {{Card|Remodel}}/Debt issues by doing something different if you had any {{Debt}}. A +{{Cost|1}} {{Card|Remodel}} that had you draw 2 cards when you gained or trashed it; I still like the idea of a {{Card|Remodel}} that does something when gained/trashed. A +{{Cost|5}} Remodel that, when trashed, gave you a {{Cost|5}}. Yowza. Another one of these, gaining you a copy of a card in play with some limits to try not to go nuts. Another one with different limits, man. Okay here are 3 that involve putting {{VP}} on the pile. One is just a {{Card|Workshop}} that accumulates {{VP}} you can trash it to get; one counts down, it's reset to 5{{VP}} when a copy is gained, and when played gains a card for the number of {{VP}} on the pile and then gives you a {{VP}} from the pile, that was fun to try; and a {{Card|Workshop}} that adds or takes {{VP}} based on how much the card you gained cost. Finally, the one that held the slot for the longest out of these, a {{Card|Workshop}} that turns into {{Card|Remodel}} if a pile is empty. That seemed okay and like I could live with it if I couldn't do better, but I like {{Card|Engineer}} better.<br />
<br />
Landmarks outtakes:<br />
<br />
- 1{{VP}} per card costing {{Cost|4}} wasn't very interesting;<br />
<br />
- ditto 1{{VP}} per card costing {{Cost|6}}+.<br />
<br />
- 2{{VP}} per Attack seemed okay for a while but didn't survive. I then tried 2{{VP}} per card with 2+ types. It feels like {{Landmark|Obelisk}} covers "this random pile is worth points."<br />
<br />
- 10{{VP}} if you have at least 3 {{Card|Curse}}s; not the best way to use {{Card|Curse}}s.<br />
<br />
- 5{{VP}} if the game ended on your turn; that looks interesting but isn't really and could cause a stalemate.<br />
<br />
- -1{{VP}} per {{Card|Duchy}} -2{{VP}} per {{Card|Province}}; what is there to say.<br />
<br />
- If the {{Card|Province}}s are empty, 2{{VP}} per {{Card|Estate}}; that's a classic thing that didn't work out in Victory card form or here either.<br />
<br />
- In a similar vein, 1{{VP}} per empty Supply pile per {{Card|Province}} you have.<br />
<br />
- When "1{{VP}} per {{Cost|6}}" didn't work out I tried "take 2{{VP}} from here when you gain {{Card|Gold}}."<br />
<br />
- There's one that gave you 2{{VP}} for shuffling; it just doesn't make a difference.<br />
<br />
- One gave +1{{VP}} for starting your Buy phase with 6+ cards in hand.<br />
<br />
- I tried a few versions of "At the start of your turn, you may gain a {{Card|Copper}}, to take 2{{VP}} from here." It's kind of interesting, but some players just always take the {{Card|Copper}}, and sometimes you <br />
forget to take the {{Card|Copper}} and are unhappy. I tried it with {{Card|Curse}}; I tried it triggering on buying Treasures.<br />
<br />
- When any player buys a Victory card, each player may discard a Victory card for +1{{VP}}. Random and not so meaningful.<br />
<br />
- When you buy a Victory card, reveal hand for +1{{VP}} per Victory card. {{Card|Grand Castle}}s everywhere.<br />
<br />
- -1{{VP}} per copy you have after the first of each card. Then, -1{{VP}} per copy after the 2nd. Then non-Victory cards only. The card to do was {{Landmark|Wolf Den}} but I wasn't there yet.<br />
<br />
- Reveal a hand of no duplicates at turn start to take 2{{VP}}. Very easy to forget.<br />
<br />
- At start of buy phase, if more Actions in play than VP tokens, +2{{VP}}. You want more and more Actions. Not bad, except wait, it's no good in a game with any other way to make {{VP}} tokens, and I was making a whole expansion of those.<br />
<br />
Events outtakes:<br />
<br />
- Pick your next hand. It turns out that's pretty good and also repetitive.<br />
<br />
- A couple versions of, {{Card|Expand}} your top card.<br />
<br />
- {{Card|Summon}}! It always was hoping to be a promo but was in the set for a bit.<br />
<br />
- A {{Card|Scheme}} variant. It's tricky to make it useful and not automatic.<br />
<br />
- A {{Card|Moat}}-in-advance. It's tricky to make it useful and not stop people from buying attacks.<br />
<br />
- Various versions of, the player to your left gains an {{Card|Estate}} and you get +3{{VP}}. I couldn't give everyone an {{Card|Estate}} and didn't want anything political.<br />
<br />
- A few versions of a hot potato - you pay to give it to the player to your left, and it punishes whoever has it (the Event, sitting in front of them). Again politics was an issue, but also it just wasn't creating good <br />
times.<br />
<br />
- A few {{Card|Haggler}} variants that were too hard to get value out of.<br />
<br />
- A few versions of, trash a card, get {{VP}} if the trash didn't have it yet (phrased to not be {{Card|Fortress}} tricks).<br />
<br />
- It seemed like I could do "make anything a {{Card|Nobles}}/{{Card|Harem}}" and it would be reasonable. Pay {{Cost|6}}, gain a card costing up to {{Cost|4}}, get +2{{VP}}. I could make it be worth doing, but <br />
entertainment-wise it was a dud.<br />
<br />
- I tried giving {{Card|Duchy}} an ability. It had to be a buy phase ability but that was fine; I tried +1 Buy +{{Cost|1}} (but +2 Buys because you bought the Event). Discard a {{Card|Duchy}}, get that stuff, cost <br />
{{Cost|0}}. It sounded interesting and was supposed to make me consider getting a {{Card|Duchy}} for the +Buy. It did sometimes, but didn't add enough to make the grade.<br />
<br />
- Trying to make other giant Events like {{Card|Donate}} and {{Card|Dominate}}, I briefly tried "gain all Actions from a pile" and "gain the trash."<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15660.0 The Secret History of the Empires Cards]<br />
}}<br />
<br />
== Recommended sets of 10 ==<br />
=== Empires only ===<br />
{{Kingdom|Castles|Chariot Race|City Quarter|Engineer|Farmers' Market|Forum|Legionary|Patrician|Sacrifice|Villa|event1 = Wedding|landmark1 = Tower|imgwidth = 150|title = Basic Intro}}<br />
{{Kingdom|Archive|Capital|Catapult|Crown|Enchantress|Gladiator|Groundskeeper|Royal Blacksmith|Settlers|Temple|landmark1 = Arena|landmark2 = Triumphal Arch|imgwidth = 150|title = Advanced Intro}}<br />
<br />
=== Empires & [[Dominion (base set)|Dominion]] ===<br />
{{Kingdom|Enchantress|Forum|Legionary|Overlord|Temple|Cellar|Library|Remodel|Village|Workshop|event1 = Windfall|landmark1 = Orchard|imgwidth = 150|title = Everything in Moderation}}<br />
{{Kingdom|Catapult|Charm|Farmers' Market|Groundskeeper|Patrician|Bureaucrat|Gardens|Laboratory|Market|Moneylender|event1 = Conquest|landmark1 = Aqueduct|imgwidth = 150|title = Silver Bullets}}<br />
<br />
=== Empires & [[Intrigue]] ===<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 />
<br />
=== Empires & [[Seaside]] ===<br />
{{Kingdom|Salvager|Smugglers|Tactician|Warehouse|Wharf|Castles|Chariot Race|Encampment|Enchantress|Gladiator|event1 = Tax|landmark1 = Wall|imgwidth = 150|title = Boxed In}}<br />
{{Kingdom|Corsair|Haven|Native Village|Pirate|Sea Witch|Archive|Farmers' Market|Overlord|Temple|Wild Hunt|event1 = Delve|landmark1 = Fountain|imgwidth = 150|title = King of the Sea}}<br />
<br />
=== Empires & [[Alchemy]] ===<br />
{{Kingdom|City Quarter|Crown|Encampment|Enchantress|Farmers' Market|Apothecary|Apprentice|Herbalist|Transmute|University|landmark1 = Colonnade|landmark2 = Museum|imgwidth = 150|title = Collectors}}<br />
<br />
=== Empires & [[Prosperity]] ===<br />
{{Kingdom|Capital|Gladiator|Patrician|Royal Blacksmith|Villa|Bank|Forge|Grand Market|Investment|Tiara|event1 = Dominate|landmark1 = Obelisk|colony = 1|imgwidth = 150|title = Big Time}}<br />
{{Kingdom|Chariot Race|City Quarter|Encampment|Groundskeeper|Wild Hunt|Anvil|Collection|Mint|Peddler|War Chest|landmark1 = Basilica|landmark2 = Palace|colony = 1|imgwidth = 150|title = Gilded Gates}}<br />
<br />
=== Empires & [[Cornucopia]] ===<br />
{{Kingdom|Overlord|Sacrifice|Settlers|Villa|Wild Hunt|Fairgrounds|Horse Traders|Menagerie|Jester|Tournament|event1 = Annex|landmark1 = Colonnade|imgwidth = 150|title = Zookeepers}}<br />
<br />
=== Empires & [[Hinterlands]] ===<br />
{{Kingdom|Catapult|Forum|Patrician|Temple|Villa|Border Village|Cauldron|Haggler|Stables|Wheelwright|event1 = Donate|landmark1 = Labyrinth|imgwidth = 150|title = Simple Plans}}<br />
{{Kingdom|Castles|Charm|Encampment|Engineer|Legionary|Farmland|Oasis|Spice Merchant|Stables|Tunnel|landmark1 = Battlefield|landmark2 = Fountain|imgwidth = 150|title = Expansion}}<br />
<br />
=== Empires & [[Dark Ages]] ===<br />
{{Kingdom|Castles|Chariot Race|City Quarter|Legionary|Sacrifice|Death Cart|Fortress|Pillage|Rats|Storeroom|event1 = Advance|landmark1 = Tomb|shelters = 1|imgwidth = 150|title = Tomb of the Rat King}}<br />
{{Kingdom|Capital|Charm|Engineer|Groundskeeper|Legionary|Bandit Camp|Catacombs|Hunting Grounds|Market Square|Procession|event1 = Triumph|landmark1 = Defiled Shrine|shelters = 1|imgwidth = 150|title = Triumph of the Bandit King}}<br />
{{Kingdom|Archive|Catapult|Crown|Patrician|Settlers|Feodum|Hermit|Ironmonger|Rogue|Squire|event1 = Ritual|landmark1 = Museum|shelters = 1|imgwidth = 150|title = The Squire's Ritual|id = squiresritual}}<br />
<br />
=== Empires & [[Guilds]] ===<br />
{{Kingdom|Castles|City Quarter|Engineer|Gladiator|Royal Blacksmith|Baker|Butcher|Doctor|Herald|Soothsayer|landmark1 = Baths|landmark2 = Mountain Pass|imgwidth = 150|title = Cash Flow}}<br />
<br />
=== Empires & [[Adventures]] ===<br />
{{Kingdom|Capital|Catapult|Charm|Crown|Farmers' Market|Coin of the Realm|Page|Relic|Treasure Trove|Wine Merchant|event1 = Banquet|landmark1 = Keep|imgwidth = 150|title = Area Control}}<br />
{{Kingdom|Archive|Encampment|Royal Blacksmith|Temple|Villa|Dungeon|Duplicate|Hireling|Peasant|Transmogrify|event1 = Mission|landmark1 = Bandit Fort|imgwidth = 150|title = No Money No Problems}}<br />
<br />
=== Empires & [[Nocturne]] ===<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 />
<br />
=== Empires & [[Renaissance]] ===<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|imgwidth = 150|title = Navigating the Sewers}}<br />
<br />
=== Empires & [[Menagerie (expansion)|Menagerie]] ===<br />
{{Kingdom|Animal Fair|Cavalry|Sleigh|Stockpile|Wayfarer|Catapult|City Quarter|Crown|Engineer|Villa|way1=Way of the Pig|event1=Advance|imgwidth=150|title = No Money Down}}<br />
{{Kingdom|Camel Train|Fisherman|Gatekeeper|Sanctuary|Snowy Village|Enchantress|Overlord|Sacrifice|Settlers|Wild Hunt|event1=transport|landmark1=Triumphal Arch|imgwidth=150|title = Detours and Shortcuts}}<br />
<br />
=== Empires & [[Allies]] ===<br />
{{Kingdom|Contract|Forts|Specialist|Swap|Sycophant|City Quarter|Enchantress|Farmers' Market|Settlers|Wild Hunt|ally=Island Folk|landmark1=Orchard|imgwidth = 150|title=Island Empire}}<br />
{{Kingdom|Capital City|Carpenter|Clashes|Hunter|Importer|Castles|Catapult|Charm|Crown|Patrician|ally=Trappers' Lodge|landmark1=Triumph|imgwidth = 150|title=Castle Wars}}<br />
<br />
=== Empires & [[Plunder (expansion)|Plunder]] ===<br />
{{Kingdom|Abundance|Crucible|Frigate|Taskmaster|Tools|City Quarter|Farmers' Market|Groundskeeper|Patrician|Wild Hunt|landmark1=Museum|trait1=Nearby|traitfor=Patrician|imgwidth = 150|title = City Builders}}<br />
{{Kingdom|Figurine|Landing Party|Mining Road|Rope|Wealthy Village|Charm|Crown|Enchantress|Gladiator|Sacrifice|event1=Prosper|trait1=Friendly|traitfor=Figurine|imgwidth = 150|title = Plenty}}<br />
<br />
{{Navbox Empires}}<br />
{{Navbox expansions}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Witch%27s_HutWitch's Hut2024-01-01T11:28:48Z<p>Ronedge02: /* Strategy */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Witch's Hut<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Julien Delval<br />
|text = '''+4 Cards'''<br>Discard 2 cards, revealed. If they're both Actions, each other player gains a Curse.<br />
}}<br />
<br />
'''Witch&#39;s Hut''' is an [[Action]]-[[Attack]] card from {{Set|Hinterlands|ed=2}}. It provides [[terminal draw]] with some [[sifting]], and can become a [[curser]] if you are willing to discard your Action cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You reveal the discarded cards even if they aren't both Actions.<br />
* If they're both Actions - even if they also have other [[type]]s - each other player gains a {{Card|Curse}}.<br />
<br />
== Strategy ==<br />
Witch's Hut is a bit of a tricky card: potentially strong but with an inherent conflict. It is most powerful in a deck-drawing engine, where it provides big card draw, and the cursing benefit is more likely to be able to be used, due to the action-rich nature of these decks. However, if other players are using this strategy, the curses will typically cause the engine to lock up and lead to a [[slog]], and the presence of curses in the deck makes it harder to match it up with actions to discard. This tends to lead to games where the curses are dealt out a bit slower than with a simple curser like {{Card|Witch}}, but it can also lead to there being a more dramatic split of curses if one player is more efficiently able to set up this card to discard actions.<br />
<br />
Because it relies on actions for the cursing effect, Witch's Hut is strongest when you can avoid purchasing any [[treasure]] and instead build up to buying one or more through [[virtual coin]], ideally non-terminal actions as you can then play them before playing this card. The idea is that you want every purchased card both to bring you closer to buying Witch's Hut and to make Witch's Hut more likely to activate when it is played. Ideally your purchased cards will provide a net gain of +Action so that you can play multiple Witch's Huts in one turn.<br />
<br />
{{Card|Pawn}} is a great synergy, cheap and offering virtual coin and +Buy, allowing you to quickly pack your deck with actions. {{Card|Peddler}} is good and can often be purchased cheaply in decks aiming to optimize a Witch's Hut strategy. {{Card|Caravan Guard}} provides non-terminal virtual coin, and its special effect is more likely to activate if other players also have Witch's Hut. {{Card|Oasis}} is a powerful and cheap non-terminal virtual coin whose discarding effect is unlikely to harm you if you have curses in the deck. {{Card|Settlers}} is excellent as long as your deck still contains some copper. Some [[villages]] can synergize with this card, probably the strongest are {{Card|Fishing Village}} which provides an abundance of actions as well as virtual coin, and {{Card|Harbor Village}} which synergizes with other virtual coin. {{Card|Hamlet}} is also good, as it is cheap its discarding probably will not harm you much as you will probably gain curses.<br />
<br />
Although it alone does not facilitate Witch's Hut, {{Card|Conspirator}} is usually a good addition to decks built around this strategy. {{Card|Lighthouse}} also provides these same benefits, but it effectively blocks the attack. Because of the strong synergy, however, on a board with both Witch's Hut and Lighthouse, the purchase of multiple Lighthouses is almost mandatory.<br />
<br />
One of the best times to buy Witch's Hut is on a {{Cost|5}}/{{Cost|2}} split in the opening, especially in the presence of a cheap facilitating action costing {{Cost|2}} like Pawn or Settlers.<br />
<br />
Witch's Hut plays differently depending on whether or not there are good trashers, but the presence of good trashers typically doesn't make it a better or worse buy. In a game with Witch's Hut, good enablers, and trashers on the board, however, buying trashing is typically mandatory: if you don't, you'll end up with curses, and you'll be more likely to lose the race to match up your Witch's Hut with actions and thus lose the cursing race. A particularly nice card that synergizes with Witch's Hut in multiple ways is {{Card|Sailor}}, which provides +1 Action, and Virtual Coin and trashing on the coming turn. It is especially strong in the presence of other durations but can be worthwhile as a combo with Witch's Hut even in their absence; in this case it can still be used to buy and then play a copy of itself.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || '''+4 Cards'''<br>Discard 2 cards, revealed. If they're both Actions, each other player gains a Curse. || Hinterlands (Second Edition) || July 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German <br />
| Hexenhütte || || {{CardLangVersionImage|German|d=1}} || '''+4 Karten'''<br>Lege 2 Karten aufgedeckt ab. Wenn beides Aktionskarten sind, nimmt jeder Mitspieler einen Fluch. ||<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
<br />
=== Card Art ===<br />
{{Quote|Text=At this point I give the artists a one-line description, and get to approve sketches. I try to leave a lot up to them but am sometimes more specific. For Witch's Hut the line was: "Witch's Hut: A walking hut in a swamp; Baba Yaga's hut."<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.reddit.com/r/dominion/comments/vlpe4b/comment/idxzjhj/?utm_source=share&utm_medium=web2x&context=3 Reddit, Hinterlands 2E Preview 1]<br />
}}<br />
=== Preview ===<br />
{{Quote|Text={{Card|Oracle}} isn't weak or strong really, but it's crazy slow. It's the bane of playtesting; they endlessly flip over the card you actually wanted to playtest. I haven't played with it in years, except for one game to make sure I really wanted to get rid of it. I did.<br />
<p>Witch's Hut again ties into the filtering theme. It's both the new {{Card|Embassy}} and the attack that replaces Oracle.</p><br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21313.msg893707#msg893707 Hinterlands 2E Preview 1]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=In some sense the new {{Card|Embassy}}, combining an [[attack]] for the {{Card|Oracle}} slot. We tried versions with different discard conditions; this one was hard enough.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21323.0 The Secret History of Hinterlands 2E]<br />
}}<br />
<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}<br />
[[Category:Terminals]]<br />
[[Category:Draw]]<br />
[[Category:Handsize positive]]<br />
[[Category:Sifter]]<br />
[[Category:Discard for benefit]]<br />
[[Category:Attack]]<br />
[[Category:Trashing attack]]<br />
[[Category:Junker]]<br />
[[Category:Cursers]]</div>Ronedge02https://wiki.dominionstrategy.com/index.php/SoukSouk2024-01-01T11:04:06Z<p>Ronedge02: /* Strategy */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Souk<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = <br />
|illustrator = Garret DeChellis<br />
|text = '''+1 Buy'''<br>+{{Cost|7}}<br>–{{Cost|1}} per card in your hand (you can't go below {{Cost|0}}).<br />
|text2 = When you gain this, trash up to 2 cards from your hand.<br />
}}<br />
<br />
'''Souk''' is an [[Action]] card from {{Set|Hinterlands|ed=2}}. It's a source of [[+Buy]] that provides more [[virtual coin]] the smaller your handsize is. It also has a [[trasher|trashing]] effect when you gain it. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* For example, if you play Souk and have 3 other cards left in your hand, you'd get +{{Cost|7}} (and +1 Buy), and then lose {{Cost|3}} for a net gain of +{{Cost|4}}.<br />
* You can't go below {{Cost|0}} but might end up with less {{Cost}} than you started with.<br />
* When you gain Souk, trash up to 2 cards from your hand; you don't have to trash any.<br />
<br />
== Strategy ==<br />
Souk can be very powerful, but requires several ingredients to be effective. When these ingredients are present, it is a game-changer. In a typical 5-card hand, if you cannot rid yourself of the other 4 cards, it is a terminal {{Card|Gold}}, giving +{{Cost|3}} and +1 Buy, which is not terrible, although it can become even weaker in the presence of card draw. If you manage to reduce your hand though, Souk quickly soars in value: with a 3-card hand it is worth {{Cost|4}}, a 2-card hand, {{Cost|5}}, and a 1-card hand, {{Cost|6}}. If you somehow manage to end your turn with playing two Souks to empty your hand, you will net a whopping {{Cost|13}}, which means with a bit more virtual coin, it is not hard to buy two {{Card|Province|Provinces}} in one turn. Ending your turn with three Souks also guarantees a double province buy.<br />
<br />
More commonly though, Souk can just give you a fast path to single province buys. Souk can often be part of a [[Rush (strategy)|rush strategy]], especially if combined with cheap actions that synergize with it.<br />
<br />
Actions providing +Action without card draw synergize particularly well with Souk, especially if they also provide [[virtual coin]], as you can then rid your deck of treasures. Cards that allow you the option of discarding are even better. One of the best combos is with {{Card|Hamlet}} which replaces itself but then allows you to discard up to two cards. Other good supporting cards include {{Card|Oasis}}, {{Card|Pawn}}, {{Card|Squire}}, {{Card|Villa}}, {{Card|Town}}, {{Card|Lighthouse}}, and {{Card|Fishing Village}}. {{Card|Capital City}} is a powerful combo too but is harder to set up as it also costs {{Cost|5}}; {{Card|Festival}} is slightly less of a powerful combo and its cost is prohibitive but it can combine favorably with this card. The normally weak {{Card|Cellar}} also becomes surprisingly useful when combined with Souk; it reduces handsize by 1, and can help you cycle to find other non-terminal actions. In general the cheaper cards are better, ideally the ones costing {{Cost|2}}, because they can be bought quickly and their usual weakness of lack of draw and/or required discard becomes an asset in the presence of Souk.<br />
<br />
Souk can be immensely powerful in thinned engines, and the trash-on-gain power synergizes with this, allowing you to thin your deck when you obtain it. To achieve this goal you usually need supplemental trashers, but if there are good villages you can sometimes achieve this by simply buying Souk repeatedly. {{Card|Steward}} is a nice trasher that synergizes with Souk in the presence of villages, in that it can provide some virtual coin without card draw. {{Card|Moneylender}} is another okay trasher that also provides some virtual coin. Regardless of the method of deck thinning, the thinning does not need to be perfect or thorough, especially in the presence of sifters.<br />
<br />
In a game where Souk is strong, you often need to weigh the merits of a thinned engine going for a double province buy against a simple rush strategy.<br />
<br />
Souk is also an obvious counter to handsize attacks; under the right circumstances these attacks will strengthen it. If you end up with a hand of Souk, a copper, and silver, you can buy a province, and the same is possible if drawing Souk with a helper card like Pawn. It is however more vulnerable to junking attacks, which tend to throw a wrench in engines while leaving you with full hands.<br />
<br />
=== Synergies and Combos ===<br />
* {{event|Rush}}: With a hand containing at most 2 cards you are willing to trash, you can [[gain-and-play]] Souks until the pile is empty.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || '''+1 Buy'''<br>+{{Cost|7}}<br>–{{Cost|1}} per card in your hand (you can't go below {{nowrap|{{Cost|0}}).}}{{divline}}When you gain this, trash up to 2 cards from your hand. || Hinterlands (Second Edition) || July 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German <br />
| Souk || || {{CardLangVersionImage|German|d=1}} || '''+1 Kauf'''<br>+{{Cost|7}}<br>–{{Cost|1}} pro Handkarte (du kannst nicht weniger als {{Cost|0}} haben).{{divline}}Wenn du diese Karte nimmst, entsorge bis zu 2 deiner Handkarten. || German print version mistakenly has [[Marcel-André Casasola Merkle]] credited as illustrator.<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
<br />
=== Preview ===<br />
{{Quote|Text=<br />
<p>I like {{Card|Cache}}, except for it being bad. If only I could move the [[+Buy]] from {{Card|Margrave}} onto {{Card|Cache}} (and from {{Card|Wharf}} onto {{Card|Merchant Ship}}). But I can't. And I mean. It's bad.</p><br />
<br />
Souk is unrelated, beyond being another when-gain card. It rewards a small hand size, such as you might have after playing some filtering cards. And it gets in another when-gain trigger.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21318.msg893813#msg893813 Hinterlands 2E Preview 2]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=<br />
The top was an outtake from {{Set|Menagerie}} and {{Set|Allies}}, just due to, only so much fits, this wasn't on-theme. The filtering sub-theme made it fit {{Set|Hinterlands|ed=2|Hinterlands}}, and then it got a when-gain to do even more fitting. I also tried just letting you trash one card on-gain, and having it come with a cheaper card like {{Card|Border Village}} does.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21323.msg893930#msg893930 The Secret History of Hinterlands 2E]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}<br />
[[Category:Terminals]]<br />
[[Category:Extra buys]]<br />
[[Category:Virtual coin]]<br />
[[Category:Variable coin]]<br />
[[Category:Gain for benefit]]<br />
[[Category:Limited trashers]]</div>Ronedge02https://wiki.dominionstrategy.com/index.php/SoukSouk2024-01-01T10:55:54Z<p>Ronedge02: /* Strategy */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Souk<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = <br />
|illustrator = Garret DeChellis<br />
|text = '''+1 Buy'''<br>+{{Cost|7}}<br>–{{Cost|1}} per card in your hand (you can't go below {{Cost|0}}).<br />
|text2 = When you gain this, trash up to 2 cards from your hand.<br />
}}<br />
<br />
'''Souk''' is an [[Action]] card from {{Set|Hinterlands|ed=2}}. It's a source of [[+Buy]] that provides more [[virtual coin]] the smaller your handsize is. It also has a [[trasher|trashing]] effect when you gain it. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* For example, if you play Souk and have 3 other cards left in your hand, you'd get +{{Cost|7}} (and +1 Buy), and then lose {{Cost|3}} for a net gain of +{{Cost|4}}.<br />
* You can't go below {{Cost|0}} but might end up with less {{Cost}} than you started with.<br />
* When you gain Souk, trash up to 2 cards from your hand; you don't have to trash any.<br />
<br />
== Strategy ==<br />
Souk can be very powerful, but requires several ingredients to be effective. When these ingredients are present, it is a game-changer. In a typical 5-card hand, if you cannot rid yourself of the other 4 cards, it is a terminal {{Card|Gold}}, giving +{{Cost|3}} and +1 Buy, which is not terrible, although it can become even weaker in the presence of card draw. If you manage to reduce your hand though, Souk quickly soars in value: with a 3-card hand it is worth {{Cost|4}}, a 2-card hand, {{Cost|5}}, and a 1-card hand, {{Cost|6}}. If you somehow manage to end your turn with playing two Souks to empty your hand, you will net a whopping {{Cost|13}}, which means with a bit more virtual coin, it is not hard to buy two {{Card|Province|Provinces}} in one turn. Ending your turn with three Souks also guarantees a double province buy.<br />
<br />
More commonly though, Souk can just give you a fast path to single province buys. Souk can often be part of a [[Rush (strategy)|rush strategy]], especially if combined with cheap actions that synergize with it.<br />
<br />
Actions providing +Action without card draw synergize particularly well with Souk, especially if they also provide [[virtual coin]], as you can then rid your deck of treasures. Cards that allow you the option of discarding are even better. One of the best combos is with {{Card|Hamlet}} which replaces itself but then allows you to discard up to two cards. Other good supporting cards include {{Card|Oasis}}, {{Card|Pawn}}, {{Card|Squire}}, {{Card|Villa}}, {{Card|Town}}, {{Card|Lighthouse}}, and {{Card|Fishing Village}}. {{Card|Capital City}} is a powerful combo too but is harder to set up as it also costs {{Cost|5}}; {{Card|Festival}} is slightly less of a powerful combo and its cost is prohibitive but it can combine favorably with this card. The normally weak {{Card|Cellar}} also becomes surprisingly useful when combined with Souk; it reduces handsize by 1, and can help you cycle to find other non-terminal actions. In general the cheaper cards are better, ideally the ones costing {{Cost|2}}, because they can be bought quickly and their usual weakness of lack of draw and/or required discard becomes an asset in the presence of Souk.<br />
<br />
Souk can be immensely powerful in thinned engines, and the trash-on-gain power synergizes with this, allowing you to thin your deck when you obtain it. To achieve this goal you usually need supplemental trashers, but if there are good villages you can sometimes achieve this by simply buying Souk repeatedly. {{Card|Steward}} is a nice trasher that synergizes with Souk in the presence of villages, in that it can provides some virtual coin without card draw. {{Card|Moneylender}} is another okay trasher that also provides some virtual coin. Regardless of the method of deck thinning, the thinning does not need to be perfect or thorough, especially in the presence of sifters.<br />
<br />
In a game where Souk is strong, you often need to weigh the merits of a thinned engine going for a double province buy against a simple rush strategy.<br />
<br />
Souk is also an obvious counter to handsize attacks; under the right circumstances these attacks will strengthen it. If you end up with a hand of Souk, a copper, and silver, you can buy a province, and the same is possible if drawing Souk with a helper card like Pawn. It is however more vulnerable to junking attacks, which tend to throw a wrench in engines while leaving you with full hands.<br />
<br />
=== Synergies and Combos ===<br />
* {{event|Rush}}: With a hand containing at most 2 cards you are willing to trash, you can [[gain-and-play]] Souks until the pile is empty.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || '''+1 Buy'''<br>+{{Cost|7}}<br>–{{Cost|1}} per card in your hand (you can't go below {{nowrap|{{Cost|0}}).}}{{divline}}When you gain this, trash up to 2 cards from your hand. || Hinterlands (Second Edition) || July 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German <br />
| Souk || || {{CardLangVersionImage|German|d=1}} || '''+1 Kauf'''<br>+{{Cost|7}}<br>–{{Cost|1}} pro Handkarte (du kannst nicht weniger als {{Cost|0}} haben).{{divline}}Wenn du diese Karte nimmst, entsorge bis zu 2 deiner Handkarten. || German print version mistakenly has [[Marcel-André Casasola Merkle]] credited as illustrator.<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
<br />
=== Preview ===<br />
{{Quote|Text=<br />
<p>I like {{Card|Cache}}, except for it being bad. If only I could move the [[+Buy]] from {{Card|Margrave}} onto {{Card|Cache}} (and from {{Card|Wharf}} onto {{Card|Merchant Ship}}). But I can't. And I mean. It's bad.</p><br />
<br />
Souk is unrelated, beyond being another when-gain card. It rewards a small hand size, such as you might have after playing some filtering cards. And it gets in another when-gain trigger.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21318.msg893813#msg893813 Hinterlands 2E Preview 2]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=<br />
The top was an outtake from {{Set|Menagerie}} and {{Set|Allies}}, just due to, only so much fits, this wasn't on-theme. The filtering sub-theme made it fit {{Set|Hinterlands|ed=2|Hinterlands}}, and then it got a when-gain to do even more fitting. I also tried just letting you trash one card on-gain, and having it come with a cheaper card like {{Card|Border Village}} does.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21323.msg893930#msg893930 The Secret History of Hinterlands 2E]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}<br />
[[Category:Terminals]]<br />
[[Category:Extra buys]]<br />
[[Category:Virtual coin]]<br />
[[Category:Variable coin]]<br />
[[Category:Gain for benefit]]<br />
[[Category:Limited trashers]]</div>Ronedge02https://wiki.dominionstrategy.com/index.php/PiratePirate2023-11-27T05:39:30Z<p>Ronedge02: /* Secret History */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Pirate<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Duration<br />
|type3 = Reaction<br />
|illustrator = Claus Stephan<br />
|text = At the start of your next turn, gain a Treasure costing up to {{Cost|6}} to your hand.<br />
|text2 = When any player gains a Treasure, you may play this from your hand.<br />
}}<br />
<br />
{{Card|Pirate}} is an [[Action]]-[[Duration]]-[[Reaction]] card from the [[second edition]] of [[Seaside]]. It is a [[Treasure]] [[gainer]] that allows you to play it for free when any player gains a Treasure.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You can play this when you gain a Treasure, or when another player gains a Treasure.<br />
* If you play this during another player's turn, your following turn is when your Pirate gains you a Treasure.<br />
* The Treasure you gain comes from the Supply and goes directly to your hand.<br />
=== Other Rules clarifications ===<br />
* This plays like the Reactions in {{Set|Menagerie}}; see the [[Reaction#Rules|Reactions section]].<br />
* If you have {{Project|Capitalism}}, gaining an Action with +{{Cost}} in its text will let all players play Pirates from their hand.<br />
<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || style="padding:0px 20px;"| At the start of your next turn, gain a Treasure costing up to {{Cost|6}} to your hand.{{Divline}}When any player gains a Treasure, you may play this from your hand. || Seaside (Second Edition) || June 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Piraat || {{CardLangVersionImage|Dutch}} || || Aan het begin van je volgende beurt: pak een geldkaart die ten hoogste {{Cost|6}} kost en neem die in je hand.{{Divline}}Als een speler een geldkaart pakt, mag je deze kaart uit je hand spelen. || Hijs de Zeilen (2de Editie) 999 Games (2022)<hr>"&hellip;<s>en neem die</s> in je hand. &hellip;"<br />
|-<br />
!French <br />
| Pirate || || || Au début de votre prochain tour recevez en main un Trésor coûtant jusqu'à {{Cost|6}}.{{Divline}}Quand un joueur reçoit un Trésor vous pouvez jouer cette carte depuis votre main. ||<br />
|-<br />
!German <br />
| Piratin<br>(Note: explicitly feminine) || || {{CardLangVersionImage|German|d=1}} || Zu Beginn deines nächsten Zuges: Nimm eine Geldkarte, die bis zu {{Cost|6}} kostet, auf deine Hand.{{Divline}}Nimmt ein Spieler eine Geldkarte, darfst du diese Karte (die Piratin) aus deiner Hand spielen. ||<br />
|-<br />
!Polish<br />
| Pirat || {{CardLangVersionImage|Polish}} || || Na początku twojej następnej tury dodaj na rękę kartę Skarbu kosztującą do {{Cost|6}}.{{divline}}Możesz zagrać tę kartę z ręki, gdy dowolny gracz doda kartę Skarbu. ||<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
Pirate and {{Card|Falconer}} are the most expensive Reaction cards released to date.<br />
=== Preview ===<br />
{{Quote|Text=<p>{{Card|Explorer}} is fine. It's been complained about a lot over the years, but well, it's really not so bad. But it was borderline, it was a contender for going, and then I wanted to add Pirate, which is similar. So, out with Explorer.</p><br />
Pirate gains a {{Card|Gold}} next turn, or maybe some other [[Treasure]], and maybe faster than it looks.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21228.msg891624#msg891624 Seaside 2E Preview 3]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text= The first version had no reaction. It had two complaints: was it really good enough, and also, doesn't this set have {{Card|Explorer}}? The second complaint was solved by replacing Explorer. For the first, it got a Reaction, triggering on a {{Card|Gold}} being played. Another card in the set triggered on Treasures being gained, and it seemed simpler to have the Reactions match, and the other Reaction was better. Then the other card left.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21231.0 The Secret History of Seaside 2E]<br />
}}<br />
<br />
=== Further comments on development ===<br />
{{Quote|Text=<br />
We tried Pirate gaining any treasure; man, we tried it. Pirate is totally playable, and cards like that do not possibly want to be stronger than it is.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/1044722735261167757 Dominion Discord, 2022]<br />
}}<br />
{{Navbox Seaside}}<br />
{{Navbox Cards}}<br />
[[Category:Terminals]]<br />
[[Category:Conditional non-terminals]]<br />
[[Category:Treasure gainer]]<br />
[[Category:Opponent interaction]]</div>Ronedge02https://wiki.dominionstrategy.com/index.php/PiratePirate2023-11-27T05:38:49Z<p>Ronedge02: /* Secret History */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Pirate<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Duration<br />
|type3 = Reaction<br />
|illustrator = Claus Stephan<br />
|text = At the start of your next turn, gain a Treasure costing up to {{Cost|6}} to your hand.<br />
|text2 = When any player gains a Treasure, you may play this from your hand.<br />
}}<br />
<br />
{{Card|Pirate}} is an [[Action]]-[[Duration]]-[[Reaction]] card from the [[second edition]] of [[Seaside]]. It is a [[Treasure]] [[gainer]] that allows you to play it for free when any player gains a Treasure.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You can play this when you gain a Treasure, or when another player gains a Treasure.<br />
* If you play this during another player's turn, your following turn is when your Pirate gains you a Treasure.<br />
* The Treasure you gain comes from the Supply and goes directly to your hand.<br />
=== Other Rules clarifications ===<br />
* This plays like the Reactions in {{Set|Menagerie}}; see the [[Reaction#Rules|Reactions section]].<br />
* If you have {{Project|Capitalism}}, gaining an Action with +{{Cost}} in its text will let all players play Pirates from their hand.<br />
<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || style="padding:0px 20px;"| At the start of your next turn, gain a Treasure costing up to {{Cost|6}} to your hand.{{Divline}}When any player gains a Treasure, you may play this from your hand. || Seaside (Second Edition) || June 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Piraat || {{CardLangVersionImage|Dutch}} || || Aan het begin van je volgende beurt: pak een geldkaart die ten hoogste {{Cost|6}} kost en neem die in je hand.{{Divline}}Als een speler een geldkaart pakt, mag je deze kaart uit je hand spelen. || Hijs de Zeilen (2de Editie) 999 Games (2022)<hr>"&hellip;<s>en neem die</s> in je hand. &hellip;"<br />
|-<br />
!French <br />
| Pirate || || || Au début de votre prochain tour recevez en main un Trésor coûtant jusqu'à {{Cost|6}}.{{Divline}}Quand un joueur reçoit un Trésor vous pouvez jouer cette carte depuis votre main. ||<br />
|-<br />
!German <br />
| Piratin<br>(Note: explicitly feminine) || || {{CardLangVersionImage|German|d=1}} || Zu Beginn deines nächsten Zuges: Nimm eine Geldkarte, die bis zu {{Cost|6}} kostet, auf deine Hand.{{Divline}}Nimmt ein Spieler eine Geldkarte, darfst du diese Karte (die Piratin) aus deiner Hand spielen. ||<br />
|-<br />
!Polish<br />
| Pirat || {{CardLangVersionImage|Polish}} || || Na początku twojej następnej tury dodaj na rękę kartę Skarbu kosztującą do {{Cost|6}}.{{divline}}Możesz zagrać tę kartę z ręki, gdy dowolny gracz doda kartę Skarbu. ||<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
Pirate and {{Card|Falconer}} are the most expensive Reaction cards released to date.<br />
=== Preview ===<br />
{{Quote|Text=<p>{{Card|Explorer}} is fine. It's been complained about a lot over the years, but well, it's really not so bad. But it was borderline, it was a contender for going, and then I wanted to add Pirate, which is similar. So, out with Explorer.</p><br />
Pirate gains a {{Card|Gold}} next turn, or maybe some other [[Treasure]], and maybe faster than it looks.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21228.msg891624#msg891624 Seaside 2E Preview 3]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=[&hellip; The first version had no reaction. It had two complaints: was it really good enough, and also, doesn't this set have {{Card|Explorer}}? The second complaint was solved by replacing Explorer. For the first, it got a Reaction, triggering on a {{Card|Gold}} being played. Another card in the set triggered on Treasures being gained, and it seemed simpler to have the Reactions match, and the other Reaction was better. Then the other card left.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21231.0 The Secret History of Seaside 2E]<br />
}}<br />
<br />
=== Further comments on development ===<br />
{{Quote|Text=<br />
We tried Pirate gaining any treasure; man, we tried it. Pirate is totally playable, and cards like that do not possibly want to be stronger than it is.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/1044722735261167757 Dominion Discord, 2022]<br />
}}<br />
{{Navbox Seaside}}<br />
{{Navbox Cards}}<br />
[[Category:Terminals]]<br />
[[Category:Conditional non-terminals]]<br />
[[Category:Treasure gainer]]<br />
[[Category:Opponent interaction]]</div>Ronedge02https://wiki.dominionstrategy.com/index.php/MonkeyMonkey2023-11-22T05:31:15Z<p>Ronedge02: /* Other Rules clarifications */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Monkey<br />
|cost = 3<br />
|type1 = Action<br />
|type2 = Duration<br />
|illustrator = Grant Hansen<br />
|text = <p>Until your next turn, when the player to your right gains a card, '''+1 Card'''.</p>At the start of your next turn, '''+1 Card'''.<br />
}}<br />
<br />
{{Card|Monkey}} is an [[Action]]-[[Duration]] card from the second edition of [[Seaside]]. It provides [[duration draw]] that increases for each card the player to your right gains. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This includes cards that the player gains on other players' turns, such as a {{Card|Curse}} they gain on your turn via {{Card|Witch}}.<br />
=== Other Rules clarifications ===<br />
* When the player to your right gains a card, if it's their turn, they resolve any of their on-gain effects before you draw a card. <br />
** If they gain an [[Attack]] card to make you discard to their {{Card|Skirmisher}}, you'll first discard down to 3 cards, and then you'll draw a card from Monkey. <br />
** If they gain a {{Card|Berserker}} and play it, you'll draw a card (from the cheaper card that their {{Card|Berserker}} gains); then you'll discard down to 3 cards; then you'll draw another card (from the initial {{Card|Berserker}} gain).<br />
* If your Monkey draws a [[Reaction]] that can react to the card they gained (e.g. they gained a Treasure and you draw a {{Card|Pirate}}), you can immediately use it.<br />
* If the player to your right gains a {{Card|Province}}, you can trash a {{Card|Fool's Gold}} from your hand, and then draw the gained {{Card|Gold}} with Monkey.<br />
* If you play this with {{Way|Way of the Chameleon}}, you get +{{Cost|1}} when the player to your right gains a card during your turn. After your turn ends, you'll get +1 Card when that player gains a card, and +1 Card at the start of your next turn.<br />
<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || <p>Until your next turn, when the player to your right gains a card, '''+1&nbsp;Card'''.</p>At the start of your next turn, '''+1&nbsp;Card'''. || Seaside (Second Edition) || June 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Aap || {{CardLangVersionImage|Dutch}} || || Tot je volgende beurt: Als de speler rechts van je een kaart pakt: '''+1 Kaart'''.<br>Aan het begin van je volgende beurt: '''+1 Kaart'''. || Hijs de Zeilen (2de Editie) 999 Games (2022)<br />
|-<br />
!French<br />
| Singe || || || style="padding: 1em;" | Jusqu'à votre prochain tour, quand le joueur à votre droite reçoit une carte, '''+1&nbsp;Carte'''. Au début de votre prochain tour, '''+1&nbsp;Carte'''. ||<br />
|-<br />
!German<br />
| Affe || || {{CardLangVersionImage|German|d=1}} || <p>Bis zu deinem nächsten Zug: '''+1&nbsp;Karte''', wenn dein rechter Mitspieler eine Karte nimmt.</p>Zu Beginn deines nächsten Zuges: '''+1&nbsp;Karte'''. ||<br />
|-<br />
!Polish<br />
| Małpa || {{CardLangVersionImage|Polish}} || || <p>Do twojej następnej tury, ilekroć gracz po twojej prawej stronie doda kartę, '''+1&nbsp;karta'''.</p>Na początku twojej następnej tury: '''+1&nbsp;karta'''. ||<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
=== Name ===<br />
Monkey has a much different effect than {{Way|Way of the Monkey}}.<br />
{{Quote|Text=It's nice to have those things line up, but Monkey is a good name for Monkey. The issue is on {{Way|Way of the Monkey}}'s side, where the question was, what animal gives you +Buy? There was no good choice there.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.reddit.com/r/dominion/comments/uqpvua/comment/i8ucnyo/?utm_source=share&utm_medium=web2x&context=3 Seaside 2E Preview 1]<br />
}}=== Preview ===<br />
{{Quote|Text=Monkey isn't even an attack; {{Set|Seaside|ed=2|Seaside}} is following in the footsteps of later sets, that are a little lighter on attacks. It's interactive though. You draw cards if they gain cards. They'll feel attacked, take it from me.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21219.msg891440#msg891440 Seaside 2E Preview 1]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text= One of the split pile outtakes from {{Set|Allies}} was the Mariners. I liked them but then it seemed like, hey these could be {{Set|Seaside}} cards. The pile went Sailor, Pirate, Ghost Pirate, Buried Treasure. Sailor gave +{{Cost|1}} per Duration card in play next turn; I tried a bunch of versions and it never worked out. Pirate was Monkey! Just as printed except the name. Ghost Pirate was a cantrip one-card {{Card|Ghost Ship}}. And Buried Treasure was {{Card|Pirate}} sans the reaction. One issue with original Seaside was a lack of draw; there is more draw now.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21231.msg891684#msg891684 The Secret History of Seaside 2E]<br />
}}<br />
{{Navbox Seaside}}<br />
{{Navbox Cards}}<br />
[[Category:Animals]]<br />
[[Category:Terminals]]<br />
[[Category:Variable draw]]<br />
[[Category:Opponent interaction]]<br />
[[Category:Duration draw]]</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Treasure_TroveTreasure Trove2023-10-21T00:43:27Z<p>Ronedge02: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Treasure Trove<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Treasure<br />
|illustrator = Marco Morte<br />
|text = {{Cost|2|l}}<br/>Gain a Gold and a Copper.<br />
}}<br />
<br />
'''Treasure Trove''' is a [[Treasure]] card from [[Adventures]]. It gives you a {{Card|Gold}} and a {{Card|Copper}} on each play.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is a [[Treasure]] worth {{Cost|2}}. <br />
* You play it in your Buy phase, like other Treasures. <br />
* When you play it, you gain a {{Card|Copper}} and a {{Card|Gold}} from the [[Supply]], putting them into your discard pile. <br />
* If one of those piles is empty, you still gain the other card.<br />
<br />
== Strategy ==<br />
Treasure Trove is typically best thought of as a {{Card|Gold}} [[gainer]] whose usability is primarily dependent on your ability to handle the {{Card|Copper}} that it also gains. Its effect of adding two [[stop card]]s to your deck every time you play it is very demanding in terms of [[deck control]] and [[draw]], especially given that one of its gains is [[junk]] in most cases. Therefore, Treasure Trove is most likely to be a good option for [[payload]] if you can manage the {{Card|Copper|Coppers}} easily, if you actively want them, or if you’re not aiming to establish deck control in any case. <br />
<br />
In an [[engine]] context, Treasure Trove requires a confluence of factors in order to be worth the downsides, but it might be attractive if you want to add multiple {{Card|Gold|Golds}} to your deck quickly. These might be for use as [[payload]] directly (if there is [[+Buy]] and no better alternative payload, or no other way to gain it readily), or as fodder for [[trash-for-benefit]] effects such as {{Card|Bishop}}. In either case, it’s generally best to gain Treasure Trove only once you’ve achieved deck control and have the tools to maintain it, which typically entails removing the {{Card|Copper|Coppers}} as quickly as you gain them. Ways to do this include {{Card|Watchtower}} (which can trash them immediately, meaning you never need to draw them) and {{Card|Monastery}} (whose trashing effect is boosted by Treasure Trove itself). However, Treasure Trove may be especially desirable if you can make active use of the {{Card|Copper|Coppers}}: for example, if your only source of +Buy is {{Card|Forager}} and gains are otherwise difficult to come by, they might make useful fodder for it. <br />
<br />
Treasure Trove can also be a useful addition to a [[money strategy]] given you likely are not aiming to achieve deck control anyway. In this case, the increase in [[money density]] from the added Treasures is more relevant than the potential negative effect of the {{Card|Copper|Coppers}}. [[Sifter]]s such as {{Card|Dungeon}} can be particularly useful as they can help you find your Treasure Troves and {{Card|Gold|Golds}} more consistently.<br />
<br />
Occasionally, because it gains two cards with a single play and takes up no [[terminal space]], Treasure Trove can be useful with effects that reward you for gaining many cards. {{Project|Guildhall}} is particularly notable, allowing you to quickly amass [[Coffers]], while other effects such as {{Event|Triumph}} or {{Card|Garrison}} can be used to benefit in other ways. Playing Treasure Trove many times over the course of a game can additionally lead to scoring many {{VP}} with effects such as {{Landmark|Keep}} or {{Card|Gardens}}. <br />
<br />
Some effects such as {{Card|Herb Gatherer}} may allow you to play Treasure Trove during your Action phase. This in turn allows you to [[gain-and-play]] the Treasures gained by Treasure Trove, greatly accelerating its overall impact on your payload. {{Card|Storyteller}} is the most notable example of such an effect, as it is both [[non-terminal]] and can use the {{Card|Gold|Golds}} for draw, while somewhat mitigating the impact of the {{Card|Copper|Coppers}} on your deck control.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|o=1|d=g}} || style="padding:0px 15px;"| {{Cost|2|l}}<br>When you play this, gain a Gold and a Copper. || Adventures || April 2015<br />
|-<br />
| {{CardLangVersionImage|o=2}} || {{CardLangVersionImage|d=s|o=2}} || style="padding:15px 0px;"| {{Cost|2|l}}<br>When you play this, gain a Gold and a Copper. || Adventures [[Second Edition#Formatting_changes|(2016 printing)]] || August 2017<br />
|-<br />
| || {{CardLangVersionImage|d=t}} || style="padding:15px 0px;"| {{Cost|2|l}}<br>Gain a Gold and a Copper. || Adventures [http://forum.dominionstrategy.com/index.php?topic=20551.0 (2021 printing)] || <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch <br />
| Verborgen schat (lit. ''hidden treasure'') || || || ||<br />
|-<br />
!Finnish <br />
| Aarrekasa (lit. ''pile of treasure'') || || || ||<br />
|-<br />
!French <br />
| Pierres précieuses<br>(lit. ''precious stones'') || || {{CardVersionImage|Treasure TroveFrench2021Digital|French language Treasure Trove 2021 from Shuffle iT}} || {{Cost|2|l}}<br>Quand vous jouez cette carte, recevez un Or et un Cuivre. ||<br />
|-<br />
!rowspan=2|German <br />
| Schatz<br>(lit. ''treasure'') || {{CardVersionImage|Treasure TroveGerman|German language Treasure Trove 2015 by ASS}} || {{CardVersionImage|Treasure TroveGerman2021Digital|German language Treasure Trove 2021 from Shuffle iT}} || style="padding:0px 15px;"| {{Cost|2|l}}<br>Wenn du diese Karte ausspielst, nimm dir ein Gold und ein Kupfer. || (2015)<br />
|-<br />
| Schatz<br>(lit. ''treasure'') || || {{CardLangVersionImage|German|d=t}} || {{Cost|2|l}}<br>Nimm ein Gold und ein Kupfer. || (Nachdruck 2021)<br />
|-<br />
!Japanese <br />
| 掘出物<br>(pron. ''horidashimono'') || || || style="padding:15px 0px;"| {{Cost|2|l}}<br>金貨1枚と銅貨1枚を獲得する。||<br />
|-<br />
!Polish<br />
| Zaginiony skarb || || || || <small>Although Polish version is not released,<br> this card is referred to in the Polish version of ''[[Empires]]'' rulebook</small><br />
|-<br />
!Russian <br />
| Клад (pron. ''klad'', lit. ''buried treasure'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Treasure_TroveArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=This was another case where I wanted to use a particular name. I also liked the idea of the set having three Treasures. Another Treasure Trove didn't work out. I tried one that gave you a copy of another Treasure you had in play; then tweaked that into always giving you a {{Card|Gold}} and a {{Card|Copper}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Relevant outtakes ===<br />
{{Quote|Text= {{Set|Intrigue}} had had gain a {{Card|Silver}} to hand, reveal the top card of your deck, if it's {{Card|Silver}} trash this. I tried a new version here: +{{Cost|2}}, Gain 2 {{Card|Silver}}s, reveal top, if it's {{Card|Silver}} trash this and gain a {{Card|Duchy}}. It was the kind of thing that casual players might turn out to adore but which playtesters tend not to. In some sense it lives on as Treasure Trove.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|Text= Treasure Trove was a scary card, when the set went to print; I don't want to blow it and make money too good. That all worked out. <br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/753355150222950411 Dominion Discord, 2020]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}<br />
[[Category:Alt Treasure]]<br />
[[Category:Treasure gainer]]</div>Ronedge02https://wiki.dominionstrategy.com/index.php/StorytellerStoryteller2023-09-18T18:20:42Z<p>Ronedge02: /* Other rules clarifications */</p>
<hr />
<div>{{Infobox Card<br />
|name = Storyteller<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = '''+1 Action'''<br/>Play up to 3 Treasures from your hand. Then '''+1 Card''', and pay all of your {{Cost}} and ''' Card''' per {{Cost|1}} you paid.<br />
}}<br />
<br />
'''Storyteller''' is an [[Action]] from [[Adventures]]. It is a [[Lab variant]] that turns the {{Cost}} you've generated so far this turn into card [[draw]]. It also lets you play up to 3 [[Treasure|Treasures]] first to rack up some {{Cost}}, which can allow for some interesting tricks with [[Kingdom]] [[Treasure]]s.<br />
<br />
== FAQ ==<br />
=== Unofficial FAQ (2022) ===<br />
* This lets you play Treasures in your Action phase. They go into play and produce {{Cost}}, just like Treasures played in the Buy phase. <br />
* Then Storyteller turns all of your {{Cost}} into +Cards; for each {{Cost|1}} you have you lose the {{Cost|1}} and get +1 Card. <br />
* For example if you had {{Cost|4}}, you lose the {{Cost|4}} and draw 4 cards. This makes you lose all {{Cost}} you have so far that turn, including the {{Cost}} you get from playing the Treasures and any {{Cost}} you made earlier in the turn. <br />
* You can track that the Treasures have been "spent" by putting them under the Storyteller. <br />
* {{Cost|P}}, produced by {{Card|Potion|Potions}} from Alchemy, is not {{Cost}} and so is not lost and does not get you any cards.<br />
<br />
=== Other rules clarifications ===<br />
* Treasures that have effects other than (or in addition to) giving you {{cost}} will still have their normal effects when played with Storyteller. For instance, {{card|Quarry}} will give you +{{cost|1}} and reduce the cost of Action cards; Storyteller will convert that {{cost|1}} into +1 Card, but the [[cost reduction]] will remain in effect.<br />
* Treasures that play other Treasures (such as {{Card|Counterfeit}}, {{Card|Crystal Ball}}, and {{Card|Tiara}}) will let you play more than three Treasures while resolving Storyteller.<br />
** However, since under ordinary circumstances you'll be playing Storyteller in your Action phase, this means that playing {{card|Crown}} while resolving Storyteller will cause you to double-play another Action card, not an extra Treasure card.<br />
* Although Storyteller causes you to spend all your {{cost}}, the Treasures that gave you that {{cost}} remain [[in play]]. This means, for instance, that if you play {{card|Copper}} with Storyteller, you usually won't be able to buy {{card|Grand Market}} later in the turn.<br />
* Playing this with {{Way|Way of the Chameleon}} means that will pay all your {{Cost}} just to get it back. This may still be useful just to get Treasures into play earlier than normal, without drawing any cards. Getting Treasures into play may be relevant for cards like {{Card|Quarry}} and {{Card|Sea Chart}}.<br />
* In 2022, Storyteller got errata that removed its +{{Cost|1}}, and it instead gives you +1&nbsp;Card after you play Treasures.<br />
* With the new rules to [[Coffers]], you can spend Coffers at any time during your turn. This means that after you play your Treasures and get your first +1 Card, and before you spend all your {{cost}}, you may spend Coffers to increase the number of cards you draw. <br />
<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
| <h3> Deprecated official FAQ (2021) </h3><br />
|-<br />
| <ul><br />
<li> This lets you play Treasures in your Action phase. They go into play and produce {{Cost}}, just like Treasures played in the Buy phase. <br />
<li> Then Storyteller turns all of your {{Cost}} into +Cards; for each {{Cost|1}} you have you lose the {{Cost|1}} and get +1 Card. <br />
<li> For example if you had {{Cost|4}}, you lose the {{Cost|4}} and draw 4 cards. This makes you lose all {{Cost}} you have so far that turn, including the {{Cost}} you get from playing the Treasures, the +{{Cost|1}} Storyteller gives you directly, and any {{Cost}} you made earlier in the turn. <br />
<li> You can track that the Treasures have been "spent" by putting them under the Storyteller. <br />
<li> {{Cost|P}}, produced by {{Card|Potion|Potions}} from Alchemy, is not {{Cost}} and so is not lost and does not get you any cards.<br />
</ul><br />
|}<br />
<br />
== Strategy ==<br />
Storyteller offers two primary things:<br />
# [[draw]] and/or [[sifting]]<br />
# Action-phase [[Treasure]] synergies<br />
Storyteller is best in [[Kingdom]]s that reward good draw with strong [[engine]] [[payload]]. Compared to other draw options, Storyteller-based draw can more easily tolerate a lack of {{Card|Copper}} [[thinning]]. Storyteller also works well in Kingdoms in which [[Treasure]]s are easy to [[gain]], or when there are Kingdom Treasures that have an important synergy with Storyteller.<br />
<br />
Storyteller is a flexible card that lets you convert {{Cost}} into draw as needed. In Kingdoms without a source of [[virtual coin]], Storyteller can be thought of as a [[cantrip]] that converts Treasures it [[collision|collides]] with into sifting or draw. More specifically, {{Card|Copper|Coppers}} become cantrips, {{Card|Silver|Silvers}} become {{Card|Laboratory|Labs}}, and {{Card|Gold|Golds}} become double {{Card|Laboratory|Labs}}. Storyteller as primary draw is best in decks that can thin out {{Card|Copper|Coppers}} and other [[junk]] and ensure Storyteller collides with more valuable Treasures, either by gaining those Treasures in bulk or through careful [[reshuffle|shuffle management]] and [[deck tracking]]. Compared to more standard methods of draw, Storyteller lags behind in two aspects: <br />
# dud potential: {{Card|Laboratory|Laboratories}} don’t require collision to function, whereas Treasures are [[stop card]]s without a Storyteller and a deck with many Treasures has some potential to [[dud]]. <br />
# payload alternatives: Engines often have better payload options than Treasures, and would prefer to spend their {{Cost}} and gains accordingly. If Storyteller is your primary source of draw, affording all of the Treasures needed alongside normal engine payload can be expensive, especially since you may need to add excess Treasures to reliably draw. <br />
The first problem usually requires specific Kingdom support, with other [[sifter|sifting]] or [[topdeck]]ing effects being most effective. The second problem can be somewhat mitigated if Treasures are very cheap to gain, with {{Card|Gold}} gainers such as {{Card|Treasure Trove}} being most effective. If these problems are unaddressed, you might want to look to other options as your primary draw. In the absence of other alternatives, though, Storyteller can still be sufficient for [[deck control]].<br />
<br />
Storyteller also allows you to play Treasures outside of the Buy phase, which can lead to interesting synergies. Notably, {{Event|Capitalism}} and {{Card|Crown}} allow Storyteller to act as a [[Village (card category)|village]]; {{Card|Bank}} can generate large amounts of {{Cost}} with Storyteller putting lots of Treasures into play; {{Card|Horn of Plenty}} allows [[gain-and-play]] strategies, often around copies of itself; and {{Card|Quarry}} can lower the {{Cost}} of key Action cards for your gainers. <br />
<br />
Storyteller is best in the mid- and endgame when you can use more valuable Treasures with it to draw, and usually it is not the first {{Cost|5}} card you should gain. You should add more Storytellers to your deck as you add more Treasures and other cards, to keep your odds of collision high enough to keep your deck functioning.<br />
<br />
There are a number of tactical decisions to keep in mind when playing with Storyteller. First, given the tradeoff between drawn cards and your economy, it’s important to keep track of how much draw is left in your deck to avoid accidentally [[overdraw]]ing with Storyteller. Second, when deciding how many Treasures to play for your Storyteller, you should consider your shuffle situation and whether you’re looking for a particular card. If neither is a concern and you’re simply trying to maximize {{Cost}} generated, you should generally play as many Treasures as possible, while still avoiding accidental overdraw. Third, play order of your other {{Cost}}-generating Actions is important. For example, playing a {{Card|Festival}} before your Storyteller may draw you more cards or be necessary (e.g., to play your [[terminal]] gainers), but you might also waste that {{Cost}} by accidentally overdrawing. As such, you may prefer to play your Action-based payload after your Storytellers where possible. <br />
<br />
===Notable synergies===<br />
* {{Event|Capitalism}}<br />
* {{Event|Commerce}}<br />
* {{Event|Conquest}}<br />
* {{Event|Raid}}<br />
* {{Card|Bank}}<br />
* {{Card|Crown}}<br />
* {{Card|Horn of Plenty}}<br />
* {{Card|Quarry}}<br />
* {{Card|Scepter}}<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''<br />
* [https://docs.google.com/presentation/d/1HlD8KsCDxlvgjfpiUAyYPHNjFXgbTMDIToAx3uM-Vmk/edit?usp=sharing Pre-lesson notes from #coaching's 2021 session]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=g|o=1}} || '''+1 Action'''<br>+{{Cost|1}}<br>Play up to 3&nbsp;Treasures from your hand. Pay all of your {{Cost}}; +1&nbsp;Card per {{Cost}} paid. || Adventures || April 2015<br />
|-<br />
| {{CardLangVersionImage|o=2}} || {{CardLangVersionImage|d=s|o=2}} || '''+1 Action'''<br>+{{Cost|1}}<br>Play up to 3&nbsp;Treasures from your hand. Then pay all of your {{Cost}} (including the {{Cost|1}} from this) and draw a card per {{Cost|1}} you paid. || Adventures [[Second Edition#Formatting_changes|(2016 printing)]] || August 2017<br />
|-<br />
| || {{CardLangVersionImage|d=t}} || '''+1 Action'''<br>Play up to 3&nbsp;Treasures from your hand. Then '''+1&nbsp;Card''', and pay all of your {{Cost}} and '''+1&nbsp;Card''' per {{Cost|1}} you paid. || || [http://forum.dominionstrategy.com/index.php?topic=21326.0 June&nbsp;29&#44;&nbsp;2022]<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch <br />
| Verteller || || || || <br />
|-<br />
!Finnish <br />
| Tarinankertoja || || || || <br />
|-<br />
!French <br />
| Conteuse<br>(Note: explicitly feminine) || || {{CardVersionImage|StorytellerFrench2021Digital|French language Storyteller 2021 from Shuffle iT}} || '''+1 Aktion'''<br>+{{Cost|1}}<br>Jouez jusqu'à 3&nbsp;cartes Trésor de votre main. Dépensez tous vos&nbsp;{{Cost}} (y compris le {{Cost|1}} de cette carte) et piochez une carte par {{Cost|1}} dépensé. || (2021)<br />
|-<br />
!rowspan=3|German <br />
| Geschichtenerzähler || {{CardVersionImage|StorytellerGerman|German language Storyteller 2015 by ASS}} || || '''+1 Aktion'''<br>+{{Cost|1}}<br>Spiele bis zu 3&nbsp;Geldkarten aus deiner Hand aus. Zahle {{nowrap|alle {{Cost}}}} und du erhältst: '''+1&nbsp;Karte''' pro {{nowrap|gezahltem {{Cost|}}.}}<br>(Du hast jetzt {{Cost|0}}). || (2015)<br />
|-<br />
| Geschichtenerzähler || {{CardVersionImage|StorytellerGerman2021|German language Storyteller 2021 by ASS}} || {{CardVersionImage|StorytellerGerman2021Digital|German language Storyteller 2021 from Shuffle iT}} || '''+1 Aktion'''<br>+{{Cost|1}}<br>Spiele bis zu 3&nbsp;Geldkarten aus deiner Hand. Dann zahle alle {{nowrap|deine {{Cost}}}} (inklusive der {{Cost|1}} von dieser Karte) und ziehe 1&nbsp;Karte pro {{nowrap|gezahltem {{Cost|1}}.}} || (Nachdruck 2021)<br />
|-<br />
| Geschichtenerzähler || || {{CardLangVersionImage|German|d=t}} || '''+1 Aktion'''<br>Spiele bis zu 3&nbsp;Geldkarten aus deiner Hand. Dann '''+1&nbsp;Karte''', zahle alle {{nowrap|deine {{Cost}}}} und '''+1&nbsp;Karte''' pro gezahltem {{Cost|1}}. || <br />
|-<br />
!Japanese <br />
| 語り部<br>(pron. ''kataribe'') || || || '''+1 アクション'''<br>+{{Cost|1}}<br>手札から3枚以下の財宝カードを使用する。その後、所持{{Cost}}をすべて支払い、払った{{Cost|1}}につき1枚カードを引く。|| <br />
|-<br />
!Russian <br />
| Сказочник (pron. ''skazochnik'') || || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:StorytellerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=I tried paying {{Cost}} for cards long ago, in [[Prosperity]]. Prosperity at the time had a few ways to pay {{Cost}} for things. It didn't work out then, and in fact I dropped that sub-theme. In the intervening years I have done that type of thing as discarding cards or treasures, because it's simpler. A couple things in this set approached being something like Storyteller, and one day it congealed. I tried a few different sizes of it, including a [[Reserve]] version, before settling on this one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Relevant outtakes ===<br />
{{Quote|Text= There was "Discard X {{Card|Silver}}s, +2X Cards." It somewhat survives as Storyteller.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Why +1 Coin instead of +1 Card? ===<br />
Donald X. playtested a version where Storyteller gave +1 Card instead of +{{Cost|1}}, and discovered that it was much stronger than the +{{Cost|1}} version.<br />
{{Quote|Text= <br />
Instead it's the difference between "draw cards based on how many cards you have and what they are" and "+1 card then that." It turns out +1 card gets you more than one card there.<br />
<br />
Consider the extreme case of just having Storyteller in hand, with a deck of all {{Card|Platinum}}s. I play the +{{Cost|1}} version, draw one card, it's {{Card|Platinum}}, I've got {{Cost|5}} to spend this turn. Or, I play the +1 Card version, draw one card, it's {{Card|Platinum}}, play it, draw 5 cards, I've got 25{{Cost}} to spend this turn. I have 25{{Cost}} instead of {{Cost|5}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12855.msg476551#msg476551 Preview: Storyteller]<br />
}}<br />
=== Rewording ===<br />
{{Quote|Text= <br />
This had "draw" when everything should say "+1 Card" in case something like {{Way|Way of the Chameleon|Way of Chameleon}} ever exists (oops, there's one, {{Way|Way of the Chameleon}}). Then, I was changing it anyway, why does it make +{{Cost|1}} and then immediately cash it in, that could be simpler. <br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21326.msg894048#msg894048 The Why of the Errata]<br />
}}<br />
=== Paying coins ===<br />
{{Quote|Text=<br />
Originally [[Prosperity]] tried out paying {{Cost}} as a sub-theme, although the specific cards didn't work out. Other sets avoided it to let [[Prosperity]] have it, although later I had {{Card|Black Market}} and an [[Alchemy]] (large version) card that let you buy a card to hand (revived and then fixed as {{Card|Artificer}}).<br />
<br />
Also, originally there was no Buy phase, and buying meant being able to play Treasures. This is why {{Card|Black Market}} has a messed-up phrasing that assumes you can play Treasures.<br />
<br />
{{Card|Black Market}} confuses some people, though again part of that is just a bad phrasing. Also you need extra text to allow Treasures to be played. After {{Card|Black Market}} I decided I would just do "discard a card" or "discard a Treasure" in place of "pay {{Cost|1}}," depending on how generous I was feeling.<br />
<br />
"Pay {{Cost}} to draw" started out in [[Prosperity]]; the card as I had it seemed crazy and I didn't try to fix it up. {{Card|Stables}} does it, in a version that only lets you pay once. Then in [[Adventures]] I tried "discard {{Card|Silver}}s for +2 Cards per," which seemed promising for a bit, and then somehow convinced myself to go for playing treasures and spending {{Cost}} again.<br />
<br />
So, it was initially a thing, but for the most part I personally find "discard some cards/Treasures" to be simpler and close enough.<br />
<br />
Paying {{Cost}} has tracking issues, but often you can turn the spent {{Cost}} sideways. And there's doing it in the Buy phase.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg558095#msg558095 Interview with Donald X.]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/ArtificerArtificer2023-08-29T00:39:10Z<p>Ronedge02: /* English versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Artificer<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Lynell Ingram<br />
|text = '''+1 Action<br/>+1 Card'''<br/>+{{Cost|1}}<br/>Discard any number of cards. You may gain a card onto your deck costing exactly {{Cost|1}} per card discarded.<br />
}}<br />
<br />
'''Artificer''' is an [[Action]] card from [[Adventures]]. It is both a [[Peddler variant]] and a [[discard for benefit]] [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +1 Card, +1 Action, and +{{Cost|1}}. <br />
* Then you discard any number of cards. You may choose not to discard any cards. <br />
* Then you may gain a card costing exactly {{Cost|1}} per card discarded. For example if you discarded two cards; you may gain a card costing {{Cost|2}}; if you discard no cards, you may gain a card costing {{Cost|0}}. <br />
* The gained card comes from the Supply and is put on top of your deck. <br />
* You may choose not to gain a card, even if you discard cards.<br />
=== Other Rules Clarifications ===<br />
* If the card would be gained into your hand, such as {{card|Guardian}}, {{card|Ghost Town}}, {{card|Night Watchman}}, or {{card|Den of Sin}}, it is gained onto your deck instead.<br />
<br />
== Strategy ==<br />
Artificer is a [[Peddler variant]] and [[discard-for-benefit]] [[gainer]]. While the former allows it to act as a passable source of {{Cost}} [[payload]], this is a relatively weak effect for a {{Cost|5}} card, and so the latter is more often the reason Artificer will be impactful. Specifically, Artificer’s ability to convert [[draw]] into expensive cards makes it very appealing in [[Kingdom]]s with strong enough draw options. Compared to many other gainers, Artificer is relatively flexible as it is non-terminal, not a [[stop card]], and gives you the option of simply not discarding anything.<br />
<br />
Because you need to discard large numbers of cards to gain expensive cards with Artificer, its gaining abilities scale with your deck’s draw, and it will usually function best in a deck with [[overdraw]]. While it’s possible to achieve this with more typical draw cards such as {{Card|Laboratory}} or {{Card|Smithy}}, Artificer synergizes best with draw that can also scale up. [[Draw-to-x]] such as {{Card|Cursed Village}} is particularly strong, as you can draw just as much as you discard for Artificer. Other cards such as {{Card|City Quarter}} and {{Card|Scrying Pool}} are similarly potent, as they can draw a potentially unbounded number of cards, with Artificer discarding whatever you can spare. <br />
<br />
Artificer’s [[topdeck]]ing ability makes it particularly suited to gaining cards that you would like to [[gain-and-play]] immediately this turn, or at the start of your next turn. For example, you might be able to gain a draw card to continue your turn, or a [[village (card category)|village]] to set up your next turn. This effect is especially useful during the early game when you have less [[cycling]], and topdecking will allow you to play a {{Cost|4}} or {{Cost|5}} card much sooner than you could otherwise. Because Artificer can almost always gain and topdeck a {{Cost|5}} card, its [[opportunity cost]] in the early game is primarily that you will play the card you would have bought otherwise one turn later. These factors can make Artificer a strong early addition to your deck, even in the [[opening]] on a {{Split|5|2}} split.<br />
<br />
Artificer works well with other cards that have synergy with discard-for-benefit effects such as {{Card|Menagerie}} or {{Card|Village Green}}. Additionally, as with many gainers, Artificer benefits from [[cost reduction]] (e.g., from {{Card|Highway}}), which lets you more easily gain expensive cards (including Artificer itself). {{Event|Ferry}} is a particularly strong example, as you can reduce Artificer's cost in the opening, then very rapidly buy and gain additional copies before moving your -{{Cost|2}} cost token to another target.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|ArtificerOld|Artificer}} || {{CardVersionImage|ArtificerDigitalOld|Artificer from Goko/Making Fun}} || '''+1 Card<br>+1 Action'''<br>+{{Cost|1}}<br>Discard any number of cards. You may gain a card costing exactly {{nowrap|{{Cost|1}} per}} card discarded, putting it on top of your deck. || Adventures || April 2015<br />
|-<br />
| {{CardVersionImage|Artificer|Artificer}} || {{CardVersionImage|ArtificerDigital|Artificer from Shuffle iT}} || '''+1 Card<br>+1 Action'''<br>+{{Cost|1}}<br>Discard any number of cards. You may gain a card onto your deck costing exactly {{nowrap|{{Cost|1}} per}} card discarded. || Adventures [[Second Edition#Formatting_changes|(2016 printing)]] || August 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch <br />
| Kanonnengieter (lit. ''cannon smelter'') || || || || <br />
|-<br />
!Finnish <br />
| Käsityöläinen || || || || <br />
|-<br />
!French <br />
| Maître-artisan<br>(lit. ''master craftsman'') || || {{CardVersionImage|ArtificerFrench2021Digital|French language Artificer 2021 from Shuffle iT}} || '''+1 Carte<br>+1 Action'''<br>+{{Cost|1}}<br>Défaussez autant de cartes que souhaité. Vous pouvez recevoir sur votre pioche une carte coûtant exactement {{Cost|1}} par carte défaussée. || <br />
|-<br />
!rowspan=2|German <br />
| Kunsthandwerker<br>(lit. ''artisan'') || {{CardVersionImage|ArtificerGerman|German language Artificer 2015 by ASS}} || || '''+1 Karte<br>+1 Aktion'''<br>+{{Cost|1}}<br>Lege beliebig viele Handkarten ab. Du darfst dir eine Karte nehmen, die genau {{Cost|1}} pro abgelegter Karte kostet. Lege die Karte verdeckt auf deinen Nachziehstapel. || (2015)<hr>"...Lege die Karte <s>verdeckt</s> sofort auf deinen Nachzieh&shy;stapel."<br />
|-<br />
| Kunsthandwerker<br>(lit. ''artisan'') || || {{CardVersionImage|ArtificerGerman2021Digital|German language Artificer 2021 from Shuffle iT}} || '''+1 Karte<br>+1 Aktion'''<br>+{{Cost|1}}<br>Lege beliebig viele deiner Handkarten ab. Du darfst eine Karte nehmen, die genau {{Cost|1}} pro abgelegter Karte kostet, und sie auf deinen Nachziehstapel legen. || (Nachdruck 2021)<hr>"Du darfst auf deinen Nachzieh&shy;stapel eine Karte nehmen, die genau&hellip; <s>, und sie auf deinen Nachzieh&shy;stapel legen</s>."<br />
|-<br />
!Japanese <br />
| 工匠<br>(pron. ''kōshō'', lit. ''artisan'') || || || style="padding:15px 0px;"| '''+1 カードを引く'''<br>'''+1 アクション'''<br>+{{Cost|1}}<br>好きな枚数のカードを捨て札にする。コストが、捨て札にした1枚につき{{Cost|1}}の、カード1枚を山札の上に獲得してもよい。|| <br />
|-<br />
!Russian <br />
| Ремесленник (pron. ''ryemyeslyennik'') || || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ArtificerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=I had versions of this in [[Cornucopia]] and [[Dark Ages]]. It was never quite there. This version's trick is putting the gained card on top of your deck. Earlier it went to your hand but that was cwazy. Some versions let you optionally put the card on your deck, but it was simpler and worth it to be forced to.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Donald X.'s opinion ===<br />
{{Quote|Text=I like Artificer a lot. It's a very nice Workshop for cost reduction. Gaining a card directly to the top is huge.<br />
<br />
It's also one of those cards that rewards you for overdrawing. You discard some cards to gain something, draw those cards back, discard them again, draw them again.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=14537.msg569949#msg569949 Let's Discuss Adventures Cards: Artificer]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/InheritanceInheritance2022-10-26T08:19:01Z<p>Ronedge02: /* Other rules clarifications */</p>
<hr />
<div>{{Infobox Event<br />
|name = Inheritance<br />
|cost = 7<br />
|set = Adventures<br />
|type1 = Event<br />
|illustrator = Mark Poole<br />
|text = Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Command Actions with "Play the card with your Estate token, leaving it there.")<br />
}}<br />
<br />
'''Inheritance''' is an [[Event]] from [[Adventures]]. It sets aside an [[Action]] card from the [[Supply]] and turns your {{Card|Estate|Estates}} into [[Action]] cards that can [[Command variant|play the set-aside]] card for the rest of the game.<br />
<br />
== FAQ ==<br />
=== Official FAQ (2021) ===<br />
* You can only buy this once per game. When you do, set aside a non-[[Command]] [[Action]] card from the [[Supply]] that costs up to {{Cost|4}}, and put your [[Estate token]] on it.<br />
* This is not [[gain]]ing a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card in your deck when scoring.<br />
* For the rest of the game, on your turns, {{Card|Estate|Estates}} are also Action cards (in addition to still being [[Victory]] cards), and when you play one, it [[Command variant|plays the card]] you set aside, leaving it set aside. If that effect [[Stop-Moving rule|tries to move the set aside card]], it fails. If the set aside card has a "while this is in play" or "when discarded from play" effect, that will not do anything; the card is never in play.<br />
* Leave the {{Card|Estate}} in play until the [[Clean-up]] of the turn the card it played would have left play. Normally that means you will discard it that turn, but if the card is a [[Duration]] card, it will stay out like the Duration card would have, and if the card is something like {{Card|Throne Room}} and used to play a Duration card, it will stay out the same way {{Card|Throne Room}} itself would have.<br />
* If the set aside card is from a pile you have a +1 Action or similar token on, you will get that effect when playing it.<br />
* All {{Card|Estate|Estates}} are affected, including ones in the Supply and ones other players have; for example this means you could gain one with {{Event|Seaway}}.<br />
* The set aside card does not need to continue costing {{Cost|4}} or less; it only has to when Inheritance is bought.<br />
* The card cannot be a Command card; Command cards are certain cards that can play other cards without moving them, including {{Card|Band of Misfits}}, {{Card|Overlord}}, and {{Card|Captain}}.<br />
=== Other rules clarifications ===<br />
* Inheritance affects {{Card|Estate}}s in the trash and in other players' decks and hands. This means that they can be gained with {{Card|Lurker}}, discarded by {{Card|Rabble}}, and so on.<br />
* Since it is no one's turn when scoring, this means that {{Card|Estate}}s will not count for Landmarks/Victory cards that care about Actions (like {{Landmark|Orchard}} or {{Card|Vineyard}}).<br />
* Estates do not acquire the abilities of the card with your Estate token on it; they just cause it to be played when you play the Estate. This means that, for example, gaining an Estate doesn't activate any on-gain effects of the Action card you've Inherited; Inheriting a {{card|Crown}} or {{card|Werewolf}} does not allow you to play Estates in the Buy or Night phases; Inheriting a [[Reaction]] card does not allow you to react with Estates the way you would react with the Reaction card; etc.<br />
* Under rare circumstances (involving a combination of certain Reaction cards, {{way|Way of the Mouse}}, and {{card|Vassal}}) it can be possible to play an Estate (if it's an Action card) on ''another'' player's turn. Whether or not an Estate is an Action card on another player's turn depends on whether ''they'' have bought Inheritance, not whether you have. If you do play an Estate on another player's turn, it plays the card with your Estate token on it as usual, not the card with their Estate token. <br />
* If your opponent has bought Inheritance but ''you'' haven't, your Estates still count as Actions on their turns, but if you somehow manage to play one it doesn't do anything.<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
| <h3> Deprecated official FAQ (2015) </h3><br />
|-<br />
|<ul><br />
<li> You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to {{Cost|4}}, and put your [[Adventures_tokens#Estate_token|Estate token]] on it (the one depicting a house).<br />
<li> This is not gaining a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card in your deck when scoring. <br />
<li> For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a {{Card|Port}}, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. <br />
<li> This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. <br />
<li> This only affects your own Estates, not Estates of other players. <br />
<li> An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with {{Card|Masquerade}} (from [[Intrigue]]). <br />
<li> An Estate stops being yours if you trash it, return it to the Supply, pass it with {{Card|Masquerade}}, or are stopped from gaining it due to {{Card|Possession}} (from [[Alchemy]]) or {{Card|Trader|oi=2}} (from [[Hinterlands]]). <br />
<li> There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to {{Cost|4}}; it may be a [[Duration]] card, a [[Reaction]] card, and so on. <br />
<li> It does not have to continue costing up to {{Cost|4}}, it only has to cost up to {{Cost|4}} when set aside. <br />
<li> Your Estates are still worth 1 {{VP}} when scoring at the end of the game. <br />
<li> Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for {{Card|Young Witch}} from [[Cornucopia]] even if the copied pile is the Bane). <br />
<li> Starting Estates come from the Estates pile.<br />
</ul><br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
| <h5> Deprecated rules clarifications (2015 2016 2019) </h5><br />
|-<br />
|Most Inheritance confusions are an issue of ''timing'' or ''ownership''.<ul><br />
<li> After you buy an {{Card|Estate}}, it becomes yours, and "when you buy this" abilities happen, then "when you gain this" abilities. After you gain an Estate without buying it, it becomes yours, and "when you gain this" abilities happen.<br />
:<li> If you Inherit a {{Card|Grand Market}}, you can buy an Estate with Copper in play, because Estate does not have the abilities of Grand Market until after you already bought it.<br />
:<li> If you Inherit a {{Card|Nomad Camp}} and buy an Estate, it is gained onto your deck; if you gain an Estate without buying it, it is gained to your discard pile, because Estate does not have the abilities of Nomad Camp until after you already gained it to your discard pile.<br />
<li> If you Inherit a {{Card|Fortress}} and trash one of your Estates, you put it into your hand and the Estate is still yours; if you trash an Estate that was not yours, such as trashing and Estate form the [[Supply]] with {{Event|Salt the Earth}}, you do not put it into your hand and it is not yours.<br />
<li> Some cards [[gain]] a card, and then care what [[type]]s the gained card has. They check what types the card has after it is gained, when it it yours; for example if you Inherit a {{Card|Village}} and {{Card|Ironworks}} an Estate, you get +1 Card and +1 Action.<br />
<li> Some cards [[trash]] a card, and then care what types the trashed card has. They check what types the card has after it is trashed, when it is not yours; for example if you Inherit a Village and {{Card|Sacrifice}} an Estate, you get +{{VP|2}} only (and not +2 Actions).<br />
:<li> Fortress does not end up in the trash pile when trashed, and so it is still yours; for example if you Inherit a Fortress and Sacrifice an Estate, you get +2 Actions and +{{VP|2}}.<br />
<li> Your Estates '''do not''' have the abilities and types of the set aside card when scoring. This is a change from the original rules.<br />
<li> Your Estates do not have the name or cost of the set aside card. For example:<br />
:<li> If you Inherit a card and play {{Card|Baron}}, you can still discard an Estate.<br />
:<li> If you Inherit a {{Card|Treasure Map}} and play an Estate, you trash the Estate and a Treasure Map from your hand - you cannot trash an Estate from your hand - but did not trash 2 cards named Treasure Map, and so do not gain any {{Card|Gold|Golds}}.<br />
:<li> If you Inherit a {{Card|Border Village}} and gain an Estate, you gain a card that is cheaper than Estate.<br />
:<li> If you Inherit a {{Card|Crossroads}} and play an Estate, you can never get +3 Actions because it is not the first time you played a card named Crossroads that turn; you do get +3 Actions the first time you play a Crossroads each turn, even if you played an Estate earlier that turn.<br />
:<li> If you Inherit a {{Card|Rats}} and play an Estate, you gain a Rats - you cannot gain an Estate - and then trash a card from your hand that is not a Rats, but can be an Estate.<br />
<li> Estates in the Supply are not yours; they are normal Estates. The Estate Supply pile is not an Action pile. For example:<br />
:<li> {{Card|University}} cannot gain Estates.<br />
:<li> You cannot move [[Adventures tokens]] to the Estate Supply pile.<br />
:<li> You cannot play {{Card|Band of Misfits}} as an Estate in the Supply.<br />
<li> Under extremely rare circumstances it is possible to play an Estate as a card an opponent Inherited; see [http://forum.dominionstrategy.com/index.php?topic=18598.msg756482#msg756482 this post] for details. This issue was solved with the current revised version of Inheritance.<br />
</ul><br />
|}<br />
<br />
== Strategy ==<br />
Inheritance is an often-centralizing [[Event]] that is typically worth planning around in the early game. There are two reasons for this:<br />
# It converts {{Card|Estate|Estates}}, the worst of your starting cards, into something useful, massively improving the quality of your early game deck.<br />
# It makes future “copies” of the Inherited card cheap at {{Cost|2}}, and worth {{VP|1}}.<br />
These two effects combine to make early Inheritances very strong. <br />
<br />
Getting an early Inheritance usually requires intentionally buying components and managing your [[shuffle|shuffles]] to [[Glossary#S|spike]] {{Cost|7}}. This often means increasing the [[draw]] and/or [[money density]] of your early deck, as even a hand of four {{Card|Copper|Coppers}} and one {{Card|Silver}} isn’t enough. [[One-shot]] draw or [[payload]] effects such as {{Card|Experiment}} or {{Card|Stockpile}} can be useful for this. High value [[Treasure]]s such as {{Card|Capital}} can also be helpful. {{Card|Baron}} synergizes particularly well with Inheritance, as it generates a good amount of {{Cost}} and can gain {{Card|Estate|Estates}} later. In some rare circumstances it can be good to [[thinning|thin]] an {{Card|Estate}} early to help you hit {{Cost|7}} (e.g., with {{Card|Goat}}). This is usually only worth doing if the target card for Inheritance is very strong, and there are sources of +Buy or [[gainer]]s to regain the lost {{Card|Estate|Estates}} quickly; if there are not, it can be better to just thin all of your {{Card|Estate|Estates}} and build normally.<br />
<br />
Good targets for Inheritance are typically cards that you would want multiple copies of in your deck. In you Inherit a [[cantrip]] such as {{Card|Merchant}}, your {{Card|Estate|Estates}} are no longer [[stop card]]s, which is tantamount to a thinning effect and thus a powerful one in the early game. Other good targets include [[village (card category)|villages]] such as {{Card|Worker's Village}} or [[non-terminal]] [[payload]] cards such as {{Card|Patron}}. [[Terminal]]s such as {{Card|Smithy}} can also be useful, but be aware of your [[terminal space]] after effectively adding three terminals simultaneously. {{Card|Experiment}} and {{Card|Encampment}} are exceptionally strong targets, as Inherited {{Card|Estate|Estates}} do not inherit the drawbacks of those cards. {{Card|Groom}} and {{Card|Ironmonger}} are also good targets, as both benefit from the fact that Inherited {{Card|Estate|Estates}} are both [[Victory]] and [[Action]] cards. {{Card|Conspirator}} can be a good target with a little support, as playing an {{Card|Estate}} with this card Inherited counts as two Action card plays, so if you play a single non-terminal Action beforehand, all of your {{Card|Estate|Estates}} become activated {{Card|Conspirator|Conspirators}}.<br />
<br />
Inheritance may be skippable if there are no good targets, if a useful {{Card|Estate}} thinner (such as {{Card|Recruiter}}) is more easily accessible or useful, or if reaching {{Cost|7}} is impractical (e.g., with {{Card|Catapult}} present).<br />
<br />
Rarely, it may be possible to Inherit a higher cost card with [[cost reduction]]. For example, {{Card|Grand Market}} can be Inherited with a {{Card|Quarry}} in play. Oftentimes this is slow or difficult to set up, and you will miss out on the benefits of an earlier Inheritance on a lesser card.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''<br />
* [http://forum.dominionstrategy.com/index.php?topic=16029.0 faust's 2016 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{LandscapeLangVersionImage|o=1}} || {{LandscapeVersionImage|InheritanceDigitalOld|Inheritance from Goko/Making Fun}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it (your Estates gain the abilities and types of that card). || Adventures || April 2015<br />
|-<br />
| {{LandscapeLangVersionImage|o=2}} || {{LandscapeLangVersionImage|d=1|o=2}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it.<br>(Your Estates gain the abilities and types of that card.) || Adventures [[Second Edition#Formatting_changes|(2017 printing)]] || August 2017<br />
|-<br />
| || || style="padding:5px 0px;"| Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it.<br>(During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || [[Dominion 2019 Errata and Rules Tweaks#Emulators_with_New_Errata|Dominion 2019 Errata and Rules Tweaks]] || [http://forum.dominionstrategy.com/index.php?topic=19892.0 September&nbsp;24&#44;&nbsp;2019]<br />
|-<br />
| {{LandscapeLangVersionImage|o=4}} || {{LandscapeLangVersionImage|d=1|o=4}} || Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it.<br>(During your turns, Estates are also Actions with &ldquo;Play the card with your Estate token, leaving it there.&rdquo;) || Adventures [[Dominion 2019 Errata and Rules Tweaks#Errata_to_the_Errata|(2021 printing)]] ||<br />
|-<br />
| || {{LandscapeLangVersionImage|d=1|}} || Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it.<br>(During your turns, Estates are also Command Actions with &ldquo;Play the card with your Estate token, leaving it there.&rdquo;) || || [http://forum.dominionstrategy.com/index.php?topic=21326.0 June&nbsp;29&#44;&nbsp;2022]<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Erfenis || || || ||<br />
|-<br />
!Finnish<br />
| Perintö || || || ||<br />
|-<br />
!French<br />
| Héritage || || || ||<br />
|-<br />
!rowspan=3|German<br />
| Erbschaft || [[File:InheritanceGerman.jpg|100px|German language Inheritance 2015 by ASS]] || || Einmal pro Spiel: Lege eine beliebige Aktionskarte vom Vorrat, die keine Punktekarte ist und bis zu {{Cost|4}} kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Deine Anwesen übernehmen ab sofort Anweisungen und Typ dieser Karte.) || (2015)<br />
|-<br />
| Erbschaft || || [[File:InheritanceGerman2021Digital.jpg|100px|German language Inheritance 2021 from Shuffle iT]] || Einmal pro Spiel: Lege eine Aktionskarte aus dem Vorrat, die nicht den Typ Befehl beinhaltet und bis zu {{Cost|4}} kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Während deiner Züge sind Anwesen auch Aktionskarten mit der Anweisung &bdquo;Spiele die Karte mit deinem Anwesen-Marker, lasse sie dort liegen.&ldquo;) || (Nachdruck 2021)<br />
|-<br />
| Erbschaft || || {{CardLangVersionImage|German|d=1}} || Einmal pro Spiel: Lege eine Aktionskarte aus dem Vorrat, die keine Befehls&shy;karte ist und bis zu {{Cost|4}} kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Während deiner Züge sind Anwesen auch &bdquo;Aktion-Befehl&ldquo;-Karten mit &bdquo;Spiele die Karte unter deinem Anwesen-Marker und lasse sie dort.&ldquo;) || <br />
|-<br />
!Japanese<br />
| 相続 (pron. ''sōzoku'') || || || style="padding:15px 0px;"| ゲーム中に1度のみ:勝利点カード以外の、 コスト{{Cost|4}}以下のアクションカード1枚を脇に置き、その上にあなたの屋敷トークンを移動する(あなたの屋敷は脇に置いたカードの能力と種類名を得る)。 ||<br />
|-<br />
!Russian<br />
| Наследство (pron. ''naslyedstvo'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
<br />
Inheritance is one of the available backgrounds in [[Dominion Online]].<br />
[[Image:InheritanceArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=Inheritance is maybe the strangest thing in Adventures. Your {{Card|Estate}}s turn into another card. Again that's {{Card|Estate}}s you already have, and any new ones you buy. You put the token on say a {{Card|Village}}; now your {{Card|Estate}}s are cards that cost {{Cost|2}} and are worth 1 {{VP}} and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these {{Card|Estate}}s are {{Card|Village}}s, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the {{Card|Knights}} from Dark Ages. {{Event|Lost Arts}} can give all of the {{Card|Knights}} +1 Action for you, but when your Inheritance is {{Card|Sir Martin}}s, your {{Card|Estate}}s are all {{Card|Sir Martin}}, they aren't any other {{Card|Knights}}. And if that's not clear, there's a lengthy FAQ.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12906.0 Adventures Previews #5 - Lost Arts, Borrow, Inheritance]}}<br />
=== Secret History ===<br />
{{Quote|Text=Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point [[Treasure|Treasures]] worked; I tried letting it go on [[Victory]] cards. {{VP}} cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the {{Card|Estate}}s were yours; some versions didn't work for when-buy abilities.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Why once per game? ===<br />
{{Quote<br />
|Text=<br />
When I first printed out Inheritance, it did not say once-per-game. After some games with it, LastFootnote pointed out that you could e.g. Inherit {{Card|Dungeon}}, play an {{Card|Estate}}, then that turn buy Inheritance again and Inherit a non-Duration card. What happens to the {{Card|Estate}}? There were a few weird situations like that, and once-per-game got rid of them.<br />
<br />
With the new wording, once-per-game protects us from you Inheriting something, then Inheriting {{Card|Estate}}.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19892.msg812779#msg812779 Dominion 2019 Errata and Rules Tweaks]<br />
}}<br />
=== Donald X.'s opinion ===<br />
{{Quote<br />
|Text=<br />
Normally strong trashers mean you trash your {{Card|Estate}}s and stop considering Inheritance. Not always though. I have gone for Inheritance over opening with {{Card|Chapel}} and won.<br />
<br />
People especially like to Inherit cantrips, and more especially villages. You can do well inheriting other good cheap cards though. It's exciting to lower costs and Inherit a {{Cost|5}}, but as usual Events don't get cheaper so it's tricky to do that and get to {{Cost|7}}. The recommended sets set up {{Card|Monument}} in one and {{Card|Bridge Troll}} in another.<br />
<br />
It was so sweet when we were first playtesting it - getting lots of {{Card|Estate}}s into play, so bizarre. Drawing bad hands, no wait, these {{Card|Estate}}s all do things. Buying up {{Card|Estate}}s.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=14856.msg572229#msg572229 Let's Discuss Adventures Events: Inheritance]<br />
}}<br />
=== Errata possibilities ===<br />
{{Quote<br />
|Text=A big thing about Inheriting Durations was that [[Adventures]] itself has so many [[Reserve]] cards and [[Duration]]s in the "up to $4" range. IRL sometimes someone doesn't have very many expansions; sometimes they buy a set and play with just that set for a bit. Inheritance was going to be really sad in those contexts, if it didn't work with [[Duration]]s.<br />
<br />
A lot of discussion went into the errata for Inheritance, and I printed and tested multiple versions. I put in the hours, now I am resting. It's work just looking through the archives at every suggestion and wording. I don't think we tried "discard an {{Card|Estate}}"; we did try stuff that didn't make {{Card|Estate}}s into Actions.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg828675#msg828675 Interview with Donald X.]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/BallBall2022-09-24T05:00:53Z<p>Ronedge02: /* Synergies */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Event<br />
|name = Ball<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Event<br />
|illustrator = Brian Brinlee<br />
|text = Take your –{{Cost|1}} token.<br>Gain 2 cards each costing up to {{Cost|4}}.<br />
}}<br />
<br />
'''Ball''' is an [[Event]] from [[Adventures]]. It allows you to gain 2 cards each costing up to {{Cost|4}} for only {{Cost|5}} this turn, at the expense of taking your –{{Cost|1}} [[Adventures tokens#.E2.80.931_Coin_token|token]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you buy this, you take your –{{Cost|1}} token, which will cause you to get {{Cost|1}} less the next time you get {{Cost|}}; see [[Adventures_tokens#Official_Rules|Tokens section]]. <br />
* Then you gain 2 cards, each costing up to {{Cost|4}}. <br />
* They can be 2 copies of the same card, or 2 different cards.<br />
[[Image:MinusCoin_token.png|thumb|right|120px|The red player's {{nowrap|–{{Cost|1}}}} token.]]<br />
=== Other rules clarifications ===<br />
* This Event may be bought more than once per turn, gaining cards each time; however, the –{{Cost|1}} token can only be taken once.<br />
<br />
== Strategy ==<br />
There is no strategy article for Ball, but it has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14794.0 forum!]<br />
<br />
Ball is an Event that gets you two cards up to {{cost|4}} for the cost of {{cost|5}} this turn, plus you get one coin less next turn (which is more or less equivalent to costing {{cost|5}} plus 1 Debt, except that you can't just pay off the debt this turn). All in all, it costs you {{cost|6}} over two turns, saving you {{cost|2}} in the long run. This is similar to overpaying for {{Card|Stonemason}} by {{cost|4}}, except that you don't end up with a Stonemason in your deck, which is usually good since Stonemason tends to become dead weight (especially in multiples). Naturally, it works best if there are lots of strong spammable {{cost|4}} cards, and you're fighting to win the split. Some good examples include cards like {{Card|Ironmonger}}, {{Card|Herald}} and {{Card|Caravan}}, but also {{Card|Advisor}}, since it gets a lot stronger in higher numbers.<br />
<br />
Another comparison that can be made is {{Card|Talisman}}. With Talisman, you can double a card up to {{cost|4}}. Ball is quicker than Talisman - you don't have to add the Talisman to your deck first, and there's also no expensive {{Card|Copper}} getting in the way of your other cards. However, it is more expensive, and it gets progressively more expensive with every use, since Ball, like all Events, is essentially a one-shot (you have to buy it over and over if you want to benefit from it multiple times). If you expect to benefit from getting an extra card very often, Talisman might be better in the long run; otherwise, if there's only one pile you want to run down quickly, Ball might be sufficient.<br />
<br />
Something to keep in mind with Ball is that there is only one -1 Coin token, so if you buy two or more Balls in a single turn, you only get one token. Effectively, this means that the cost of every Ball beyond the first one is actually {{cost|5}}, instead of secretly {{Cost|1}} extra, like the first. Another cool trick is using Ball to circumvent penalties from buying cards, since Events are not considered cards, including {{Card|Haunted Woods}}, {{Card|Swamp Hag}} and {{Card|Embargo}}. You can also go for Ball on {{Event|Mission}} turns for the same reason.<br />
<br />
=== Synergies ===<br />
* Power {{cost|4}} cards<br />
* {{Event|Mission}}<br />
* [[cost_reduction|Cost reducers]] allow you to gain more expensive cards. Have four {{Card|Highway}}s in play? Take two {{Card|Province}}s for {{cost|5}}!<br />
<br />
=== Antisynergies ===<br />
* Power {{cost|5}} cards<br />
* {{Card|Haunted Woods}}, {{Card|Swamp Hag}} and {{Card|Embargo}} have their harmful effects nullified to some extent<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{LandscapeVersionImage|BallOld|Ball}} || {{LandscapeVersionImage|BallDigitalOld|Ball from Goko/Making Fun}} || style="padding:0px 20px;"| Take your -{{Cost|1}} token. Gain 2 cards each costing up to {{Cost|4}}. || Adventures || April 2015<br />
|-<br />
| {{LandscapeVersionImage|Ball|Ball}} || {{LandscapeVersionImage|BallDigital|Ball from Shuffle iT}} || Take your –{{Cost|1}} token.<br>Gain 2 cards each costing up to {{Cost|4}}. || Adventures [[Second Edition#Formatting_changes|(2017 printing)]] || August 2017<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Bal || || || ||<br />
|-<br />
!Finnish<br />
| Tanssiaiset || || || ||<br />
|-<br />
!French<br />
| Bal || || || ||<br />
|-<br />
!German<br />
| Ball || {{CardVersionImage|BallGerman|German language Ball 2015 by ASS}} || || style="padding:10px 20px;"| Nimm deinen –{{Cost|1}}-Marker. Nimm dir 2 Karten, die jede bis zu {{Cost|4}} kostet. || (2015)<br />
|-<br />
!German<br />
| Ball || || || style="padding:10px 20px;"| Nimm deinen –{{Cost|1}}-Marker. Nimm 2 Karten, die jeweils bis zu {{Cost|4}} kosten. || (Nachdruck 2021)<br />
|-<br />
!Japanese<br />
| 舞踏会 (pron. ''butōkai'') || || || style="padding:10px 0px;"| あなたの-{{Cost|1}}トークンを得る。コスト{{Cost|4}}以下のカード2枚を獲得する。 ||<br />
|-<br />
!Russian<br />
| Бал (pron. ''bal'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:BallArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=A simple concept. The -{{Cost|1}} token wasn't there until late. The very first version {{Card|Chancellor|Chancellor'd}}, but that was cwazy.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Previous outtake from Hinterlands ===<br />
{{Quote|Text= There was a late card that was a one-shot double {{Card|Workshop}} with a when-gain {{Card|Chancellor}} ability. I liked it. For most people it just seemed okay though, not a hit, and as it happens this was not a great set for the card. Where are all the $4's you want a million of? Yes there's {{Card|Silk Road}}. I would have just pushed this into another set, to further consider its merits there, but there are only two more sets and neither one could fit this. If there ever turns out to be a 9th expansion, just forget you read this.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.msg13775#msg13775 The Secret History of the Hinterlands cards]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/AlmsAlms2022-08-09T04:39:24Z<p>Ronedge02: /* Synergies */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Event<br />
|name = Alms<br />
|cost = 0<br />
|set = Adventures<br />
|type1 = Event<br />
|illustrator = Matthias Catrein<br />
|text = Once per turn: If you have no Treasures in play, gain a card costing up to {{Cost|4}}.<br />
}}<br />
<br />
'''Alms''' is an [[Event]] from [[Adventures]]. It allows you to gain a card costing up to {{Cost|4}} if you have no [[Treasure|Treasures]] in play—even if you have no available {{cost}} to spend at all!<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You can only buy this once per turn. <br />
* When you do, if you have no Treasures in play, you gain a card costing up to {{Cost|4}}. <br />
* The gained card comes from the Supply and is put into your discard pile.<br />
<br />
== Strategy ==<br />
There is no strategy article for Alms, but it has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14787.0 forum.]<br />
<br />
Events are harder to rate than cards, but Alms is a game-changer, no doubt. For one thing, it completely throws a lot of opening theory out of the window, since it now enables {{cost|4}}/{{cost|4}} or even {{cost|4}}/{{cost|5}} openings. Alms typically does nothing on your big turns, as it does nothing when you have any Treasures in play, but it is almost always bought at least once in a game, as it mitigates the effects of bad draws or otherwise weak turns.<br />
<br />
Alms is awesome with heavy trashing. Usually, your {{Card|Chapel}} turns end without buying a card. With Alms, however, you can trash all of the junk out of your deck and STILL gain a good card up to {{cost|4}}.<br />
<br />
=== Synergies ===<br />
* Heavy trashing: {{Card|Chapel}}, {{Card|Count}}, {{Card|Steward}}<br />
* Good {{cost|4}} cards you might want multiples of in the opening: {{Card|Spice Merchant}}, {{Card|Ironmonger}}<br />
* [[Virtual money]] with +Buy: {{Card|Baron}}, {{Card|Wine Merchant}}, {{Card|Storeroom}}<br />
* In Treasure-less decks, such as with {{Card|Poor House}}, Alms can be bought even on your good turns<br />
* Gainers: {{Card|Workshop}} and friends<br />
* [[Rush]]es and [[slog]]s, such as with {{Card|Gardens}}<br />
* Cards like {{Card|Mint}} and {{Card|Mandarin}}, which can remove played Treasures<br />
* {{Card|Treasure Map}} as you can get two of them into your deck before the first reshuffle.<br />
* When used with {{Card|Villa}}, you can get one extra coin and a +buy before playing treasures.<br />
*{{Card|Spoils}} since when they are played immediately go back to their pile.<br />
<br />
=== Antisynergies ===<br />
* Most money-based strategies<br />
* Lack of good cards below {{cost|5}}<br />
* {{Card|Horn of Plenty}}<br />
* [[Handsize attack]]s like {{Card|Militia}} and {{Card|Cutpurse}} are less effective<br />
* Since buying Alms is not buying a card, the attacks from {{Card|Haunted Woods}} and {{Card|Swamp Hag}} also suffer<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{LandscapeVersionImage|AlmsOld|Alms}} || {{LandscapeVersionImage|AlmsDigitalOld|Alms from Goko/Making Fun}} || Once per turn: If you have no Treasures in play, gain a card costing up to {{Cost|4}}. || Adventures 1st Edition || April 2015<br />
|-<br />
| {{LandscapeVersionImage|Alms|Alms}} || {{LandscapeVersionImage|AlmsDigital|Alms from Shuffle iT}} || Once per turn: If you have no Treasures in play, gain a card costing up to {{Cost|4}}. || Adventures [[Second Edition|2nd Edition]] || August 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch <br />
| Aalmoes || || || <br />
|-<br />
!Finnish <br />
| Almut || || || <br />
|-<br />
!French <br />
| Aumône || || || Une fois par tour : si vous n'avez pas de carte Trésor en jeu, recevez une carte coûtant jusqu'a {{Cost|4}}.<br />
|-<br />
!German <br />
| Almosen ||{{LandscapeLangVersionImage|German}}|| || Einmal pro Zug: Wenn du keine Geldkarten im Spiel hast, nimm dir eine Karte, die bis zu {{Cost|4}} kostet.<br />
|-<br />
!Japanese <br />
| 施し (pron. ''hodokoshi'', lit. ''charity'') || || || 1ターンに1度のみ:場に財宝カードがない場合、コスト{{Cost|4}}以下のカード1枚を獲得する。<br />
|-<br />
!Russian <br />
| Милостыня (pron. ''milostynya'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:AlmsArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=Late in the going, an Event wasn't seeming too hot, we never bought it. I needed a replacement and tried this. First it just gained you a card costing up to {{Cost|4}}, no limits, because what, why not try that. As you can see instead it is a more sane thing that just means, you're never doing worse than a {{Cost|4}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Donald X.'s opinion ===<br />
{{Quote|Text=<br />
Alms was a late one. It worked out, phew. It's more like a rules change than most of the Events that are like rules changes. We tried it without "once per turn" but it was cwazy.<br />
<br />
As LF notes it's hard to remember it later in the game, unless you've been using it a lot for some reason. As everyone notes it's nice with trashers. It can also be a boost in heavy attack games. This is all obvious but that's what I have to say about Alms.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=14787.msg569961#msg569961 Let's Discuss Adventures Events: Alms]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/JourneymanJourneyman2022-07-19T08:19:07Z<p>Ronedge02: /* Trivia */</p>
<hr />
<div>{{Infobox Card<br />
|name = Journeyman<br />
|cost = 5<br />
|set = Guilds<br />
|type1 = Action<br />
|illustrator = Kurt Miller<br />
|text = Name a card. Reveal cards from your deck until you reveal 3 cards without that name. Put those cards into your hand and discard the rest.<br />
}}<br />
<br />
'''Journeyman''' is an [[Action]] card from [[Guilds]]. It is a [[terminal draw]] card that allows you to skip a specific card you don't want to draw, thus fitting into the minor [[Luck based#Naming cards|"naming cards"]] theme of Guilds.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This draws you three cards that are not a particular card. <br />
* First name a card. It does not have to be a card being used this game. <br />
* Then reveal cards from the top of your deck until you have revealed three cards that are not the named card, or have revealed all of your cards (after [[reshuffle|shuffling]]). <br />
* Put the revealed cards that were not the named card into your hand and discard the rest.<br />
== Strategy ==<br />
Journeyman is a [[terminal draw]] card that [[sifter|sifts]] past copies of one card you choose. Like many similar {{Cost|5}} terminal draw cards, Journeyman is best when you can use it alongside [[village (card category)|villages]] to create reliable [[draw]]. Journeyman's sifting is usually only a minor benefit, but does mean that Journeyman can have an edge as compared to other sources of draw when used in junkier decks. The effectiveness of the sifting effect is highest when the number of different kinds of [[junk]] in your deck is low. Most often, this means that Journeyman is most relevant in the early midgame, when it is particularly effective at [[cycling]] past your starting cards (usually {{Card|Copper}}). Later in the game, Journeyman is less useful as the diversity of your deck increases and the amount of junk decreases, but it does give you a small amount of [[deck control]] that you can use to, for example, find your draw before your [[payload]]. <br />
<br />
There are a few considerations to make when deciding what card to sift past with Journeyman:<br />
* Generally, you’ll want to name and sift past {{Card|Copper}} or whichever other junk card is most common in your deck, as doing so will help you cycle to more important cards. Occasionally, it may be worth naming something else, if for example you want to draw those {{Card|Copper|Coppers}} to hit a price point this turn.<br />
* It is a good idea to use [[deck tracking]] to know the remaining cards in your [[shuffle]], and the overall contents of your deck. For example, if you know you have no {{Card|Copper|Coppers}} remaining in your shuffle, you might instead opt to sift past the {{Card|Estate|Estates}}. Similarly, in the late game, you may switch to sifting past {{Card|Province|Provinces}} once those are the most common junk cards in your deck. Less frequently, you might also be able to use information from effects such as {{Card|Cartographer}} or an opponent’s {{Card|Chariot Race}}. <br />
* When Journeyman is used to put large amounts of [[stop card]]s into your discard pile, it is important to avoid an unfavorable [[reshuffle]] containing mostly or exclusively those cards. If you have at least three cards in your deck, you can always avoid triggering a reshuffle, if desired, by naming a card such as {{Card|Curse}} that you know you do not have in your deck at all.<br />
<br />
Journeyman is less effective in [[Kingdom]]s with multiple kinds of junk (e.g. [[Shelter]]s or [[Ruins]]). Because it reveals and discards cards, it can sometimes be effective at triggering the effects of cards such as {{Card|Patron}} or {{Card|Village Green}}.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''<br />
* [http://forum.dominionstrategy.com/index.php?topic=9401.0 werothegreat's 2013 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=1|o=1||Journeyman from Goko/Making Fun}} || Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest. || Guilds || June 2013<br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || Name a card. Reveal cards from your deck until you reveal 3 cards without that name. Put those cards into your hand and discard the rest. || Guilds & Cornucopia [[Second Edition#Formatting_changes|(2017 printing)]] || March 2018<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Gezel || || || ||<br />
|-<br />
!Finnish<br />
| Reissumies (lit. ''travelling man'') || || || ||<br />
|-<br />
!French<br />
| Compagnon || || || ||<br />
|-<br />
!German<br />
| Wandergeselle ||{{CardLangVersionImage|German|German language Journeyman 2013 by ASS}}|| || Nenne eine Karte, dann decke solange Karten vom Nachziehstapel auf, bis du 3&nbsp;Karten aufgedeckt hast, die nicht der genannten Karte entsprechen.<br>Nimm diese Karten auf die Hand und lege die restlichen ab. || (2013)<br />
|-<br />
!German<br />
| Wandergeselle ||{{CardVersionImage|JourneymanGerman2019rulebook|German language Journeyman 2019 by ASS}}|| || Nenne eine Karte. Decke Karten von deinem Nachziehstapel auf, bis du 3&nbsp;Karten ohne Übereinstimmung mit der genannten Karte aufgedeckt hast.<br>Nimm jene Karten auf deine Hand und lege den Rest ab. || (2019)<br />
|-<br />
!Japanese<br />
| 熟練工 (pron. ''jukurenkō'', lit. ''skilled workman'') || || || カード1枚を指定する。それ以外の3枚が公開されるまで山札を上から公開する。その3枚を手札に加え、残りを捨て札にする。 ||<br />
|-<br />
!Korean<br />
| 여행자 (pron. ''yeohaengja'', lit. ''traveller'') || || || ||<br />
|-<br />
!Polish<br />
| Czeladnik || || || || <small>Although Polish version is not released,<br>this name is referred to in Polish Dominion 2E rulebook.</small><br />
|-<br />
!Russian<br />
| Подёнщик (pron. ''podyonshshik'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:JourneymanArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Preview ===<br />
{{Quote|Text=On the metaphorical road from being an apprentice to being a master, there comes a point when you must hit the physical roads and travel around the land, practicing your craft. Your travels could take you all over Europe, from some famous place in Spain, to Wawel Castle on the Vistula, built during Casimir III's reign. There you might see the sword Szczerbiec, which is all that remains of the Polish crown jewels today. The hilt is decorated with flowers, symbols, and magical formulas, and the blade has a notch in it, a gap, which currently holds a small shield with the coat of arms of Poland. You wouldn't be working on anything so fancy yourself though; you would only be a Journeyman. Which is today's card, hooray, I got there.<br />
<br />
At one point the 13-card Guilds somehow squeezed in a minor third theme, which was "name a card." I didn't end up including much of it, but Doctor and Journeyman give you a taste of it. Name a card; draw three cards that aren't it. During playtesting we sometimes called this one Bigot Parade. "We hate {{Card|Estate|Estates}}!" they chant, marching past the Jagiellonian {{Card|University}}, which Casimir III established.<br />
<br />
Early in the game, {{Card|Copper}} and Estate are the popular options. Later on you might name another {{VP}} card, or {{Card|Curse}}, or maybe a {{Card|Village}} you've got that you feel like you'll be so unlucky as to draw now with no actions left. Too many Journeymen? Just name Journeyman.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8319.0 Guilds Previews]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=I took this from Dark Ages, when I thought I might push a mild "name a card" subtheme here. I didn't end up pushing it enough to make it really visible. Journeyman and {{Card|Doctor}} have you name a card, and then {{Card|Taxman}} kind of does, and {{Card|Advisor}} has you pick a card. Some playtesters called this card Bigot Parade, because you know, they don't like some particular card. "No {{Card|Estate|Estates}}!" they chant, marching through the streets.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557 The Secret History of the Guild Cards]<br />
}}<br />
{{Navbox Guilds}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/StonemasonStonemason2022-06-05T06:53:23Z<p>Ronedge02: /* Other Rules clarifications */</p>
<hr />
<div>{{Infobox Card<br />
|name = Stonemason<br />
|cost = 2+<br />
|set = Guilds<br />
|type1 = Action<br />
|illustrator = Lorraine Schleter<br />
|text = Trash a card from your hand. Gain 2 cards each costing less than it.<br />
|text2 = When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.<br />
}}<br />
<br />
'''Stonemason''' is an [[Action]] card from [[Guilds]]. It main function is its [[overpay]] ability, allowing you to gain two Action cards at a time; once it's in your deck, it is a [[trash-for-benefit]] card that lets you turn one card into two cards that each cost less than it.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, trash a card from your hand, and gain two cards each costing less than the card you trashed. <br />
* Trashing a card is not optional.<br />
* If you do not have any cards left in your hand to trash, you do not gain any cards.<br />
* The two cards you gain can be different or the same. For example you could trash a {{Card|Gold}} to gain a {{Card|Duchy}} and a {{Card|Silver}}. <br />
* Gaining cards is not optional if you trashed a card. <br />
* If there are no cheaper cards in the Supply (for example if you trash a {{Card|Copper}}), you do not gain any. <br />
* The cards you gain are gained one at a time; this may matter with cards that do something when gained, such as {{Card|Inn}} from {{Set|Hinterlands|Dominion: Hinterlands}}. <br />
* When you buy this, you may choose to overpay for it. If you do, you gain two Action cards each costing exactly the amount you overpaid.<br />
* The Action cards can be different or the same. For example, if you buy Stonemason for {{Cost|6}}, you could gain two {{Card|Herald|Heralds}}. <br />
* If there are no cards with the appropriate cost in the Supply, you do not gain one. <br />
* Overpaying with a {{Cost|P}} (from {{Card|Alchemy|Dominion: Alchemy}}) will let you gain cards with {{Cost|P}} in the cost. <br />
* If you choose not to overpay, you will not gain any cards from that ability; it is not possible to use it to gain Action cards costing {{Cost|0}}.<br />
=== Other Rules clarifications ===<br />
* Cards gained through the on-play effect or overpay effect are chosen and gained separately. For example, if there is one {{Card|Crossroads}} left in the pile, and you overpay by {{Cost|2}} for Stonemason, you can't choose 2 Crossroads, then try to gain 2 Crossroads, failing to get the second one. You choose to gain 1 Crossroads, and then Crossroads is no longer an option for you to choose, forcing you to choose a different Action costing {{Cost|2}} as your second gain.<br />
* This also means that the second card can always be {{Card|Wayfarer}} if that card is in the kingdom. Since each card is gained separately, the first card you gain from overpaying sets Wayfarer at the same price, whatever it was prior to that.<br />
* Similarly, you can't get two {{card|Destrier}}s by overpaying; gaining the first one reduces the cost of the next one, so it no longer costs the amount you overpaid. <br />
* You can't overpay with {{Debt}}. This means you can't overpay by {{Debt|8}} to gain 2 {{Card|City Quarter}}s.<br />
* If you want to overpay to gain an {{Card|Animal Fair}}, you have to overpay {{Cost|7}}, and you can't trash an Action card from your hand.<br />
<br />
== Strategy ==<br />
Stonemason functions primarily as a powerful [[gainer]]; its lacklustre [[thinning]] ability is usually largely irrelevant. Stonemason is a versatile card that both accelerates deck-building in the early-to-midgame and is among the very best in the game at causing rapid [[three-pile ending|pile-out]]s.<br />
<br />
[[Overpay|Overpaying]] for one or two Stonemasons is likely to be well worthwhile in the fairly early stages of constructing an [[engine]]. You can (for example) use a single [[Buy]] and {{Cost|6}} or {{Cost|7}} to gain two {{Cost|4}} or {{Cost|5}} cards, plus the Stonemason itself. The latter is mainly a hindrance at this stage: it’s a [[terminal]] [[stop card]] whose on-play effect is only marginally helpful in achieving [[deck control]], since you normally can’t use it to [[trasher|trash]] {{Card|Estate|Estates}} without gaining more [[junk]], and it thins only one {{Card|Copper}} at a time. Its on-buy effect is generally strong enough to compensate for this and make Stonemason a good early purchase anyway. Cheap cards that you want many copies of (e.g. {{Card|Lackeys}}) can promote an early Stonemason overpayment in order to get two of them, perhaps during the [[opening]]; this ability is also especially powerful when the [[Kingdom]] offers multiple useful and/or complementary cards at a particular pricepoint, e.g. {{Card|Bazaar}} and {{Card|Journeyman}}, since gaining these in pairs can be highly beneficial for your deck. How often you should keep engaging in this manoeuvre as you move into the midgame is partly dependent on your deck’s ability to handle the Stonemasons themselves without stalling: for example, overpaying repeatedly is likely to be more attractive if the [[draw]] is very strong, there’s a useful [[Way]] (e.g. {{Way|Way of the Horse}}), or you can upgrade some of the Stonemasons using a [[trash-for-benefit]] effect. <br />
<br />
You usually won’t want to dispose of all your Stonemasons, because their on-play effect often becomes very valuable later in the game. Once you have many expensive cards in your deck and perhaps other good ways to add more of them (e.g. a {{Card|Gold}}-gainer), you can use Stonemason to repeatedly trash (for example) a {{Card|Gold}} in exchange for two {{Cost|5}} Action cards. This is particularly useful if you have [[overdraw]], enabling you to [[gain-and-play]] the newly-acquired cards. By this stage, it becomes important to monitor the [[Supply]] piles and your opponents’ capabilities carefully, as Stonemason’s on-buy and on-play abilities combine to threaten a pile-out unusually early. Each one you play provides two gains, and each of your Buys equates to three potential gains: for instance, if six cards remain in the Stonemason pile itself, it can be emptied for only {{Cost|8}} and two Buys. Although most [[Victory]] cards can’t be gained via Stonemason’s overpay effect, it’s common to use its on-play effect to score {{VP}} towards the end of the game, especially during a pile-out turn, for example by trashing a {{Card|Gold}} to gain two {{Card|Duchy|Duchies}}.<br />
<br />
Like most trash-for-benefit cards, Stonemason requires some caution when used in combination with [[cost reduction]]; this consideration sometimes applies to its overpay effect too, since you can’t overpay to gain cards costing {{Cost|0}}. Moderate cost reduction is often a synergy, however: for example, a single {{Card|Quarry}} lets you pay just {{Cost|3}} to buy Stonemason and gain two cards that normally cost {{Cost|5}} each. Similarly, moving your {{Event|Ferry}} token to Stonemason can provide more flexible cost reduction than the [[Event]] usually offers.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''<br />
* [http://forum.dominionstrategy.com/index.php?topic=9411.0 werothegreat's 2013 article]<br />
* [https://docs.google.com/presentation/d/1z4S7ZRQ1-VGh0YG2fHPc7SrsJDG3YiGA0mrXR7zEkF4/edit?usp=sharing slides from 2021 coaching session]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|StonemasonOld|Stonemason}} || {{CardVersionImage|StonemasonDigitalOld|Stonemason from Goko/Making Fun}} || Trash a card from your hand.<br>Gain 2&nbsp;cards each costing less than it.<hr style="width:66%;text-align:center;margin-left:17%;">When you buy this, you may overpay for it.<br>If you do, gain 2&nbsp;Action cards each costing the amount you overpaid. || Guilds 1st Edition || June 2013<br />
|-<br />
| {{CardVersionImage|Stonemason|Stonemason}} || {{CardVersionImage|StonemasonDigital|Stonemason from Shuffle iT}} || Trash a card from your hand. Gain 2&nbsp;cards each costing less than it.<hr style="width:66%;text-align:center;margin-left:17%;">When you buy this, you may overpay for it. If you do, gain 2&nbsp;Action cards each costing the amount you overpaid. || Guilds [[Second Edition|2nd Edition]] || March 2018<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Steenhouwer || || || || The Dutch card text says to gain two cards on overpay, instead of two ''Actions''.<br />
|-<br />
!Finnish<br />
| Kivenhakkaaja || || || ||<br />
|-<br />
!French<br />
| Tailleur de pierre || || || ||<br />
|-<br />
!German<br />
| Steinmetz ||{{CardLangVersionImage|German|German language Stonemason 2013 by ASS}}|| || Entsorge eine Karte aus deiner Hand.<br>Nimm 2 Karten, die jeweils weniger als die entsorgte Karte kosten.<hr style="width:66%;text-align:center;margin-left:17%;">Wenn du diese Karte kaufst, darfst du mehr dafür zahlen. Falls du das tust, nimmst du 2&nbsp;Aktionskarten, die jeweils so viel kosten, wie du zusätzlich bezahlt hast. || (2013)<br />
|-<br />
!German<br />
| Steinmetz ||{{CardVersionImage|StonemasonGerman2019rulebook|German language Stonemason 2019 by ASS}}|| || Entsorge eine deiner Handkarten.<br>Nimm 2 Karten, die jeweils weniger kosten als sie.<hr style="width:66%;text-align:center;margin-left:17%;">Wenn du diese Karte kaufst, darfst du überzahlen. Wenn du das tust, nimm 2&nbsp;Aktionskarten, die jeweils genau so viel kosten wie du überzahlt hast. || (2019)<br />
|-<br />
!Japanese<br />
| 石工 (pron. ''ishiku'') || || || 手札1枚を廃棄する。それよりコストが安いカード2枚を獲得する。<hr style="width:66%;text-align:center;margin-left:17%;">これを購入するとき、追加でコストを支払ってもよい。 支払った場合、追加で払ったコストと同コストのアクションカード2枚を獲得する。 ||<br />
|-<br />
!Korean<br />
| 석공 (pron. ''seoggong'') || || || ||<br />
|-<br />
!Polish<br />
| Kamieniarz || || || || <small>Although Polish version is not released,<br>this name is referred to in Polish Dominion 2E rulebook.</small><br />
|-<br />
!Russian<br />
| Каменщик (pron. ''kamyenshshik'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:StonemasonArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=Some work went into this one. I tried the top with several Remodel-family overpay bottoms. The first one was, per {{Cost|2}} you overpay, {{Card|Expand}} the top card of your deck. The most promising one was, per {{Cost|2}} you overpay, draw a card, then {{Card|Remodel}} a card from your hand. In the end the crazy huge overpay turns were fun but too random. Meanwhile I tried the printed bottom with {{Card|Develop}} on top and liked it. The bottom wanted to go on a super-cheap card, so I paired it with the printed top and moved Develop into {{Set|Hinterlands}}.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557 The Secret History of the Guild Cards]<br />
}}<br />
=== Relevant outtakes ===<br />
{{Quote|Text=I had a Village for {{Cost|1}} with a penalty, and per {{Cost|2}} you overpaid, you got another one. Foosh, a pile of Villages. It sounded good but was not exciting enough. Stonemason does a better job there.<br />
<br />
What about granting overpay to other cards, so to speak? There was a Village with, while this is in play, when you buy an action card, you may pay {{Cost|2}} for another copy of that card. I liked it, but there was only so much space, and again, I had Stonemason.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557 The Secret History of the Guild Cards]<br />
}}<br />
{{Navbox Guilds}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Candlestick_MakerCandlestick Maker2022-06-05T06:40:42Z<p>Ronedge02: /* Trivia */</p>
<hr />
<div>{{Infobox Card<br />
|name = Candlestick Maker<br />
|cost = 2<br />
|set = Guilds<br />
|type1 = Action<br />
|illustrator = Kelli Stakenas<br />
|text = '''+1 Action<br/>+1 Buy<br/>+1 Coffers'''<br />
}}<br />
<br />
'''Candlestick Maker''' is an [[Action]] card from [[Guilds]]. It provides [[Coffers]] and [[non-terminal]] [[+buy]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You get +1 Action and +1 Buy, and add a token to your Coffers mat.<br />
<br />
== Strategy ==<br />
Candlestick Maker is a weak [[non-terminal]] source of [[Coffers]] and [[+Buy]]. As a [[stop card]] that provides only a small amount of [[payload]], roughly equivalent to a {{Card|Copper}}, its ability to provide +Buy is usually its most important feature. Although +Buy is an important addition to most [[engine]]s, many other sources of it are overall stronger cards, often because they also provide draw (e.g. {{Card|Barge}}) or offer other benefits that provide more value per stop card (e.g. {{Card|Merchant Guild}}). Candlestick Maker’s main advantages are that it is cheap and non-terminal, and therefore relatively easy to add to your deck in the midgame. Gaining one the [[reshuffle|shuffle]] before you expect to generate enough {{Cost}} to effectively use the +Buy is usually best. <br />
<br />
As a source of payload, Candlestick Maker is marginally better than {{Card|Copper}}. Its Coffers do provide a useful increase in flexibility: even in small quantities, these can have a significant effect on your ability to hit price points, for example by potentially letting you [[Glossary#S|spike]] a large amount of {{Cost}}. However, because both Coffers and additional Buys have diminishing returns, you usually won’t want more than one or two copies. Candlestick Maker does offer synergies that {{Card|Copper}} doesn’t, most often when you specifically need [[Action]]-based payload. Some examples include decks using [[draw-to-X]] effects or {{Card|Scrying Pool}} for which Candlestick Maker becomes somewhat more appealing. <br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Candlestick MakerOld|Candlestick Maker}} || {{CardVersionImage|Candlestick MakerDigitalOld|Candlestick Maker from Goko/Making Fun}} || style="padding:0px 20px;"| '''+1 Action<br>+1 Buy'''<br>Take a Coin token. || Guilds || June 2013<br />
|-<br />
| {{CardVersionImage|Candlestick Maker|Candlestick Maker}} || {{CardVersionImage|Candlestick MakerDigital|Candlestick Maker from Shuffle iT}} || '''+1 Action<br>+1 Buy<br>+1 Coffers''' || Guilds & Cornucopia || March 2018<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! style="width:14em;"| Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Kandelaarmaker || || || ||<br />
|-<br />
!Finnish<br />
| Kynttilänvalaja (lit. ''candlemaker'') || || || ||<br />
|-<br />
!French<br />
| Cirier (lit. ''candlemaker'') || || || ||<br />
|-<br />
!German<br />
| Leuchtenmacher || {{CardVersionImage|Candlestick MakerGerman|German language Candlestick Maker 2013 by ASS}} || || '''+1 Aktion<br>+1 Kauf'''<br>Nimm eine Münze. || (2013)<br />
|-<br />
!German<br />
| Leuchtenmacher || {{CardVersionImage|Candlestick MakerGerman2019rulebook|German language Candlestick Maker 2013 by ASS}}|| || '''+1 Aktion<br>+1 Kauf<br>+1 Taler''' || (2019)<br />
|-<br />
!Japanese<br />
| 蝋燭職人 (pron. ''rōsoku shokunin'', lit. ''candlemaker'') || || || '''+1 アクション'''<br>'''+1 購入'''<br>コイントークン1枚を得る。||<br />
|-<br />
!Korean<br />
| 촛대제작자 (pron. ''chosdaejejagja'') || || || ||<br />
|-<br />
!Polish<br />
| Wytwórca świec || || || || <small>Although Polish version is not released,<br>this name is referred to in Polish Dominion 2E rulebook.</small><br />
|-<br />
!Russian<br />
| Свечной Мастер (pron. ''cvyechnoy mastyer'', lit. ''candle master'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Candlestick_MakerArt.jpg|thumb|right|354px|Official card art.]]<br />
If you look closely at the art, you'll notice the man depicted is making the candelabra featured on {{Card|Masterpiece}}. The cards' art share the same artist.<br />
<br />
=== Secret History ===<br />
{{Quote|Text=For Alchemy I wanted a single {{Cost|2}}, with a +Buy, and tried "+1 Action +1 Buy +{{Cost|1}}." Some people preferred this to Herbalist, but some people felt like, hey what does this have to do with Potions. And I could make that card later. So I put {{Card|Herbalist}} in Alchemy. I next tried the card out in Hinterlands, with "when you gain this, +1 Buy." As recounted in that secret history, some people thought it was hilarious that two {{Card|Highway|Highways}} let you just buy out the pile, but some people abhorred it. I couldn't tell you why, I thought it was hilarious. But the card was just not sufficiently hilarious to live with the hate. I bumped the card out again. Then it seemed like a great fit for Guilds, where the +{{Cost|1}} could become a more exciting "take a Coin token." And here it is.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557 The Secret History of the Guild Cards]<br />
}}<br />
{{Navbox Guilds}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/CoffersCoffers2022-05-04T07:20:49Z<p>Ronedge02: /* Intermediate Strategy */</p>
<hr />
<div>[[Image:Coffers.jpg|thumb|right|500px|The Coffers mat.]]<br />
<br />
'''Coffers''' are the supply of tokens a player has on their Coffers (or Coffers/[[Villagers]]) [[mat]], which can be spent to earn +{{Cost|1}} each. Coffers are represented by [[Coin token]]s, which are also used by [[Villager]]s, {{Card|Pirate Ship}}, {{Card|Trade Route}}, {{Project|Sinister Plot}}, and [[Favors]]. They were introduced in {{Set|Guilds}} and revisited in {{Set|Renaissance}}.<br />
<br />
Before the [[Second_Edition|revised]] edition of the [[Guilds & Cornucopia|combined expansion]] {{Set|Guilds & Cornucopia}}, Coffers were simply called "Coin tokens", and may sometimes still be referenced as such.<br />
<br />
== List of cards and [[Project]]s using Coffers ==<br />
* {{Cost|2}} {{Card|Candlestick Maker}}, {{Card|Ducat}}<br />
* {{cost|3}} {{Project|Pageant}}<br />
* {{Cost|4}} {{Project|Exploration}}, {{Card|Patron}}, {{Card|Plaza}}, {{Card|Silk Merchant}}<br />
* {{Cost|5}} {{Card|Baker}}, {{Card|Butcher}}, {{Project|Guildhall}}, {{Card|Merchant Guild}}, {{Card|Spices}}, {{Card|Swashbuckler}}, {{Card|Villain}}<br />
<br />
== Official Rules ==<br />
=== Guilds ===<br />
* Some cards put tokens on a player's Coffers. "+1 Coffers" means "add a token to your Coffers mat." In a player's Buy Phase, before buying anything, that player may remove tokens from their Coffers for +{{Cost|1}} each.<br />
* Coin tokens are provided for this. They are not component-limited; players may use a substitute if they run out. The same tokens are provided in {{Set|Seaside|Dominion: Seaside}} and {{Set|Prosperity|Dominion: Prosperity}}; they can all be mixed together.<br />
* Coin tokens being used in other ways, such as on the {{Card|Pirate Ship}} mat for Dominion: Seaside, cannot be removed for +{{Cost|1}}; just the Coin tokens on a player's Coffers mat.<br />
* Coin tokens come from the supply of Coin tokens, and return there; they are not taken from other mats or other players. <br />
* Coin tokens can only be removed from a player's Coffers in that player's Buy Phase (or when instructed by a card such as {{Card|Butcher}}); they cannot be used when buying a card via the [[Promo|promotional card]] {{Card|Black Market}}.<br />
<br />
=== Renaissance ===<br />
* Renaissance has [[mat]]s for tracking Coffers, which let you save {{Cost}} for later.<br />
* Cards say "+1 Coffers" to mean, add a token to the Coffers side of your mat. A token there can be removed in your Buy phase, before buying anything, for +{{Cost|1}}.<br />
* Any number of tokens can be removed at once, each giving another +{{Cost|1}}.<br />
* Coin tokens are provided. They are not component-limited; players may use a substitute if they run out. The same tokens are in {{Set|Seaside|Dominion: Seaside}}, {{Set|Prosperity|Dominion: Prosperity}}, and {{Set|Guilds|Dominion: Guilds}}; they can all be mixed together.<br />
* Tokens being used other ways, such as on the {{Card|Pirate Ship}} mat for Dominion: Seaside, cannot be removed for +{{Cost|1}}; just tokens on the Coffers / Villagers mat.<br />
* Tokens come from the supply of tokens, and return there; they are not taken from other mats or other players.<br />
* Dominion: Guilds also has a Coffers mat, and uses tokens on it the same way. Early printings of Guilds said "take a [[Coin token]]" instead; in later printings, this is "+1 Coffers," and should be played that way.<br />
<br />
=== Other rules clarifications ===<br />
* Coffers are getting changed so that you can use Coffers at any time during your turn, including during an Action phase and after you buy cards.<br />
<br />
== Basic Strategy ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=9996.msg325734#msg325734 Original post] by Polk5440''<br />
<br />
Coin tokens can be:<br />
# Treated as [[virtual coin]].<br />
# Used for smoothing.<br />
# Hoarded for big buys later.<br />
<br />
=== Virtual Money ===<br />
If you are playing an [[engine]] that produces X tokens every turn (on average), it's like you are producing {{Cost|X}} in virtual money every turn (on average) in addition to whatever else your deck does. You can count on your overall buying power increasing by that much every turn thanks to Coin tokens. Your deck can usually buy a {{Cost|3}} or a {{Cost|4}}, but also produces a Coin token a turn? Then count on being able to buy a {{Cost|4}} or a {{Cost|5}}. Take that into consideration when making your buys. <br />
<br />
=== Smoothing ===<br />
Is hitting {{Cost|2P}} the same thing as losing your turn? Is getting a hand that produces {{Cost|7}} only as good as one that produces {{Cost|5}}? Consider saving a few tokens to make up the difference! How many tokens you need to have on hand depends on how critical the gaps are, how many tokens your deck produces, how many you plan on using every turn for virtual money. <br />
<br />
=== Hoarding ===<br />
Maybe the goal is to produce a large number of Coin tokens and go for one big [[megaturn]] (don't forget you need buys!) which ends the game. In this type of strategy, Coin tokens to some extent function as a delayed {{Card|Bridge}} or {{Card|Horn of Plenty}} turn. When to pull the trigger and make those buys depends heavily on what you expect your opponent to do, too. <br />
<br />
=== Pitfalls ===<br />
Your goal should be to spend all your Coin tokens by the end of the game. If you are not hoarding and you find your Coin token total creeping up, 6, 8, 11, 15,... then you shouldn't be so stingy! Buy better stuff! You need to be treating more of your tokens as virtual money and bumping up your purchases to the next level. <br />
<br />
Don't feel like you have to use your Coin tokens for their intended purpose. The Coin token you start Baker games with does not have to be spent on the [[opening]]. The two Coin tokens you get from Butcher do not have to be spent on Remodeling right now. You can spend 0, 1, or even 3 or more, instead! The Coin token you get from Candlestick Maker does not have to be saved. Sometimes you need to suck it up and treat your CM as a {{Card|Copper}} this turn. Think about what your overall strategy is and how Coin tokens fit into that -- don't think about where the Coin tokens came from. <br />
<br />
You don't need to trash a card with Butcher in order to bank two coin tokens. Also, you can gain the same card you trash with Butcher without using any coin tokens (e.g. {{Card|Province}}). Use this to your advantage. <br />
<br />
''When someone buys {{Card|Possession}}, that is a good time to spend all of your coin tokens!''<br />
<br />
== Intermediate Strategy ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=12911.0 Original article] by -Stef-''<br />
<br />
A coin token is worth slightly more than a [[coin]], because you don't necessarily have to spend it at the end of your turn. For most of these cards you can imagine a variant that gives coins instead of coin tokens, and you'd just have a slightly worse card. How much worse? That greatly depends on the kingdom, the game, your turn. The important thing to remember is this: most of the time you want to spend your money. You can use it to buy better cards, which in a turn or two will generate you even more money. So the most common case is that a coin token is exactly the same as a coin. If you don't spend it, it's sort of in your savings account, except you get a zero percent interest rate. Surely investing in your deck is better than that. There are of course exceptions, and that's where coin tokens get interesting:<br />
<br />
# {{Cost|3}} + {{Cost|5}} could be better than {{Cost|4}} + {{Cost|4}}. Sometimes you really want a more expensive card to kick-start your deck.<br />
# {{Cost|7}} could be the same as {{Cost|6}}. If there are no kingdom cards that cost {{Cost|7}}, your coin goes to waste but your coin token doesn't.<br />
# In the endgame it can be essential to buy multiple cards in one turn<br />
<br />
Because coin tokens are slightly better than coins, they are also slightly more expensive. This is not actually a law of the universe but [[Donald X|Donald]] made sure they are. However, for most of your spending power coins are just as good as coin tokens. You want to spend it anyway! So you should try to have the bulk of your money be cheap-ass plain old coins, while only a few in the form of tokens to provide you with all the flexibility you want. That is something all of these cards have in common: the first one you buy is the best. The second one is probably also ok. After that you need a good reason to go on. Of course this reason could exist, but that's card specific. <br />
<br />
=== Mass Baker ===<br />
This is just not a good strategy. The idea is to load up on a huge amount of coin tokens before you ever start to buy green cards, and then be totally unstoppable in the endgame. Although it is better than greening much too early, it's also far from optimal. You will lose to someone who starts the same but then mixes it up with cards that make more money. Spending {{Cost|5}} on something that makes {{Cost|1}} each turn is simply a bad ratio. Even something as simple as {{Card|Gold}} + {{Card|Laboratory}} (and that's really mediocre payload for a running engine) already has a much better payoff rate.<br />
<br />
The only good reason to get more than a 2nd Baker is if they're free. Maybe {{Card|University}} gains them for you, maybe you {{Card|Remake}} some {{Card|Fortress|Fortresses}}. A reasonable reason to get more is if you really like the [[cantrip|cantrips]] ({{Card|Scrying Pool}} engine).<br />
<br />
=== Mass Candlestick Makers ===<br />
This is very comparable to the mass Baker argument. But now the cost is not in buying the card ({{Cost|2}} is very cheap) but in drawing it. Even in a double {{Card|Tactician}} deck this doesn't really work out. Reasons to go on after the first two could be {{Card|Vineyard|Vineyards}}, {{Card|Gardens}}, or again Scrying Pool. But if that's not what you're going for - don't let the sweetness of your first Candlestick Maker lure you into buying a 3rd one, even if you have just {{Cost|2}} to spare.<br />
<br />
=== Mass Plaza ===<br />
Plaza is a [[village (card category)|village]] and sometimes you just want those. Maybe you can cheat (draw-to-X) and then Plaza is a really good card for {{Cost|4}} (in those decks the coin equivalent {{Card|Bazaar}} costs {{Cost|5}}). If not, there is a reasonable chance mixing up Plazas with other villages is actually best.<br />
<br />
=== Mass Butcher ===<br />
This requires overdrawing your deck and a lot of extra actions. It's really rare that I take 3 or more Butchers. It's much more common that you want to maximize the usage of the first one or two you have.<br />
<br />
=== Mass Merchant Guild ===<br />
Don't go beyond your second Guild unless you think you can pull off the [[megaturn]]. You don't just need to be able to buy the 3rd, 4th and 5th Merchant Guild, you also need to draw them and have the spare actions to play them. Sometimes you can and then it's very powerful.<br />
<br />
=== Endgame ===<br />
Near the end of the game the value of coin tokens all of a sudden can go up very quickly. Buying a single {{Card|Province}} may be losing while buying zero now and two next turn is winning. The tactical decisions involved can be very complicated, but in general it's something that is underestimated. Don't spend coin tokens near the end to get some extra components, unless you really know what you're doing. Feel free to buy extra {{Card|Copper|Coppers}} with Merchant Guild in play.<br />
<br />
== Trivia ==<br />
Confusingly, {{Card|Pirate Ship}} refers to its particular tokens as "Coin tokens"; however, these are only used to track its own {{Cost}}-production, and cannot be spent. This confusion was part of the reason why the term "Coffers" was introduced.<br />
=== In other languages ===<br />
* German: Taler (lit. ''thaler'')<br />
=== Previews (Guilds) ===<br />
{{Quote|Text=The [[coin tokens]] are those metal things in [[Seaside]] and [[Prosperity]]. [[Guilds]] has cards that give you some, and then they’re yours, they don’t belong to some [[Pirate Ship|Pirates]] or anything. The significance of a coin token is, in your [[Gameplay#Buy phase|buy phase]], before buying cards, you can cash in any number of coin tokens for +{{Cost|1}} each. That’s it, that’s all there is to know. They’re money you can spend later.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8294.0 Preview #1: Baker]<br />
}}<br />
=== Previews (Renaissance) ===<br />
{{Quote|Text=Coffers are like [[Villager]]s but for [[coin]]s. Bam. Also Coffers appeared already in {{Set|Guilds}}, though it wasn't called that until the [[Second edition|later printing]]. It's money you can save for later. You can only cash in the [[Coin token|token]]s before buying [[card]]s; they make +{{Cost|1}} each. Guilds originally said "take a coin token"; this set says "+1 Coffers."<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19018.0 Renaissance Previews #3: Villain, Ducat, Silk Merchant]<br />
}}<br />
=== Secret History (Guilds) ===<br />
{{Quote|Text=On my list of possible future mechanical themes, "tokens" was the easiest-sounding, so I went with that. There are a bunch of things you can do with tokens. My initial idea was to use them as money you could hang onto for later. This was simple and meant that any one card that used the tokens was useful by itself; there was no reason for anyone to insist on more than one token-involving card in the game at once, thus avoiding an issue that Alchemy had. The initial idea worked out and so there it is.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds cards]<br />
}}<br />
=== Secret History (Renaissance) ===<br />
{{Quote<br />
|Text=Going into work on this set, I had two plans. First, to see what I could do with States. States showed up in 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 coin tokens from Guilds. They were popular and it seemed like maybe I could actually do more with them.<br />
<br />
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 />
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 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 />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19203.0 The Secret History of Dominion: Renaissance]<br />
}}<br />
=== Change from "coin tokens" to the Coffers mat ===<br />
{{Quote|Text=<br />
It made sense to have a mat. It lets you put the rule for how they work right on the mat. It keeps the tokens distinct from ones used for {{Card|Pirate Ship}}, or from unused tokens waiting to be used.<br />
<br />
I had "Add a token to your Coffers." Well "+1 Coffers" is way shorter. And familiar, people get it immediately. It gets to go with the other +'s. It looks nice on the cards.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg751394;topicseen#msg751394 Interview with Donald X.]<br />
}}<br />
{{Quote|Text=<br />
Without considering {{Set|Renaissance}}, I prefer having a +1 to "take a coin token." It's cleaner, it gets to be centered and bold. You already need to know what the token means so it's not a greater rules burden. It avoids confusion with {{Card|Pirate Ship}} and {{Card|Trade Route}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18876.msg764782#msg764782 Dominion: Renaissance on RGG's website]<br />
}}<br />
=== Thoughts on "before you buy anything" ===<br />
{{Quote<br />
|Text=<br />
It would be nice if you could use the Coffers tokens [after buying]. It is maybe not so bad even if the text on the Coffers mat is wrong; irl you constantly use Coffers tokens even after buying cards ("oops I use a Coffers token so I can also get..."), and no-one is going to be thinking, when this comes up, oh can I now not use Coffers tokens because of technical things. The rulebook doesn't cover it either though, it has the same description of functionality, where the idea was "you can't do this in the part of the buy phase where you buy cards" but that's not what it says.<br />
<br />
The best of all possible worlds would have Coffers tokens just usable at any time in the Buy phase, with a different wording on {{Card|Merchant Guild}} (e.g. delay the getting of tokens) and then some change or replacement for {{Card|Spices}}. I don't get to do that though. And lots of rulebooks just went out with the current rules for Coffers tokens.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19190.msg776455#msg776455 A Couple of Buy Phase Clarifications]<br />
}}<br />
{{Quote<br />
|Text=<br />
Again it was a poor decision to do things this way; I should have had {{Card|Merchant Guild}} say e.g. "at the start of clean-up," and then when {{Card|Spices}} came along I could figure out what I wanted there. I didn't need to settle for {{Card|Merchant Guild}} giving you tokens you could immediately spend, though sure I could have tried that direction too.<br />
<br />
And for that matter it would be great to allow playing treasures after buying cards. There are possible fixes for affected cards, e.g. "when you gain this, discard your hand and trash all Treasures you have in play" for {{Card|Mint}}. IRL people constantly play treasures after buying cards. It's bad to have the rules technically go against that.<br />
<br />
But you know, if you work on a game for 12 years without publishing it, of course you'll be able to publish a more polished version. I think the move was to get it out there.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19190.msg776500#msg776500 A Couple of Buy Phase Clarifications]<br />
}}<br />
<br />
== References ==<br />
<references/><br />
<br />
{{Navbox Guilds}}<br />
{{Navbox Renaissance}}<br />
{{Navbox Mechanics}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/MysticMystic2022-04-03T09:09:48Z<p>Ronedge02: /* Strategy Article */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Mystic<br />
|cost = 5<br />
|type1 = Action<br />
|illustrator = Alayna Danner<br />
|text = '''+1 Action'''<br/>+{{Cost|2}}<br/>Name a card, then reveal the top card of your deck. If you named it, put it into your hand.<br />
}}<br />
<br />
'''Mystic''' is an [[Action]] from [[Dark Ages]]. When you play it, you guess at the top card of your deck, and draw it if you're right. So if you guess right, Mystic is almost as good as a {{Card|Grand Market}}, but if you guess wrong, it was like a {{Card|Silver}} in action form. Mystic interacts well with other cards that depend on the top of your deck—including other copies of Mystic—and if you guess wrong with your first play of Mystic, you now know what's on top of your deck and can correctly name it with your second Mystic.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You get +1 Action and +{{Cost|2}}. <br />
* Then name a card ("{{Card|Copper}}," for example - not "[[Treasure]]") and reveal the top card of your deck; if you named the card you revealed, put the revealed card into your hand. <br />
* If you do not name the right card, put the revealed card back on top. <br />
* Names need to match exactly for you to get the card; for example {{Card|Sir Destry}} and {{Card|Sir Martin}} do not match. <br />
* You do not need to name a card available in the [[Supply]].<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=5243 original article] on the forums by shark_bait, comments by many others''<br />
<br />
This is really quite a simple card. When guessing correctly, it is a [[cantrip]] card that gives +{{Cost|2}}. It is really that simple. The fun in this card is making sure to get that extra +Card. We are already {{Card|Familiar}} (pun intended) with the text portion as we saw that in {{Card|Wishing Well}} way back in [[Intrigue]]. By correctly guessing, or should I say knowing, the top card of your deck, you may place it in your hand. I say knowing, because that is where the true power of Mystic comes from. The key difference between Mystic and Wishing Well is the lack of +Card in the simple text. With Wishing Well, you are forced to draw the top card of your deck before you guess. This means that you must know more than just the top card of your deck. You must know the top of your deck to a depth of at least 2 cards. This distinction greatly affects the ability to use Wishing Wells text with certainty. Wishing Well therefore only combos with {{Card|Navigator}} (needs [[villages]]), {{Card|Cartographer}}, {{Card|Apothecary}}, {{Card|Wandering Minstrel}} (kinda) and yes I’m really saying this, {{Card|Scout}}! Mystic lacks the initial +Card meaning that you can combo it with so many more things. These include the following and are sorted in terms of how the combo works.<br />
<br />
=== Non-terminal Actions ===<br />
* {{Cost|2}} - {{Card|Pearl Diver}}<br />
* {{Cost|2}} - {{Card|Vagrant}}<br />
* {{Cost|2P}} - {{Card|Apothecary}}<br />
* {{Cost|3}} - {{Card|Lookout}}<br />
* {{Cost|3}} - {{Card|Wishing Well}}<br />
* {{Cost|4}} - {{Card|Spy}}<br />
* {{Cost|4}} - {{Card|Ironmonger}}<br />
* {{Cost|4}} - {{Card|Wandering Minstrel}}<br />
* {{Cost|4}} - {{Card|Scout}}<br />
* {{Cost|5}} - Mystic<br />
* {{Cost|5}} - {{Card|Cartographer}}<br />
* {{Cost|4}} - {{Card|Tournament}} (when a [[Prize]] is gained but the draw is countered)<br />
* {{Cost|0*}} - {{Card|Bag of Gold}}<br />
<br />
This non-terminal action group is the bread and butter of making Mystic shine. The only synergy required is having both of these cards in your hands at the same time and voila, you just made Mystic a card that grants +Action, +Card and +{{Cost|2}}. The real power comes from all of the cheap cantrip actions that are available. It is easy to get a slew of these in your deck with your Mystics. In that way, you will almost always have the required cards in hand to successfully pull off the combo. It is worth noting that things like Cartographer, Scout and Apothecary can set up consecutive successful Mystic plays. You can therefore have a greater density of Mystics and still pull off the combo fairly regularly. Notice that Mystic can actually combo with itself! If you guess wrong with the first one and have another in hand, you will be guaranteed to get the bonus for the second play. It is not perfect, but think of it as starting with {{Cost|4}} [[virtual money]] and only 4 cards in hand. I would say that {{Cost|4}} virtual money is well worth the cost of having 1 less card.<br />
<br />
=== Village Support Required ===<br />
* {{Cost|0}} - {{Card|Survivors}}<br />
* {{Cost|2}} - {{Card|Courtyard}}<br />
* {{Cost|2}} - {{Card|Duchess}}<br />
* {{Cost|3}} - {{Card|Develop}}<br />
* {{Cost|4}} - {{Card|Armory}}<br />
* {{Cost|4}} - {{Card|Scavenger}}<br />
* {{Cost|4}} - {{Card|Navigator}}<br />
* {{Cost|5}} - {{Card|Graverobber}}<br />
* {{Cost|5}} - {{Card|Count}}<br />
* {{Cost|5}} – {{Card|Mandarin}}<br />
<br />
This section is quite explanatory. The benefit is the same in that you can get the top card of your deck, but the ability to pull it off just became more difficult. You must have surplus action available because these cards are terminal and you must be able to play your Mystic afterwards. That being said, if there are good opportunities for +action, making use of Mystic with any of these cards can yield great benefits.<br />
<br />
=== Protection from Attacks ===<br />
* [[Top decker|Top-decking]] Attacks: {{Card|Bureaucrat}}, {{Card|Sea Hag}}, {{Card|Ghost Ship}}<br />
* [[Deck inspector|Deck-inspection]] Attacks: {{Card|Spy}}, {{Card|Scrying Pool}}, {{Card|Rabble}}, {{Card|Fortune Teller}}, {{Card|Oracle}}<br />
<br />
There are a number of attacks that mess with the top of your deck. These can be quite irksome and any way to diminish their effect is a good thing. Mystic will to a certain extent lessen the damage from these attacks making your next hand a little bit better.<br />
<br />
=== Reactions ===<br />
* {{Card|Beggar}}<br />
* {{Card|Watchtower}}<br />
* {{Card|Secret Chamber}}<br />
* {{Card|Fool's Gold}}<br />
<br />
There are a few reactions that impact the top of your deck. Beggar and Secret Chamber can be revealed in response to an opponent’s attack. A Mystic after either one will allow you to start off your turn by grabbing for free the top card of your deck. With Watchtower, you can place cards gained mid-turn on top of your deck and then draw them with Mystic.<br />
<br />
=== Other Synergy ===<br />
* {{Card|Minion}} - [[Disappearing money|non-terminal source of +Coin]] (you probably want to buy the Minions first though)<br />
* {{Card|Conspirator}} - Works in conjunction as both a source of +Coin and an activator<br />
* Village/Draw Up To X- The benefit is guaranteed as you will just draw up to X amount of cards anyways making it more economical.<br />
<br />
=== Trashing ===<br />
Like any card that works best when it works with another card, trashing can be very useful. By removing the extra fluff from your deck, you will ensure you draw the cards together and use them to their fullest potential. Mystic works best with Moderate to Heavy trashing. These include things like:<br />
<br />
* {{Card|Chapel}}<br />
* {{Card|Steward}}<br />
* {{Card|Remake}}<br />
* {{Card|Count}}<br />
* {{Card|Ambassador}}<br />
<br />
=== Conclusion ===<br />
As you can clearly see, there are many instances where Mystic can be used with certainty. It is obviously at its best when it gets the +Card with certainty. But remember that you will not always know the top of your deck when you play Mystic. When that is the case you must find the right balance between what you need the most and what is the most probable. If you are trying to get up to a crucial money level because you absolutely need to get there this turn, guess for what you need. If you just want to cycle your deck, guess for the most probable. Always remember to keep track of your deck when playing with Mystic. As you get closer and closer to a reshuffle, if you have been keeping track of what cards you've seen, you can greatly increase your odds of successfully drawing a card from Mystic. <br />
=== Synergies/Combos ===<br />
* As listed above, cards which affect the top of your deck, especially [[cantrip|cantrips]]<br />
* [[trasher|trashers]]<br />
* With a Mystic as one of your five first cards of a turn, {{Artifact|City Gate}} acts like a {{Card|Hireling}}.<br />
<br />
=== Antisynergies ===<br />
* Various [[Cornucopia]] cards which reward variety, making it harder to guess correctly if you haven't set up the top of your deck<br />
* {{Card|Knights}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MysticOld|Mystic}} || {{CardVersionImage|MysticDigitalOld|Mystic from Goko/Making Fun}} || '''+1 Action'''<br>+{{Cost|2}}<br>Name a card.<br>Reveal the top card of your deck. If it's the named card, put it into your hand. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Mystic|Mystic}} || {{CardVersionImage|MysticDigital|Mystic from Shuffle iT}} || '''+1 Action'''<br>+{{Cost|2}}<br>Name a card, then reveal the top card of your deck. If you named it, put it into your hand. || Dark Ages [[Second Edition|2nd Edition]] || September 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Šamanka<br>(lit. ''shaman'', note: explicitly feminine) || {{CardLangVersionImage|Czech}} || || '''+1 akce'''<br>+{{Cost|2}}<br>Řekni název karty.<br>Ukaž vrchní kartu svého dobíracího balíčku. Je-li to jmenovaná karta, vezmi si ji do ruky. ||<br />
|-<br />
!Dutch<br />
| Toverfeeks (lit. ''magic hag'') || || || ||<br />
|-<br />
!Finnish<br />
| Mystikko || || || ||<br />
|-<br />
!French<br />
| Mystique || || || ||<br />
|-<br />
!German<br />
| Medium || {{CardVersionImage|MysticGerman2019rulebook|German language Mystic 2019 by ASS}} || {{CardVersionImage|MysticGerman2021Digital|German language Mystic 2021 from Shuffle iT}} || '''+1 Aktion'''<br>+{{Cost|2}}<br>Nenne eine Karte. Decke die oberste Karte deines Nachziehstapels auf. Ist es die genannte Karte, nimm sie auf deine Hand. || (2019)<br />
|-<br />
!Japanese<br />
| 秘術師<br>(pron. ''hijutsu-shi'', lit. ''master of the secret art'') || || || <br>'''+1 アクション'''<br>+{{Cost|2}}<br>カード1枚を指定し、山札の一番上のカードを公開する。公開したカードを指定していた場合、手札に加える。<br>&nbsp; ||<br />
|-<br />
!Korean<br />
| 신비주의자 (pron. ''sinbijuuija'') || || || ||<br />
|-<br />
!Russian<br />
| Мистик (pron. ''mistik'') || || || ||<br />
|-<br />
!Spanish<br />
| Pitonisa || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MysticArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This is a late card, from a point where I had a couple slots to fill, and wanted {{Cost|5}}'s that didn't use up your action. I made a list of cards to try, and we tried them, and this one stood out. It's just {{Card|Wishing Well}} with +{{Cost|2}} instead of +1 Card. Only, as with {{Card|Highway}} vs. {{Card|Bridge}}, that change means that various combos that don't work with {{Card|Wishing Well}} actually work with Mystic.<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 />
=== Relevant outtakes ===<br />
{{Quote<br />
|Text= More late cards, briefly tested in case they somehow worked out, all costing {{Cost|5}}. A two-use {{Card|Gold}} (you trash it and gain a {{Card|Spoils}}). +3 Cards, we all set aside a card from our hand, then we all take one of those cards. +1 Card +1 Action, When you gain or trash this each other player gets a [[Ruins]]. +1 Card +1 Action +{{Cost|1}}, may discard x cards to gain a card costing $x. +4 Cards, +1 Action, discard 3 cards. And there was a hot potato card - you passed it left when you played it and got some benefit, and at end of game it was worth negative {{VP}} - that I tested but did not make a prototype card image for. The slot all these cards were tested for went to Mystic.<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}}<br />
[[category:non-terminals]]<br />
[[category:virtual coin]]<br />
[[category:variable draw]]</div>Ronedge02https://wiki.dominionstrategy.com/index.php/CounterfeitCounterfeit2022-03-28T18:40:25Z<p>Ronedge02: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Counterfeit<br />
|cost = 5<br />
|type1 = Treasure<br />
|illustrator = Ryan Laukat<br />
|text = {{Cost|1|l}}<br>'''+1 Buy'''<br>When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure.<br />
}}<br />
<br />
'''Counterfeit''' is a [[Treasure]] card from [[Dark Ages]]. It functions as a [[Throne Room variant]] and [[trasher]] for Treasures, allowing you to play another Treasure card twice while trashing it. Early in the game, Counterfeit can function like {{Card|Moneylender}}, allowing you to trash {{Card|Copper}} for a total of +{{Cost|3}}; in the [[endgame]], it acts more like a [[trash-for-benefit]] card, allowing you to trash higher-value Treasures such as {{Card|Gold}} for large amounts of [[payload]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you get {{Cost|1}} and +1 Buy, and you may play a Treasure card from your hand twice. <br />
* If you choose to do that, you trash that Treasure. <br />
* You still get any coins that Treasure gave you from playing it, despite trashing it. <br />
* If you use Counterfeit to play {{Card|Spoils}} twice, you will get +{{Cost|6}} (in addition to the {{Cost|1}} from Counterfeit) and return Spoils to the Spoils pile; you will be unable to trash it. <br />
* If you use Counterfeit to play a Treasure that does something special when you play it (such as another Counterfeit), you will do that thing twice.<br />
<br />
=== Other rules clarifications ===<br />
* If you use Counterfeit to play and trash a Treasure that has an effect while it is in play, you will not get to use that effect once the card is trashed. For example, using Counterfeit on {{card|Quarry}} will not leave you with reduced prices for Action cards.<br />
<br />
== Strategy ==<br />
Counterfeit is a [[Kingdom]] [[Treasure]] that offers [[+Buy]] and allows you to trash Treasures while generating [[payload]], which makes it useful for different purposes during different stages of the game. In the early game, it is a good [[trasher]] of Treasures, primarily {{Card|Copper}}, and therefore useful in helping you attain [[deck control]]. Later, especially in the endgame, it can be a strong enabler of other payload given the +Buy and explosive potential of [[Throne Room variant|doubling]] that other payload.<br />
<br />
While Counterfeit is expensive and often faces competition at {{Cost|5}} from powerful [[Action]] cards, it is often worth gaining, particularly in the [[opening]] when possible. It provides a strong way to [[thinning|thin]] {{Card|Copper|Coppers}} without consuming [[terminal space]] and while maintaining your ability to afford a useful card that turn: trashing a {{Card|Copper}} with Counterfeit produces a total of {{cost|3}}, so you get the same payload as if the Counterfeit were a {{card|Silver}} plus the benefit of trashing the Copper. However, given that Counterfeit is restricted to trashing Treasures, a more general-purpose trasher is sometimes preferable. For example, {{Card|Junk Dealer}} may be a better purchase than Counterfeit in the early game if you anticipate gaining {{Card|Curse|Curses}} or [[Ruins]] or if the Kingdom offers no alternative, such as {{Card|Scrap}}, for trashing {{Card|Estate|Estates}}. <br />
<br />
Later in the game, Counterfeit is akin to a {{Card|Procession}} for Treasures, in that it greatly increases your deck’s capabilities at the cost of trashing some components. For example, Counterfeiting a {{Card|Gold}} this turn may allow you to afford multiple [[engine]] pieces that you would not be able to otherwise. Because this pattern of play consumes resources, it is best enabled by effects that can provide fodder. Treasure [[gainer]]s (such as {{Card|Bandit}}) are very effective for this purpose. In the absence of such effects, you often will still have {{Card|Copper|Coppers}} or {{Card|Silver|Silvers}} left over from the early game to trash. After you run out of those, however, it can sometimes be worth buying Treasures (especially {{Card|Copper}}, which are almost free with Counterfeit’s +Buy) to improve your Counterfeit's effective {{cost}} output. In the endgame, particularly on your final turn, you can use Counterfeit to generate a large burst of {{Cost}} in a one-time fashion by trashing high-value Treasures without needing to use some of the resulting payload to regain them. This often includes chaining multiple copies of Counterfeit itself, which generates a large number of extra Buys that may allow you to end the game, especially with a [[three-pile ending|pileout]].<br />
<br />
Even outside the endgame, Counterfeit synergizes well with Treasures that have intrinsically [[one-shot]] effects, since you can extract double the value with only the usual downside. Specifically, Counterfeiting {{Card|Spoils}} or {{Card|Stockpile}} is a relatively efficient way of generating {{Cost|6}}, and because their own effects (returning to the pile and moving to [[Exile]] respectively) prevent Counterfeit from trashing them, they are as easy to restore to your deck as usual. {{Card|Capital}} is also a good target: Counterfeiting it produces a large amount of {{Cost}} and +Buy while avoiding the {{Debt}} you would usually take, since the {{Card|Capital}} is never discarded from play. You do need to resupply the trashed {{Card|Capital}} if you want to do this repeatedly, so it works best when you can use a gainer such as {{Card|Artisan}} to gain {{Card|Capital}} or as part of a [[megaturn]] to close out the game, though simply rebuying the {{Card|Capital}} can work as well. The trashing effect of Counterfeit anti-synergizes with [[while-in-play]] abilities, which can occasionally be relevant with cards such as {{Card|Quarry}}.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage||Counterfeit from Goko/Making Fun|d=1|o=1}} || {{Cost|1|l}}<br>'''+1 Buy'''<br>When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || {{Cost|1|l}}<br>'''+1 Buy'''<br>When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure. || Dark Ages [[Second Edition|2nd Edition]] || September 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Padělek || {{CardLangVersionImage|Czech}} || || {{Cost|1|l}}<br>'''+1 nákup'''<br>Když tuto kartu zahraješ, můžeš zahrát kartu peněz ze své ruky dvakrát. Pokud tak učiníš, zahoď ji na smetiště. ||<br />
|-<br />
!Dutch<br />
| Vals Geld || || || <br>{{Cost|1|l}}<br>'''+1 Aanschaf'''<br>Speel je deze kaart, dan mag je 1&nbsp;geldkaart uit je hand tweemaal spelen. Doe je dat, vernietig dan de betreffende geldkaart.<br>&nbsp; ||<br />
|-<br />
!Finnish<br />
| Väärennös || || || ||<br />
|-<br />
!French<br />
| Contrefaçon || || || ||<br />
|-<br />
!German<br />
| Falschgeld || {{CardVersionImage|CounterfeitGerman2019rulebook|German language Counterfeit 2019 by ASS}} || {{CardVersionImage|CounterfeitGerman2021Digital|German language Counterfeit 2021 from Shuffle iT}} || {{Cost|1|l}}<br>'''+1 Kauf'''<br>Wenn du diese Karte ausspielst, darfst du eine Geldkarte aus deiner Hand zweimal ausspielen. Wenn du das tust: Entsorge jene Geldkarte. || (2019)<br />
|-<br />
!Japanese<br />
| 偽造通貨<br>(pron. ''gizō tsūka'', lit. ''counterfeit currency'') || || || <br>{{Cost|1|l}}<br>'''+1 購入'''<br>手札の財宝カード1枚を2度使用してもよい。使用した場合、その財宝カードを廃棄する。<br>&nbsp; ||<br />
|-<br />
!Korean<br />
| 위조 (pron. ''wijo'',<br>lit. ''forgery'') || || || ||<br />
|-<br />
!Russian<br />
| Подделка<br>(pron. ''poddyelka'') || || || ||<br />
|-<br />
!Spanish<br />
| Falsificación || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:CounterfeitArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I tried out a [[Throne Room variant|Throne]] for treasures in Prosperity. It seemed like a classic thing, but it wasn't as popular as I'd hoped, so I dropped it. I rescued it here by having it trash the treasure you Throne, which makes it double as a way to get rid of Coppers, and hey I threw in +{{Cost|1}} and +1 Buy for good measure. Theory of dominionstrategy.com suggested the name.<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}}<br />
[[category:limited trashers]]<br />
[[category:trashers]]<br />
[[category:extra buys]]<br />
[[category:throne-like]]<br />
[[category:alt Treasure]]<br />
[[category:thinner]]</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Wandering_MinstrelWandering Minstrel2022-03-05T10:26:03Z<p>Ronedge02: /* Synergies/Combos */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Wandering Minstrel<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Guillaume Ducos <br />
|text = '''+1 Card<br>+2 Actions'''<br>Reveal the top 3 cards of your deck. Put the Action cards back in any order and discard the rest.<br />
}}<br />
<br />
'''Wandering Minstrel''' is an [[Action]] card from [[Dark Ages]]. It's one of the few [[villages]] that doesn't have anything like "Village" in the name. It's also got some filtering ability to make sure your engine keeps drawing Actions. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First draw a card, then reveal the top 3 cards of your deck, shuffling your discard pile if there are not enough cards in your deck. <br />
* If there still are not enough after shuffling, just reveal what you can. <br />
* Put the revealed Action cards on top of your deck in any order, and discard the other cards. <br />
* If you didn't reveal any Action cards, no cards will be put on top.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article yet for Wandering Minstrel. Feel free to add your thoughts!<br />
<br />
It seems like a reasonably straightforward [[Village (Card type)|village]] to use. It discards all your non-actions, finding you your other actions to keep your [[engine]] running. Sure, it discards {{Card|Gold|Golds}} and {{Card|Platinum|Platinums}} and other fancy [[Treasure|Treasures]], but that's probably okay - if it helps you find more [[villages]] and [[smithies]], you'll draw them anyway. It's best when you're aiming to draw your whole deck and really don't mind discarding even your top-notch Treasures.<br />
<br />
It is particularly important to manage your reshuffles when using Wandering Minstrels. Once you've drawn all your actions and discarded all your treasures, green cards, and curses make sure not to cause a reshuffle mid-turn unless you can draw everything that's left. Otherwise you may be hit with one or more turns with no actions at all as you wade through all the non-actions that your Minstrels threw out. <br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Minion}}, as Wandering Minstrel will get past your non-Actions to Minions faster<br />
* [[Engine|Engines]] which aim to draw your whole deck<br />
<br />
=== Antisynergies ===<br />
* Lack of a need for [[villages]], such as in [[Big Money]].<br />
* [[Ruins]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Wandering MinstrelOld|Wandering Minstrel}} || {{CardVersionImage|Wandering MinstrelDigitalOld|Wandering Minstrel from Goko/Making Fun}} || '''+1 Card<br>+2 Actions'''<br>Reveal the top 3&nbsp;cards of your deck.<br>Put the Actions back on top in any order and discard the rest. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Wandering Minstrel|Wandering Minstrel}} || {{CardVersionImage|Wandering MinstrelDigital|Wandering Minstrel from Shuffle iT}} || '''+1 Card<br>+2 Actions'''<br>Reveal the top 3&nbsp;cards of your deck. Put the Action cards back in any order and discard the rest. || Dark Ages [[Second Edition|2nd Edition]] || September 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Bard<br> (lit. ''bard'') || {{CardLangVersionImage|Czech}} || || '''+1 karta<br>+2 akce'''<br>Ukáž vrchní 3&nbsp;karty svého dobíracího balíčku. Karty akcí vrať zpět v libovolném pořadi a ostatní karty odlož. ||<br />
|-<br />
!Dutch<br />
| Reizende Minstreel || || || ||<br />
|-<br />
!Finnish<br />
| Trubaduuri (lit. ''troubadour'') || || || ||<br />
|-<br />
!French<br />
| Ménestrel errant || || || ||<br />
|-<br />
!German<br />
| Barde<br> (lit. ''bard'') || {{CardVersionImage|Wandering MinstrelGerman2019rulebook|German language Wandering Minstrel 2019 by ASS}} || {{CardVersionImage|Wandering MinstrelGerman2021Digital|German language Wandering Minstrel 2021 from Shuffle iT}} || '''+1 Karte<br>+2 Aktionen'''<br>Decke die obersten 3&nbsp;Karten deines Nachziehstapels auf. Lege die Aktionskarten darunter in beliebiger Reihenfolge zurück und den Rest ab. || (2019)<br />
|-<br />
!Japanese<br />
| 吟遊詩人<br>(pron. ''gin'yūshijin'', lit. ''troubadour'') || || || <br>'''+1 カードを引く'''<br>'''+2 アクション'''<br>山札の上から3枚を公開する。その中のアクションカードを好きな順番で山札の上に戻し、残りを捨て札にする。<br>&nbsp; ||<br />
|-<br />
!Korean<br />
| 방랑 시인<br>(pron. ''banglang siin'', lit. ''vagabond poet'') || || || ||<br />
|-<br />
!Russian<br />
| Странствующий Бард<br>(pron. ''stranstvuyushshiy bard'', literally ''wandering bard'') || || || ||<br />
|-<br />
!Spanish<br />
| Juglar (lit. ''minstrel'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Wandering_MinstrelArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Theme ===<br />
{{Quote<br />
|Text=<br />
Well he's like the pied piper. He gets all the kids to follow him, and then those kids do things for you.<br />
<br />
It's true that the flavor for "+2 actions" that most such cards use is, there are people doing things for you. Often a whole village of people, but sometimes just some {{Card|Nobles}}. {{Card|Squire}} and Wandering Minstrel don't fit that. {{Card|Squire}} at one point was in part a village that only played attacks, and Wandering Minstrel at one point was a card that made +{{Cost|2}}, and they kept their flavor when those parts changed.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4146.msg90899#msg90899 Dark Ages is the most thematic expansion?]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=In Cornucopia I tried out a card that was +{{Cost|2}}, name a type, dig for it, leave the first match on top. It would have been "strictly better" than Chancellor at {{Cost|3}} (since you could name a type that wasn't in your deck), and I didn't want to charge {{Cost|4}} for it or give it an awful condition specifically to make it worse than Chancellor (a card not famous for being strong). So I dropped it. I turned it into a village in Guilds, then moved it to Dark Ages, where I made it always dig for actions, with no choice. That card was a bit too strong and also slowed down games more than an ideal amount. So now it just looks at the top 3 cards and leaves the actions on top.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]<br />
}}<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/StoreroomStoreroom2022-01-31T09:53:55Z<p>Ronedge02: /* Strategy Article */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Storeroom<br />
|cost = 3<br />
|type1 = Action<br />
|illustrator = Alex Drummond<br />
|text = '''+1 Buy'''<br>Discard any number of cards, then draw that many. Then discard any number of cards for +{{Cost|1}} each.<br />
}}<br />
<br />
'''Storeroom''' is an [[Action]] card from [[Dark Ages]]. It is a [[terminal]] [[sifter]], which lets you [[discard for benefit|discard]] cards first to draw more cards, and then for {{Cost|}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You gain +1 Buy<br />
* Discard any number of cards from your hand, and draw as many cards as you discarded. <br />
* Then, discard any number of cards - which could include cards you just drew - and you get +{{Cost|1}} per card you discarded that time.<br />
<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/11/05/dark-ages-storeroom/ Original article] by Qvist, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=4987.0 forum]''<br />
<br />
{{Card|Secret Chamber}} + {{Card|Cellar}} – [[Reaction]] – 1 Action + Buy = Storeroom... End of Article? No, it’s not that simple. At first glance it seems like a boring straightforward card. But I think it offers more than it seems.<br />
<br />
I make no claim that this article is complete, I just wanted to point out some observations that I made about this “seemingly innocent card”.<br />
<br />
Storeroom is more like an upgraded Secret Chamber (without its Reaction) than an upgraded Cellar. The lack of +1 Action is what makes Cellar a decent addition to any [[engine]], but in engines with strong terminals Storeroom hurts more than it may help. It’s also bad on boards with [[discard attack|discard attacks]] because – like all discarders – it needs big handsizes to be really useful.<br />
<br />
So, what is it good for?<br />
<br />
* Discarding: You discard two times in a row, so cards that profit from discarding combo really good with Storeroom.<br />
** {{Card|Tunnel}}: That was the most obvious combo after the release of Storeroom. You only need 1 Tunnel in 8 cards if you discard your whole hand with the first discard option. That makes it one of the best Tunnel enablers. The +Buy also makes it possible to pick up 2 Tunnels soon after you got the first few {{Card|Gold|Golds}}. With 2 Storerooms, a lot of Tunnels, you get a lot of Golds and can easily switch to {{Card|Province|Provinces}} afterwards. Also – because of the discard option – the high variance in your deck caused by lots of Golds and lots of green doesn’t really hurt you at all.<br />
** {{Card|Tactician}}: That’s not different to Secret Chamber or {{Card|Vault}}. It’s also better to find your second Tactician more easily when you discard 9 cards and draw 9 new cards. You can then discard 7 cards for {{Cost|7}}, and play your second Tactician. This is not enough to buy a Province and it needs a little support. With a non-terminal drawer ({{Card|Laboratory}}, {{Card|Stables}}, also {{Card|Crossroads}},...) or [[cantrip]] money-generating card ({{Card|Market}}, {{Card|Peddler}}, {{Card|Treasury}},...) you can buy a Province easily each turn. With support this is one of the most reliable [[double Tactician]] combos so far. You really don’t need a third Tactician as backup. 2 Tacticians and ~4 Storerooms + support should be enough to guarantee a Province each turn.<br />
** Enabling Big Draw: {{Card|Menagerie}} needs hands with different cards. Storeroom lets you discard all duplicates and gets even money for them. So you can even discard {{Card|Copper|Coppers}} for {{Cost|1}} and don’t lose anything. But you need [[Villages]] to enable this combo, but Storeroom lets you find your villages more reliably and as soon as this gets rolling you also have the needed buy to buy multiple of this cheap engine components. Draw up to X cards like {{Card|Watchtower}} and {{Card|Library}} can even draw more than 3 cards, but you need more Villages to set this up as they are terminal.<br />
* Guaranteed {{Cost|4}} each turn: In games where you don’t want to go for Provinces, Storeroom is a good supporting card. In games without discarding attacks you have {{Cost|4}} with every hand containing a Storeroom. <br />
** {{Card|Gardens}}: Secret Chamber isn’t the best Gardens enabler, but Storeroom’s +Buy makes it way better. You can even open Double-Storeroom and have a higher chance to have a Storeroom in turn 3 in hand. When those collided, discard all cards for +Cards and in turn 4 you already trigger the reshuffle and will see one Storeroom soon again. If they didn’t collide, discard only for {{Cost|4}} and you probably see the other Storeroom in turn 4. So you can go for Gardens (with {{Card|Copper}} buys) very soon and can later 3-pile Gardens, Storerooms and Estates – because each Storeroom also guarantees a Double Estate buy.<br />
** Other [[Alt-VP]]: Alternative VP strategies will have many dead cards in your deck. Storeroom really helps here by discarding your dead cards and drawing e.g. {{Card|Silver}}. The +Buy allows it to buy extra Coppers on the way. Storeroom isn’t the best supporting card for alternative VPs other than Gardens, but in combination with {{Card|Silk Road}} or {{Card|Duke}} and few more Silver buys it’s a reliable strategy.<br />
* {{Card|Potion}} cards: The best use for Storeroom are the combinations with Potion cards. The problem with Potion is that you want to see it often early in the game but don’t want to clog your deck with 2 Potions. Also your Potion(s) are [[dead]] cards later in the game. Strategies with Potion cost cards also need +Buy for cases when you hit {{Cost|5P}} or better. Your supporting card also should cost less than {{Cost|4}} that you can open Potion+X. Storeroom solves all of these issues. You always want to open Storeroom + Potion and discard all 4 cards when you don’t have a Potion in hand. The probability is high to draw your Potion which guarantees you {{Cost|3P}} which is enough for 8 out of 10 Potion cards. If you miss your Potion you should have at least {{Cost|3}} to buy a second Storeroom.<br />
** {{Card|Scrying Pool}}: Like written above you should easily get a Scrying Pool each turn. In turns where you didn’t get your Potion in hand pick up cheap [[Villages]] or other cheap [[cantrip|cantrips]] or non-terminal [[trasher|trashers]]. Your Scrying Pools should give you 6-7 card hands very soon where you can pick up a Scrying Pool + X to pile up on action cards. Later when you draw your whole deck you can even discard your Action cards with Storeroom for money and draw them all again with Scrying Pool (if you played at least one Village). You can then easily buy 2 Provinces. Storeroom + Scrying Pools isn’t good on its own, but with a cheap Village and/or non-terminal trashing, this is a real powerhouse.<br />
** {{Card|Philosopher's Stone}}: Storeroom may be even better than Herbalist as a supporting card. Both have the much needed + Buy so you can pick up a lot of Storerooms and Coppers on the way and both have a mechanic to see the Potion often early in the game. But Storeroom can mostly discard 2-3 dead cards and Coppers which makes your Philosopher's Stone worth 0.5{{Cost|}} more on average! When you have your first Philosopher's Stone in hand, it should already be worth {{Cost|3}} and soon {{Cost|4}}. That means: 2 Philosopher's Stones and you can already buy Provinces.<br />
** {{Card|Familiar}}: Like written above a Storeroom and a Potion guarantees you a {{Cost|3P}} hand, exactly the amount you need for Familiar. The probability is therefore high you can buy a Familiar in turn 3 or 4 with this opening. Storeroom also triggers the reshuffle more often which you need to play your Familiar as often as you can early in the game. The problem is that you can’t play a drawn Familiar because Storeroom is terminal, so take that into account.<br />
** Other Potion cards: Storeroom isn’t a good enabler for {{Card|University}} or {{Card|Vineyard}} on its own. But on boards where University or Vineyard are an option, Storeroom is also a very good reason to go for them – for reasons written above. {{Card|Apothecary}} has often the problem of leaving bad cards on top of your deck. If you play a Storeroom at the end of your turn you can discard exactly as many Coppers as you need for drawing your junk and discard them again for the same amount of money. This can setup a next good turn. With Villages you can even build an engine fast. With 1 Apothecary and 1 Storeroom you can often buy another Apothecary and Storeroom (or village or another engine component) and you can then quickly cycle through your deck as the Apothecaries now leave good cards on your deck which you can draw with your Storeroom. On boards with good engine potential, where {{Card|Golem}} is a good card, Storeroom lets you buy the Golem faster. When you play your Golem you’ll find your Storeroom for the needed buy and deck filtering. This accelerates the engine and mitigates the problem of Potion cards being slow. Seeing your Potion often is especially important with {{Card|Alchemist}}. Storeroom lets you buy them faster and can put them more reliably on top of your deck. Storeroom being terminal isn’t a big problem here as you won’t draw Alchemists dead often.<br />
* [[Treasure]] cards: There are other cases where your key card is a Treasure other than Potion. So the drawback that Storeroom is terminal isn’t a drawback anymore.<br />
** {{Card|Ill-Gotten Gains}}: With a Storeroom/Silver opening you can quickly reach a level when you hit {{Cost|5}} nearly every turn. Just discard all cards other than Ill-Gotten-Gains and your opening Silver and you should be drawing at least one Ill-Gotten-Gains or Silver because you only need a 1 out of 8 probability. With 2-3 Storerooms you should be able to keep hitting {{Cost|5}} every turn and can then switch to {{Card|Duchy|Duchies}}.<br />
** {{Card|Fool's Gold}}: Fool's Gold is cheap and you want as many as you can get. Therefore you need +Buy. Check. You also want collisions, you want to draw 3 Fool's Golds in the same hand. Therefore you either need draw or cycling. Check. Like written above, with a Storeroom in hand, you are guaranteed +{{Cost|4}} and 2 Buys, that’s perfect for picking up 2 Fool's Golds. And with many Fool's Golds it’s not that hard to have 3 of them in hand as you can either draw 4 when you didn’t have one in hand, 3 when you did have one and even 2 cards when you already had 2 FGs.<br />
** {{Card|Quarry}}: Storeroom + Quarry is no strategy on its own. But in games where Quarry is strong, Storeroom + Quarry is a very good opener. With a Storeroom in hand you likely draw them together and then you have {{Cost|4}} and all Action cards cost {{Cost|2}} less. So, you basically have {{Cost|8}} and 2 buys. Perfect for picking up 2 {{Cost|4}} key cards or your {{Cost|5}} key card with a {{Cost|3}} supporting card.<br />
* Triggering reshuffles: All of the above combos and other engines where preparing the next turn by triggering or not triggering the reshuffle is important can benefit from Storeroom. Storeroom may not be the best X in {{Card|Hunting Party}} + X because it often only gives you {{Cost|1}} instead of {{Cost|2}}, but discarding exactly as many Coppers and Estates that you’ll have an empty deck while still getting money out of the discarded cards is nice. The probability of having a Hunting Party in the next hand will be much higher. Triggering reshuffles may also come in handy if you want to prepare a good turn with {{Card|Inn}}. So let’s say you’re building a {{Card|Goons}} engine. So the +Buy from Storeroom is important, the cycling may give you more Double-Goons turns and you can time an empty deck and then buy an Inn for a Mega Goons Turn.<br />
<br />
<br />
<br />
=== Synergies/Combos ===<br />
* Need for heavy cycling<br />
* {{Card|Tunnel}}<br />
* Key treasures: {{Card|Potion}}, {{Card|Philosopher's Stone}}, {{Card|Ill-Gotten Gains}}, {{Card|Fool's Gold}}<br />
* Potion-cost cards: {{Card|Scrying Pool}}, {{Card|Alchemist}}, {{Card|Philosopher's Stone}}, {{Card|Apothecary}}, even {{Card|Familiar}}<br />
* Big hand sizes: {{Card|Tactician}}, {{Card|Scrying Pool}}<br />
* [[Alt-VP]], especially {{Card|Gardens}}<br />
=== Antisynergies ===<br />
* Strong terminals<br />
* [[discard attack|discard attacks]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|StoreroomOld|Storeroom}} || {{CardVersionImage|StoreroomDigitalOld|Storeroom from Goko/Making Fun}} || '''+1 Buy'''<br>Discard any number of cards. +1&nbsp;Card per card discarded.<br>Discard any number of cards. {{nowrap|+{{Cost|1}}}} per card discarded the second time. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Storeroom|Storeroom}} || {{CardVersionImage|StoreroomDigital|Storeroom from Shuffle iT}} || '''+1 Buy'''<br>Discard any number of cards, then draw that many. Then discard any number of cards for {{nowrap|+{{Cost|1}}}} each. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! style="width:9em;"|Notes<br />
|-<br />
!Czech<br />
| Komora || {{CardLangVersionImage|Czech}} || || '''+1 nákup'''<br>Odlož libovolný počet karet. <br>'''+1 karta''' za každou takto odloženou kartu. Odlož libovolný počet karet. <br>+{{Cost|1}} za každou takto odloženou kartu. ||<br />
|-<br />
!Dutch<br />
| Berghok (lit. ''shed'') || || || ||<br />
|-<br />
!Finnish<br />
| Kellarivarasto (lit. ''basement storage'') || || || ||<br />
|-<br />
!French<br />
| Salle d'entreposage || || {{CardVersionImage|StoreroomFrench2021Digital|French language Storeroom 2021 from Shuffle iT}} || '''+1 Achat'''<br>Défaussez autant de cartes que souhaité, puis piochez-en autant.<br>Ensuite, défaussez autant de cartes que souhaité pour {{nowrap|+{{Cost|1}}}} par carte. || (2021)<br />
|-<br />
!German<br />
| Lagerraum || {{CardVersionImage|StoreroomGerman|German language Storeroom 2012 by HiG}} || || '''+1 Kauf'''<br>Lege eine beliebige Anzahl Karten aus deiner Hand ab. <br>'''+1 Karte''' pro abgelegter Karte.<br>Lege eine beliebige Anzahl Karten aus deiner Hand ab.<br>+{{Cost|1}} pro nun abgelegter Karte. || (2012)<br />
|-<br />
!German<br />
| Lagerraum || {{CardVersionImage|StoreroomGerman2019rulebook|German language Storeroom 2019 by ASS}} || {{CardVersionImage|StoreroomGerman2021Digital|German language Storeroom 2021 from Shuffle iT}} || '''+1 Kauf'''<br>Lege beliebig viele deiner Handkarten ab und ziehe dann genau so viele Karten.<br>Dann lege beliebig viele deiner Handkarten ab für jeweils {{nowrap|+{{Cost|1}}.}} || (2019)<br />
|-<br />
!Japanese<br />
| 物置 (pron. ''monooki'') || || || style="padding:15px 0px;"| '''+1 購入'''<br>好きな枚数のカードを捨て札にし、同じ枚数のカードを引 く。 その後、好きな枚数のカードを捨て札にし、1枚につき{{nowrap|+{{Cost|1}}。}} ||<br />
|-<br />
!Korean<br />
| 저장실 (pron. ''jeojangsil'') || || || ||<br />
|-<br />
!Polish<br />
| Przechowalnia (lit. "Store") || || || || <small>Although Polish version is not released, this card is referred to in the Polish version of ''[[Empires]]'' rulebook</small><br />
|-<br />
!Russian<br />
| Кладовая (pron. ''kladovaya'') || || || ||<br />
|-<br />
!Spanish<br />
| Depósito || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:StoreroomArt.jpg|thumb|right|354px|Official card art.]]<br />
The art for Storeroom is the only known instance of official card art being used on [[isotropic]], probably due to it being turned in for an earlier set.<br />
<br />
=== Card Art ===<br />
{{Quote<br />
|Text= This art was turned in as an alternate option for {{Card|Vault}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This was an old idea that I had briefly tried and forgotten about long ago. I wanted a card-filterer to help dig through your Ruins and saw this on a list and thought hey, let's try that again.<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 />
=== Donald X.'s thoughts on Storeroom being weak ===<br />
{{Quote|Text= Mic seems to get this all the time. And then draws back all the cards he discarded. I almost never get this. Sure, it can be your {{Card|Ruined Market}}.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/StoreroomStoreroom2022-01-31T09:49:37Z<p>Ronedge02: /* Strategy Article */</p>
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<div>{{Improve}}<br />
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{{Infobox Card<br />
|name = Storeroom<br />
|cost = 3<br />
|type1 = Action<br />
|illustrator = Alex Drummond<br />
|text = '''+1 Buy'''<br>Discard any number of cards, then draw that many. Then discard any number of cards for +{{Cost|1}} each.<br />
}}<br />
<br />
'''Storeroom''' is an [[Action]] card from [[Dark Ages]]. It is a [[terminal]] [[sifter]], which lets you [[discard for benefit|discard]] cards first to draw more cards, and then for {{Cost|}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You gain +1 Buy<br />
* Discard any number of cards from your hand, and draw as many cards as you discarded. <br />
* Then, discard any number of cards - which could include cards you just drew - and you get +{{Cost|1}} per card you discarded that time.<br />
<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/11/05/dark-ages-storeroom/ Original article] by Qvist, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=4987.0 forum]''<br />
<br />
{{Card|Secret Chamber}} + {{Card|Cellar}} – [[Reaction]] – 1 Action + Buy = Storeroom... End of Article? No, it’s not that simple. At first glance it seems like a boring straightforward card. But I think it offers more than it seems.<br />
<br />
I make no claim that this article is complete, I just wanted to point out some observations that I made about this “seemingly innocent card”.<br />
<br />
Storeroom is more like an upgraded Secret Chamber (without its Reaction) than an upgraded Cellar. The lack of +1 Action is what makes Cellar a decent addition to any [[engine]], but in engines with strong terminals Storeroom hurts more than it may help. It’s also bad on boards with [[discard attack|discard attacks]] because – like all discarders – it needs big handsizes to be really useful.<br />
<br />
So, what is it good for?<br />
<br />
* Discarding: You discard two times in a row, so cards that profit from discarding combo really good with Storeroom.<br />
** {{Card|Tunnel}}: That was the most obvious combo after the release of Storeroom. You only need 1 Tunnel in 8 cards if you discard your whole hand with the first discard option. That makes it one of the best Tunnel enablers. The +Buy also makes it possible to pick up 2 Tunnels soon after you got the first few {{Card|Gold|Golds}}. With 2 Storerooms, a lot of Tunnels, you get a lot of Golds and can easily switch to {{Card|Province|Provinces}} afterwards. Also – because of the discard option – the high variance in your deck caused by lots of Golds and lots of green doesn’t really hurt you at all.<br />
** {{Card|Tactician}}: That’s not different to Secret Chamber or {{Card|Vault}}. It’s also better to find your second Tactician more easily when you discard 9 cards and draw 9 new cards. You can then discard 7 cards for {{Cost|7}}, and play your second Tactician. This is not enough to buy a Province and it needs a little support. With a non-terminal drawer ({{Card|Laboratory}}, {{Card|Stables}}, also {{Card|Crossroads}},...) or [[cantrip]] money-generating card ({{Card|Market}}, {{Card|Peddler}}, {{Card|Treasury}},...) you can buy a Province easily each turn. With support this is one of the most reliable [[double Tactician]] combos so far. You really don’t need a third Tactician as backup. 2 Tacticians and ~4 Storerooms + support should be enough to guarantee a Province each turn.<br />
** Enabling Big Draw: {{Card|Menagerie}} needs hands with different cards. Storeroom lets you discard all duplicates and gets even money for them. So you can even discard {{Card|Copper|Coppers}} for {{Cost|1}} and don’t lose anything. But you need [[Villages]] to enable this combo, but Storeroom lets you find your villages more reliably and as soon as this gets rolling you also have the needed buy to buy multiple of this cheap engine components. Draw up to X cards like {{Card|Watchtower}} and {{Card|Library}} can even draw more than 3 cards, but you need more Villages to set this up as they are terminal.<br />
* Guaranteed {{Cost|4}} each turn: In games where you don’t want to go for Provinces, Storeroom is a good supporting card. In games without discarding attacks you have {{Cost|4}} with every hand containing a Storeroom. <br />
** {{Card|Gardens}}: Secret Chamber isn’t the best Gardens enabler, but Storeroom’s +Buy makes it way better. You can even open Double-Storeroom and have a higher chance to have a Storeroom in turn 3 in hand. When those collided, discard all cards for +Cards and in turn 4 you already trigger the reshuffle and will see one Storeroom soon again. If they didn’t collide, discard only for {{Cost|4}} and you probably see the other Storeroom in turn 4. So you can go for Gardens (with {{Card|Copper}} buys) very soon and can later 3-pile Gardens, Storerooms and Estates – because each Storeroom also guarantees a Double Estate buy.<br />
** Other [[Alt-VP]]: Alternative VP strategies will have many dead cards in your deck. Storeroom really helps here by discarding your dead cards and drawing e.g. {{Card|Silver}}. The +Buy allows it to buy extra Coppers on the way. Storeroom isn’t the best supporting card for alternative VPs other than Gardens, but in combination with {{Card|Silk Road}} or {{Card|Duke}} and few more Silver buys it’s a reliable strategy.<br />
* {{Card|Potion}} cards: The best use for Storeroom are the combinations with Potion cards. The problem with Potion is that you want to see it often early in the game but don’t want to clog your deck with 2 Potions. Also your Potion(s) are [[dead]] cards later in the game. Strategies with Potion cost cards also need +Buy for cases when you hit {{Cost|5P}} or better. Your supporting card also should cost less than {{Cost|4}} that you can open Potion+X. Storeroom solves all of these issues. You always want to open Storeroom + Potion and discard all 4 cards when you don’t have a Potion in hand. The probability is high to draw your Potion which guarantees you {{Cost|3P}} which is enough for 8 out of 10 Potion cards. If you miss your Potion you should have at least {{Cost|3}} to buy a second Storeroom.<br />
** {{Card|Scrying Pool}}: Like written above you should easily get a Scrying Pool each turn. In turns where you didn’t get your Potion in hand pick up cheap [[Villages]] or other cheap [[cantrip|cantrips]] or non-terminal [[trasher|trashers]]. Your Scrying Pools should give you 6-7 card hands very soon where you can pick up a Scrying Pool + X to pile up on action cards. Later when you draw your whole deck you can even discard your Action cards with Storeroom for money and draw them all again with Scrying Pool (if you played at least one Village). You can then easily buy 2 Provinces. Storeroom + Scrying Pools isn’t good on its own, but with a cheap Village and/or non-terminal trashing, this is a real powerhouse.<br />
** {{Card|Philosopher's Stone}}: Storeroom may be even better than Herbalist as a supporting card. Both have the much needed + Buy so you can pick up a lot of Storerooms and Coppers on the way and both have a mechanic to see the Potion often early in the game. But Storeroom can mostly discard 2-3 dead cards and Coppers which makes your Philosopher's Stone worth 0.5{{Cost|}} more on average! When you have your first Philosopher's Stone in hand, it should already be worth {{Cost|3}} and soon {{Cost|4}}. That means: 2 Philosopher's Stones and you can already buy Provinces.<br />
** {{Card|Familiar}}: Like written above a Storeroom and a Potion guarantees you a {{Cost|3P}} hand, exactly the amount you need for Familiar. The probability is therefore high you can buy a Familiar in turn 3 or 4 with this opening. Storeroom also triggers the reshuffle more often which you need to play your Familiar as often as you can early in the game. The problem is that you can’t play a drawn Familiar because Storeroom is terminal, so take that into account.<br />
** Other Potion cards: Storeroom isn’t a good enabler for {{Card|University}} or {{Card|Vineyard}} on its own. But on boards where University or Vineyard are an option, Storeroom is also a very good reason to go for them – for reasons written above. {{Card|Apothecary}} has often the problem of leaving bad cards on top of your deck. If you play a Storeroom at the end of your turn you can discard exactly as many Coppers as you need for drawing your junk and discard them again for the same amount of money. This can setup a next good turn. With Villages you can even build an engine fast. With 1 Apothecary and 1 Storeroom you can often buy another Apothecary and Storeroom (or village or another engine component) and you can then quickly cycle through your deck as the Apothecaries now leave good cards on your deck which you can draw with your Storeroom. On boards with good engine potential, where {{Card|Golem}} is a good card, Storeroom lets you buy the Golem faster. When you play your Golem you’ll find your Storeroom for the needed buy and deck filtering. This accelerates the engine and mitigates the problem of Potion cards being slow. Seeing your Potion often is especially important with {{Card|Alchemist}}. Storeroom lets you buy them faster and can put them more reliably on top of your deck. Storeroom being terminal isn’t a big problem here as you won’t draw Alchemists dead often.<br />
* [[Treasure]] cards: There are other cases where your key card is a Treasure other than Potion. So the drawback that Storeroom is terminal isn’t a drawback anymore.<br />
** {{Card|Ill-Gotten Gains}}: With a Storeroom/Silver opening you can quickly reach a level when you hit {{Cost|5}} nearly every turn. Just discard all cards other than Ill-Gotten-Gains and your opening Silver and you should be drawing at least one Ill-Gotten-Gains or Silver because you only need a 1 out of 8 probability. With 2-3 Storerooms you should be able to keep hitting {{Cost|5}} every turn and can then switch to {{Card|Duchy|Duchies}}.<br />
** {{Card|Fool's Gold}}: Fool's Gold is cheap and you want as many as you can get. Therefore you need +Buy. Check. You also want collisions, you want to draw 3 Fool's Golds in the same hand. Therefore you either need draw or cycling. Check. Like written above, with a Storeroom in hand, you are guaranteed +{{Cost|4}} and 2 Buys, that’s perfect for picking up 2 Fool's Golds. And with many Fool's Golds it’s not that hard to have 3 of them in hand as you can either draw 4 when you didn’t have one in hand, 3 when you did have one and even 2 cards when you already had 2 FGs.<br />
** {{Card|Quarry}}: Storeroom + Quarry is no strategy on its own. But in games where Quarry is strong, Storeroom + Quarry is a very good opener. With a Storeroom in hand you likely draw them together and then you have {{Cost|4}} and all Action cards cost {{Cost|2}} less. So, you basically have {{Cost|8}} and 2 buys. Perfect for picking up 2 {{Cost|4}} key cards or your {{Cost|5}} key card with a {{Cost|3}} supporting card.<br />
* Triggering reshuffles: All of the above combos and other engines where preparing the next turn by triggering or not triggering the reshuffle is important can benefit from Storeroom. Storeroom may not be the best X in {{Card|Hunting Party}} + X because it often only gives you {{Cost|1}} instead of {{Cost|2}}, but discarding exactly as many Coppers and Estates that you’ll have an empty deck while still getting money out the discarded cards is nice. The probability of having a Hunting Party in the next hand will be much higher. Triggering reshuffles may also come in handy if you want to prepare a good turn with {{Card|Inn}}. So let’s say you’re building a {{Card|Goons}} engine. So the +Buy from Storeroom is important, the cycling may give you more Double-Goons turns and you can time an empty deck and then buy an Inn for a Mega Goons Turn.<br />
<br />
<br />
<br />
=== Synergies/Combos ===<br />
* Need for heavy cycling<br />
* {{Card|Tunnel}}<br />
* Key treasures: {{Card|Potion}}, {{Card|Philosopher's Stone}}, {{Card|Ill-Gotten Gains}}, {{Card|Fool's Gold}}<br />
* Potion-cost cards: {{Card|Scrying Pool}}, {{Card|Alchemist}}, {{Card|Philosopher's Stone}}, {{Card|Apothecary}}, even {{Card|Familiar}}<br />
* Big hand sizes: {{Card|Tactician}}, {{Card|Scrying Pool}}<br />
* [[Alt-VP]], especially {{Card|Gardens}}<br />
=== Antisynergies ===<br />
* Strong terminals<br />
* [[discard attack|discard attacks]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|StoreroomOld|Storeroom}} || {{CardVersionImage|StoreroomDigitalOld|Storeroom from Goko/Making Fun}} || '''+1 Buy'''<br>Discard any number of cards. +1&nbsp;Card per card discarded.<br>Discard any number of cards. {{nowrap|+{{Cost|1}}}} per card discarded the second time. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Storeroom|Storeroom}} || {{CardVersionImage|StoreroomDigital|Storeroom from Shuffle iT}} || '''+1 Buy'''<br>Discard any number of cards, then draw that many. Then discard any number of cards for {{nowrap|+{{Cost|1}}}} each. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! style="width:9em;"|Notes<br />
|-<br />
!Czech<br />
| Komora || {{CardLangVersionImage|Czech}} || || '''+1 nákup'''<br>Odlož libovolný počet karet. <br>'''+1 karta''' za každou takto odloženou kartu. Odlož libovolný počet karet. <br>+{{Cost|1}} za každou takto odloženou kartu. ||<br />
|-<br />
!Dutch<br />
| Berghok (lit. ''shed'') || || || ||<br />
|-<br />
!Finnish<br />
| Kellarivarasto (lit. ''basement storage'') || || || ||<br />
|-<br />
!French<br />
| Salle d'entreposage || || {{CardVersionImage|StoreroomFrench2021Digital|French language Storeroom 2021 from Shuffle iT}} || '''+1 Achat'''<br>Défaussez autant de cartes que souhaité, puis piochez-en autant.<br>Ensuite, défaussez autant de cartes que souhaité pour {{nowrap|+{{Cost|1}}}} par carte. || (2021)<br />
|-<br />
!German<br />
| Lagerraum || {{CardVersionImage|StoreroomGerman|German language Storeroom 2012 by HiG}} || || '''+1 Kauf'''<br>Lege eine beliebige Anzahl Karten aus deiner Hand ab. <br>'''+1 Karte''' pro abgelegter Karte.<br>Lege eine beliebige Anzahl Karten aus deiner Hand ab.<br>+{{Cost|1}} pro nun abgelegter Karte. || (2012)<br />
|-<br />
!German<br />
| Lagerraum || {{CardVersionImage|StoreroomGerman2019rulebook|German language Storeroom 2019 by ASS}} || {{CardVersionImage|StoreroomGerman2021Digital|German language Storeroom 2021 from Shuffle iT}} || '''+1 Kauf'''<br>Lege beliebig viele deiner Handkarten ab und ziehe dann genau so viele Karten.<br>Dann lege beliebig viele deiner Handkarten ab für jeweils {{nowrap|+{{Cost|1}}.}} || (2019)<br />
|-<br />
!Japanese<br />
| 物置 (pron. ''monooki'') || || || style="padding:15px 0px;"| '''+1 購入'''<br>好きな枚数のカードを捨て札にし、同じ枚数のカードを引 く。 その後、好きな枚数のカードを捨て札にし、1枚につき{{nowrap|+{{Cost|1}}。}} ||<br />
|-<br />
!Korean<br />
| 저장실 (pron. ''jeojangsil'') || || || ||<br />
|-<br />
!Polish<br />
| Przechowalnia (lit. "Store") || || || || <small>Although Polish version is not released, this card is referred to in the Polish version of ''[[Empires]]'' rulebook</small><br />
|-<br />
!Russian<br />
| Кладовая (pron. ''kladovaya'') || || || ||<br />
|-<br />
!Spanish<br />
| Depósito || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:StoreroomArt.jpg|thumb|right|354px|Official card art.]]<br />
The art for Storeroom is the only known instance of official card art being used on [[isotropic]], probably due to it being turned in for an earlier set.<br />
<br />
=== Card Art ===<br />
{{Quote<br />
|Text= This art was turned in as an alternate option for {{Card|Vault}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This was an old idea that I had briefly tried and forgotten about long ago. I wanted a card-filterer to help dig through your Ruins and saw this on a list and thought hey, let's try that again.<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 />
=== Donald X.'s thoughts on Storeroom being weak ===<br />
{{Quote|Text= Mic seems to get this all the time. And then draws back all the cards he discarded. I almost never get this. Sure, it can be your {{Card|Ruined Market}}.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/StoreroomStoreroom2022-01-31T03:29:41Z<p>Ronedge02: /* Strategy Article */</p>
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<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Storeroom<br />
|cost = 3<br />
|type1 = Action<br />
|illustrator = Alex Drummond<br />
|text = '''+1 Buy'''<br>Discard any number of cards, then draw that many. Then discard any number of cards for +{{Cost|1}} each.<br />
}}<br />
<br />
'''Storeroom''' is an [[Action]] card from [[Dark Ages]]. It is a [[terminal]] [[sifter]], which lets you [[discard for benefit|discard]] cards first to draw more cards, and then for {{Cost|}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You gain +1 Buy<br />
* Discard any number of cards from your hand, and draw as many cards as you discarded. <br />
* Then, discard any number of cards - which could include cards you just drew - and you get +{{Cost|1}} per card you discarded that time.<br />
<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/11/05/dark-ages-storeroom/ Original article] by Qvist, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=4987.0 forum]''<br />
<br />
{{Card|Secret Chamber}} + {{Card|Cellar}} – [[Reaction]] – 1 Action + Buy = Storeroom... End of Article? No, it’s not that simple. At first glance it seems like a boring straightforward card. But I think it offers more than it seems.<br />
<br />
I make no claim that this article is complete, I just wanted to point out some observations that I made about this “seemingly innocent card”.<br />
<br />
Storeroom is more like an upgraded Secret Chamber (without its Reaction) than an upgraded Cellar. The lack of +1 Action is what makes Cellar a decent addition to any [[engine]], but in engines with strong terminals Storeroom hurts more than it may help. It’s also bad on boards with [[discard attack|discard attacks]] because – like all discarders – it needs big handsizes to be really useful.<br />
<br />
So, what is it good for?<br />
<br />
* Discarding: You discard two times in a row, so cards that profit from discarding combo really good with Storeroom.<br />
** {{Card|Tunnel}}: That was the most obvious combo after the release of Storeroom. You only need 1 Tunnel in 8 cards if you discard your whole hand with the first discard option. That makes it one of the best Tunnel enablers. The +Buy also makes it possible to pick up 2 Tunnels soon after you got the first few {{Card|Gold|Golds}}. With 2 Storerooms, a lot of Tunnels, you get a lot of Golds and can easily switch to {{Card|Province|Provinces}} afterwards. Also – because of the discard option – the high variance in your deck caused by lots of Golds and lots of green doesn’t really hurt you at all.<br />
** {{Card|Tactician}}: That’s not different to Secret Chamber or {{Card|Vault}}. It’s also better to find your second Tactician more easily when you discard 9 cards and draw 9 new cards. You can then discard 7 cards for {{Cost|7}}, and play your second Tactician. This is not enough to buy a Province and it needs a little support. With a non-terminal drawer ({{Card|Laboratory}}, {{Card|Stables}}, also {{Card|Crossroads}},...) or [[cantrip]] money-generating card ({{Card|Market}}, {{Card|Peddler}}, {{Card|Treasury}},...) you can buy a Province easily each turn. With support this is one of the most reliable [[double Tactician]] combos so far. You really don’t need a third Tactician as backup. 2 Tacticians and ~4 Storerooms + support should be enough to guarantee a Province each turn.<br />
** Enabling Big Draw: {{Card|Menagerie}} needs hands with different cards. Storeroom lets you discard all duplicates and gets even money for them. So you can even discard {{Card|Copper|Coppers}} for {{Cost|1}} and don’t lose anything. But you need [[Villages]] to enable this combo, but Storeroom lets you find your villages more reliably and as soon as this gets rolling you also have the needed buy to buy multiple of this cheap engine components. Draw up to X cards like {{Card|Watchtower}} and {{Card|Library}} can even draw more than 3 cards, but you need more Villages to set this up as they are terminal.<br />
* Guaranteed {{Cost|4}} each turn: In games where you don’t want to go for Provinces, Storeroom is a good supporting card. In games without discarding attacks you have {{Cost|4}} with every hand containing a Storeroom. <br />
** {{Card|Gardens}}: Secret Chamber isn’t the best Gardens enabler, but Storeroom’s +Buy makes it way better. You can even open Double-Storeroom and have a higher chance to have a Storeroom in turn 3 in hand. When those collided, discard all cards for +Cards and in turn 4 you already trigger the reshuffle and will see one Storeroom soon again. If they didn’t collide, discard only for {{Cost|4}} and you probably see the other Storeroom in turn 4. So you can go for Gardens (with {{Card|Copper}} buys) very soon and can later 3-pile Gardens, Storerooms and Estates – because each Storeroom also guarantees a Double Estate buy.<br />
** Other [[Alt-VP]]: Alternative VP strategies will have many dead cards in your deck. Storeroom really helps here by discarding your dead cards and drawing e.g. {{Card|Silver}}. The +Buy allows it to buy extra Coppers on the way. Storeroom isn’t the best supporting card for alternative VPs other than Gardens, but in combination with {{Card|Silk Road}} or {{Card|Duke}} and few more Silver buys it’s a reliable strategy.<br />
* {{Card|Potion}} cards: The best use for Storeroom are the combinations with Potion cards. The problem with Potion is that you want to see it often early in the game but don’t want to clog your deck with 2 Potions. Also your Potion(s) are [[dead]] cards later in the game. Strategies with Potion cost cards also need +Buy for cases when you hit {{Cost|5P}} or better. Your supporting card also should cost less than {{Cost|4}} that you can open Potion+X. Storeroom solves all of these issues. You always want to open Storeroom + Potion and discard all 4 cards when you don’t have a Potion in hand. The probability is high to draw your Potion which guarantees you {{Cost|3P}} which is enough for 8 out of 10 Potion cards. If you miss your Potion you should have at least {{Cost|3}} to buy a second Storeroom.<br />
** {{Card|Scrying Pool}}: Like written above you should easily get a Scrying Pool each turn. In turns where you didn’t get your Potion in hand pick up cheap [[Villages]] or other cheap [[cantrip|cantrips]] or non-terminal [[trasher|trashers]]. Your Scrying Pools should give you 6-7 card hands very soon where you can pick up a Scrying Pool + X to pile up on action cards. Later when you draw your whole deck you can even discard your Action cards with Storeroom for money and draw them all again with Scrying Pool (if you played at least one Village). You can then easily buy 2 Provinces. Storeroom + Scrying Pools isn’t good on its own, but with a cheap Village and/or non-terminal trashing, this is a real powerhouse.<br />
** {{Card|Philosopher's Stone}}: Storeroom may be even better than Herbalist as a supporting card. Both have the much needed + Buy so you can pick up a lot of Storerooms and Coppers on the way and both have a mechanic to see the Potion often early in the game. But Storeroom can mostly discard 2-3 dead cards and Coppers which makes your Philosopher's Stone worth 0.5{{Cost|}} more on average! When you have your first Philosopher's Stone in hand, it should already be worth {{Cost|3}} and soon {{Cost|4}}. That means: 2 Philosopher's Stones and you can already buy Provinces.<br />
** {{Card|Familiar}}: Like written above a Storeroom and a Potion guarantees you a {{Cost|3P}} hand, exactly the amount you need for Familiar. The probability is therefore high you can buy a Familiar in turn 3 or 4 with this opening. Storeroom also triggers the reshuffle more often which you need to play your Familiar as often as you can early in the game. The problem is that you can’t play a drawn Familiar because Storeroom is terminal, so take that into account.<br />
** Other Potion cards: Storeroom isn’t a good enabler for {{Card|University}} or {{Card|Vineyard}} on its own. But on boards where University or Vineyard are an option, Storeroom is also a very good reason to go for them – for reasons written above. {{Card|Apothecary}} has often the problem of leaving bad cards on top of your deck. If you play a Storeroom at the end of your turn you can discard exactly as many Coppers as you need for drawing your junk and discard them again for the same amount of money. This can setup a next good turn. With Villages you can even build an engine fast. With 1 Apothecary and 1 Storeroom you can often buy another Apothecary and Storeroom (or village or another engine component) and you can then quickly cycle through your deck as the Apothecaries now leave good cards on your deck which you can draw with your Storeroom. On boards with good engine potential, where {{Card|Golem}} is a good card, Storeroom lets you buy the Golem faster. When you play your Golem you’ll find your Storeroom for the needed buy and deck filtering. This accelerates the engine and mitigates the problem of Potion cards being slow. Seeing your Potion often is especially important with {{Card|Alchemist}}. Storeroom lets you buy them faster and can put them more reliably on top of your deck. Storeroom being terminal isn’t a big problem here as you won’t draw Alchemists dead often.<br />
* [[Treasure]] cards: There are other cases where your key card is a Treasure other than Potion. So the drawback that Storeroom is terminal isn’t a drawback anymore.<br />
** {{Card|Ill-Gotten Gains}}: With a Storeroom/Silver opening you can quickly reach a level when you hit {{Cost|5}} nearly every turn. Just discard all cards other than Ill-Gotten-Gains and your opening Silver and you should be drawing at least one Ill-Gotten-Gains or Silver because you only need a 1 out of 8 probability. With 2-3 Storerooms you should be able to keep hitting {{Cost|5}} every turn and can then switch to {{Card|Duchy|Duchies}}.<br />
** {{Card|Fool's Gold}}: Fool's Gold is cheap and you want as many as you can get. Therefore you need +Buy. Check. You also want collisions, you want to draw 3 Fool's Golds in the same hand. Therefore you either need draw or cycling. Check. Like written above, with a Storeroom in hand, you are guaranteed +{{Cost|4}} and 2 Buys, that’s perfect for picking up 2 Fool's Golds. And with many Fool's Golds it’s not that hard to have 3 of them in hand as you can either draw 4 when you didn’t have one in hand, 3 when you did have one and even 2 cards when you already had 2 FGs.<br />
** {{Card|Quarry}}: Storeroom + Quarry is no strategy on its own. But in games where Quarry is strong, Storeroom + Quarry is a very good opener. With a Storeroom in hand you likely draw them together and then you have {{Cost|4}} and all Action cards cost {{Cost|2}} less. So, you basically have {{Cost|8}} and 2 buys. Perfect for picking up 2 {{Cost|4}} key cards or your {{Cost|5}} key card with a {{Cost|3}} supporting card.<br />
* Triggering reshuffles: All of the above combos and other engines where preparing the next turn by triggering or not triggering the reshuffle is important can benefit from Storeroom. Storeroom may be not the best X in {{Card|Hunting Party}} + X because it often only gives you {{Cost|1}} instead of {{Cost|2}}, but discarding exactly as many Coppers and Estates that you’ll have an empty deck while still getting money out the discarded cards is nice. The probability of having a Hunting Party in the next hand will be much higher. Triggering reshuffles may also come in handy if you want to prepare a good turn with {{Card|Inn}}. So let’s say you’re building a {{Card|Goons}} engine. So the +Buy from Storeroom is important, the cycling may give you more Double-Goons turns and you can time an empty deck and then buy an Inn for a Mega Goons Turn.<br />
<br />
<br />
<br />
=== Synergies/Combos ===<br />
* Need for heavy cycling<br />
* {{Card|Tunnel}}<br />
* Key treasures: {{Card|Potion}}, {{Card|Philosopher's Stone}}, {{Card|Ill-Gotten Gains}}, {{Card|Fool's Gold}}<br />
* Potion-cost cards: {{Card|Scrying Pool}}, {{Card|Alchemist}}, {{Card|Philosopher's Stone}}, {{Card|Apothecary}}, even {{Card|Familiar}}<br />
* Big hand sizes: {{Card|Tactician}}, {{Card|Scrying Pool}}<br />
* [[Alt-VP]], especially {{Card|Gardens}}<br />
=== Antisynergies ===<br />
* Strong terminals<br />
* [[discard attack|discard attacks]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|StoreroomOld|Storeroom}} || {{CardVersionImage|StoreroomDigitalOld|Storeroom from Goko/Making Fun}} || '''+1 Buy'''<br>Discard any number of cards. +1&nbsp;Card per card discarded.<br>Discard any number of cards. {{nowrap|+{{Cost|1}}}} per card discarded the second time. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Storeroom|Storeroom}} || {{CardVersionImage|StoreroomDigital|Storeroom from Shuffle iT}} || '''+1 Buy'''<br>Discard any number of cards, then draw that many. Then discard any number of cards for {{nowrap|+{{Cost|1}}}} each. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! style="width:9em;"|Notes<br />
|-<br />
!Czech<br />
| Komora || {{CardLangVersionImage|Czech}} || || '''+1 nákup'''<br>Odlož libovolný počet karet. <br>'''+1 karta''' za každou takto odloženou kartu. Odlož libovolný počet karet. <br>+{{Cost|1}} za každou takto odloženou kartu. ||<br />
|-<br />
!Dutch<br />
| Berghok (lit. ''shed'') || || || ||<br />
|-<br />
!Finnish<br />
| Kellarivarasto (lit. ''basement storage'') || || || ||<br />
|-<br />
!French<br />
| Salle d'entreposage || || {{CardVersionImage|StoreroomFrench2021Digital|French language Storeroom 2021 from Shuffle iT}} || '''+1 Achat'''<br>Défaussez autant de cartes que souhaité, puis piochez-en autant.<br>Ensuite, défaussez autant de cartes que souhaité pour {{nowrap|+{{Cost|1}}}} par carte. || (2021)<br />
|-<br />
!German<br />
| Lagerraum || {{CardVersionImage|StoreroomGerman|German language Storeroom 2012 by HiG}} || || '''+1 Kauf'''<br>Lege eine beliebige Anzahl Karten aus deiner Hand ab. <br>'''+1 Karte''' pro abgelegter Karte.<br>Lege eine beliebige Anzahl Karten aus deiner Hand ab.<br>+{{Cost|1}} pro nun abgelegter Karte. || (2012)<br />
|-<br />
!German<br />
| Lagerraum || {{CardVersionImage|StoreroomGerman2019rulebook|German language Storeroom 2019 by ASS}} || {{CardVersionImage|StoreroomGerman2021Digital|German language Storeroom 2021 from Shuffle iT}} || '''+1 Kauf'''<br>Lege beliebig viele deiner Handkarten ab und ziehe dann genau so viele Karten.<br>Dann lege beliebig viele deiner Handkarten ab für jeweils {{nowrap|+{{Cost|1}}.}} || (2019)<br />
|-<br />
!Japanese<br />
| 物置 (pron. ''monooki'') || || || style="padding:15px 0px;"| '''+1 購入'''<br>好きな枚数のカードを捨て札にし、同じ枚数のカードを引 く。 その後、好きな枚数のカードを捨て札にし、1枚につき{{nowrap|+{{Cost|1}}。}} ||<br />
|-<br />
!Korean<br />
| 저장실 (pron. ''jeojangsil'') || || || ||<br />
|-<br />
!Polish<br />
| Przechowalnia (lit. "Store") || || || || <small>Although Polish version is not released, this card is referred to in the Polish version of ''[[Empires]]'' rulebook</small><br />
|-<br />
!Russian<br />
| Кладовая (pron. ''kladovaya'') || || || ||<br />
|-<br />
!Spanish<br />
| Depósito || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:StoreroomArt.jpg|thumb|right|354px|Official card art.]]<br />
The art for Storeroom is the only known instance of official card art being used on [[isotropic]], probably due to it being turned in for an earlier set.<br />
<br />
=== Card Art ===<br />
{{Quote<br />
|Text= This art was turned in as an alternate option for {{Card|Vault}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This was an old idea that I had briefly tried and forgotten about long ago. I wanted a card-filterer to help dig through your Ruins and saw this on a list and thought hey, let's try that again.<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 />
=== Donald X.'s thoughts on Storeroom being weak ===<br />
{{Quote|Text= Mic seems to get this all the time. And then draws back all the cards he discarded. I almost never get this. Sure, it can be your {{Card|Ruined Market}}.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/SageSage2022-01-29T04:29:47Z<p>Ronedge02: /* Strategy Article */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Sage<br />
|cost = 3<br />
|type1 = Action<br />
|illustrator = Harald Lieske<br />
|text = '''+1 Action'''<br>Reveal cards from the top of your deck until you reveal one costing {{Cost|3}} or more. Put that card into your hand and discard the rest.<br />
}}<br />
<br />
'''Sage''' is an [[Action]] card from [[Dark Ages]]. It is a [[cantrip]] that [[dig|digs]] for a card costing {{Cost|3}} or more; therefore it allows you to skip past your {{Card|Copper}}, {{Card|Curse|Curses}}, {{Card|Estate|Estates}}, and [[Shelter|Shelters]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If you run out of cards while revealing cards, shuffle your discard pile (not including the revealed cards) and continue. <br />
* If you run out of cards to reveal and have no cards in your discard pile, stop there; discard everything revealed, and you do not get a card. <br />
* If you find a card costing {{Cost|3}} or more, put that one into your hand and discard the rest. <br />
* For example you might reveal Copper, then Copper, then Curse, then Province; Province costs {{Cost|8}}, so you would stop there, put Province in your hand, and discard the two Coppers and the Curse.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article yet for Sage. Feel free to add your thoughts! <br />
<br />
It may be a good [[opening]] with some powerful {{Cost|4}} cards, such as {{Card|Sea Hag}}, to play them more often and to find them amidst the starting {{Card|Copper|Coppers}} and {{Card|Estate|Estates}} or [[Shelter|Shelters]]. However, it does sacrifice some economy, since it merely finds your other good cards and does not add any buying power itself. It quickly loses power once you [[greening|start buying]] [[Victory]] cards. <br />
=== Synergies/Combos ===<br />
* Perhaps {{Card|Remake}} or {{Card|Sea Hag}} make good openings with Sage? With Sea Hag, you don't care about the economy loss because if you keep playing it it'll destroy your opponents' economy too, whereas with Remake, you'll trash down super-fast and gain {{Card|Silver}} by remaking {{Card|Estate}}. <br />
* Another good card for Sage might be {{Card|Monument}}. Unlike any other card, Monument can give unlimited VP. Open Monument/Sage and buy out the Sages, Estates, and a +Buy card worth two, all the while playing your Monument.<br />
* [[Traveller]]s ({{card|Peasant}} or {{card|Page}}), use Sage to get the next card in the sequence.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Lighthouse}}, {{Card|Chapel}}, {{Card|Hamlet}}, and other good {{Cost|2}} cards<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|SageOld|Sage}} || {{CardVersionImage|SageDigitalOld|Sage from Goko/Making Fun}} || '''+1 Action'''<br>Reveal cards from the top of your deck until you reveal one costing {{Cost|3}} or more. Put that card into your hand and discard the rest. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Sage|Sage}} || {{CardVersionImage|SageDigital|Sage from Shuffle iT}} || '''+1 Action'''<br>Reveal cards from the top of your deck until you reveal one costing {{Cost|3}} or more. Put that card into your hand and discard the rest. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Mudrc || {{CardLangVersionImage|Czech}} || || '''+1 akce'''<br>Ukazuj karty z vršku svého dobírací balíčku, dokud neukážeš kartu s cenou alespoň {{nowrap|{{Cost|3}}.}} Vezmi si ji do ruky a ostatní ukázané karty odlož. ||<br />
|-<br />
!Dutch<br />
| Wijsgeer || || || ||<br />
|-<br />
!Finnish<br />
| Tietäjä || || || ||<br />
|-<br />
!French<br />
| Sage || || || ||<br />
|-<br />
!German<br />
| Weiser || {{CardVersionImage|SageGerman2019rulebook|German language Sage 2019 by ASS}} || {{CardVersionImage|SageGerman2021Digital|German language Sage 2021 from Shuffle iT}} || '''+1 Aktion'''<br>Decke Karten von deinem Nachziehstapel auf, bis du eine aufgedeckt hast, die {{Cost|3}} oder mehr kostet. Nimm jene Karte auf deine Hand und lege den Rest ab. || (2019)<br />
|-<br />
!Japanese<br />
| 賢者<br>(pron. ''kenja'') || || || style="padding:15px 0px;"| '''+1 アクション'''<br>コスト{{Cost|3}}以上のカード1枚が公開されるまで、山札の上からカードを公開する。それを手札に加え、残りを捨て札にする。 ||<br />
|-<br />
!Korean<br />
| 현자 (pron. ''hyeonja'') || || || ||<br />
|-<br />
!Russian<br />
| Мудрец (pron. ''mudryets'') || || || ||<br />
|-<br />
!Spanish<br />
| Sabio || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:SageArt.jpg|thumb|right|354px|Official card art.]]<br />
The cover of one of the books in the art has a "D" printed on it in the same font as the Dominion logo.<br />
<br />
=== Preview ===<br />
{{Quote|Text=There’s a tendency to want to show off the most exotic cards, but I don’t want people to think the set will just be non-stop confusion. So I’m also showing off a simpler card, Sage. [[Digging|Dig]] for a card costing {{Cost|3}} or more, that’s all there is to it. It will turn into something good for a while; then eventually it will start reminding you about those Provinces you bought. And of course sometimes a Sage just wants you to talk to another Sage.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3820.0 Dark Ages Preview #1: Graverobber, Poor House, Sage]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The initial version was +1 Action, name a card, draw the next card that you haven't named for Sages yet this turn. So with multiple Sages it would get more selective. I pared that down to just drawing you a {{Cost|3}}+.<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 />
=== Retrospective ===<br />
{{Quote|Text= I don't buy this much. The basic idea of drawing your good cards more often sounds good, and maybe the game will end once you have any {{Card|Province}}s, so you're never sad. I dunno, mostly I think of Sage as something to {{Card|Procession}} on my way to better things.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Overgrown_EstateOvergrown Estate2022-01-06T06:20:58Z<p>Ronedge02: /* Antisynergies */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
| name = Overgrown Estate<br />
|cost = 1<br />
| type1 = Victory<br />
| type2 = Shelter<br />
| set = Dark Ages<br />
| kingdom = No<br />
| illustrator = Martin Hoffmann<br />
| text = {{VP|'''0'''|l}}<br />
| text2 = When you trash this, '''+1 Card'''.<br />
}}<br />
<br />
'''Overgrown Estate''' is one of the three [[Shelter]] cards that players start with instead of {{Card|Estate|Estates}} in their decks in [[Dark Ages]] games. It is a [[Victory]] card even though it is worth {{VP|0}}; it gives you a little bonus when you manage to trash it. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is a Victory card despite being worth 0{{VP}}. <br />
* If this is trashed, you draw a card, right then, even in the middle of resolving another card.<br />
* For example if you use {{Card|Altar}} to trash Overgrown Estate, you first draw a card, then gain a card costing up to {{Cost|5}}. <br />
* This card does not give you a way to trash itself, it merely does something if you manage to trash it.<br />
<br />
=== Other Rules clarifications ===<br />
* When an Overgrown Estate is revealed when playing {{Card|Ambassador}}, it is not returned to the Supply (since it is not in the Supply) and opponents do not gain a copy of it.<br />
* If you buy a {{Card|Farmland}} and trash an Overgrown Estate, you immediately draw a card. However, even if the drawn card is a treasure, you are unable to play it since you must play all treasure before you buy a card.<br />
<br />
== Strategy Article ==<br />
General [[Shelters]] strategy is on the Shelters page.<br />
<br />
Trash it when you can! It replaces itself in your hand.<br />
=== Synergies/Combos ===<br />
* With one- or two-card [[trasher|trashers]] ({{Card|Remake}}, {{Card|Bishop}}, {{Card|Steward}}, etc.) trashing the Overgrown Estate can let your current turn be just a little bit better than if it were an Estate.<br />
<br />
=== Antisynergies ===<br />
* The effect is least noticeable with multi-card trashers like {{Card|Chapel}} and {{Card|Count}} - if you've trashed everything in your hand, drawing one card from the Overgrown Estate won't let you do anything with your turn anyway.<br />
*Cards that allow you to trash other cards when you buy them, such as {{Card|Farmland}}.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Overgrown EstateOld|Overgrown Estate}} || {{CardVersionImage|OvergrownEstateDigital|Digital version for Dominion Online}} || style="padding:0px 20px;"| <span style="font-family:Times New Roman; font-size:250%;">'''0'''[[File:VP.png|27px|bottom]]</span><hr style="width:66%;text-align:center;margin-left:17%;">When you trash this, +1&nbsp;Card. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Overgrown Estate|Overgrown Estate}} || || <span style="font-family:Times New Roman; font-size:250%;">'''0'''[[File:VP.png|27px|bottom]]</span><hr style="width:66%;text-align:center;margin-left:17%;">When you trash this, '''+1&nbsp;Card'''. || Dark Ages [[Second Edition|2nd Edition]] || September 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Zpustlý statek<br>(lit. ''derelict estate'') || {{CardLangVersionImage|Czech}} || || <span style="font-family:Times New Roman; font-size:250%;">'''0'''[[File:VP.png|27px|bottom]]</span><hr style="width:66%;text-align:center;margin-left:17%;">Pokud zahodíš tuto kartu na smetiště, '''+1&nbsp;karta'''. ||<br />
|-<br />
!Dutch<br />
| Verwilderd Landgoed<br>(lit. ''haggard estate'') || || || ||<br />
|-<br />
!Finnish<br />
| Autiotila<br>(lit. ''deserted domain'') || || || ||<br />
|-<br />
!French<br />
| Domaine luxuriant<br>(lit. ''lush domain'') || || || <br><span style="font-family:Times New Roman; font-size:250%;">'''0'''[[File:VP.png|27px|bottom]]</span><hr style="width:66%;text-align:center;margin-left:17%;">Quand vous écartez cette carte, '''+1&nbsp;Carte'''.<br>&nbsp; ||<br />
|-<br />
!German<br />
| Verfallenes Anwesen ||{{CardLangVersionImage|German|German language Overgrown Estate 2012 by HiG}}|| || <span style="font-family:Times New Roman; font-size:250%;">'''0'''[[File:VP.png|27px|bottom]]</span><hr style="width:66%;text-align:center;margin-left:17%;">Wenn du diese Karte entsorgst: '''+1 Karte''' || (2012)<br />
|-<br />
!Japanese<br />
| 草茂る屋敷<br>(pron. ''kusashigeru yashiki'') || || || <br><span style="font-family:Times New Roman; font-size:250%;">'''0'''[[File:VP.png|27px|bottom]]</span><hr style="width:66%;text-align:center;margin-left:17%;"> これを廃棄するとき、'''+1 カードを引く'''。<br>&nbsp; ||<br />
|-<br />
!Korean<br />
| 잡초투성이 사유지<br>(pron. ''jabchotuseong-i sayuji'',<br>lit. ''estate full of weeds'') || || || ||<br />
|-<br />
!Russian<br />
| Заросшее Поместье<br>(pron. ''zarosshyeye pomyest'ye'') || || || ||<br />
|-<br />
!Spanish<br />
| Finca Abandonada<br>(lit. ''abandoned estate'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Overgrown_EstateArt.jpg|thumb|right|354px|Official card art.]]<br />
Overgrown Estate is the only Victory card that is never worth any points.<br />
<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art shows an overgrown version of the art for {{Card|Estate}}, from [[Base Cards]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=<br />
'''Shelters''': Tom Lehmann suggested replacing starting Estates with something else, to make the environment feel more Dark Ages-y. I thought this was a great idea. Ruins obv. doesn't work, because some people would make out, unless we picked specific ones. And Curse isn't very interesting. But I could just make up three new cards, which is what I did. Necropolis shakes up early turns, since you can stomach more in the way of terminal actions; Overgrown Estate gives you a little prize if you crack it open eventually; and Hovel tempts you into buying a victory card when you might not have.<br />
<br><br><br />
Hovel is the only one that changed. Originally it was an action you could trash by discarding your hand. It turned out that trashing it turn 1-2 usually seemed like the correct play, even if you drew it with four Coppers. So that was no good. Hovel as printed has nice flavor going for it; you move out of your old Hovel and into a nice Duchy.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]<br />
}}<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Dark_AgesDark Ages2021-12-30T05:00:45Z<p>Ronedge02: /* Secret History */</p>
<hr />
<div>{{Infobox Set<br />
|name = Dark Ages<br />
|type = Large Expansion<br />
<br />
|cards = 500<br />
|kingdomcards = 362<br />
|kingdomsets = 35<br />
|randomizers = 35<br />
|othercards=<br />
* 50 [[Ruins]]<br />
* 18 [[Shelters]]<br />
* 15 {{Card|Spoils|Spoils}}<br />
* 10 {{Card|Madman|Madman}}<br />
* 10 {{Card|Mercenary}} <br />
<br />
|theme =<br />
* [[Trash]]<br />
* Upgrading<br />
|release = August 2012<br />
|coverartist = [[Raven Mimura]]<br />
|rulebook = https://www.riograndegames.com/wp-content/uploads/2013/02/Dominion-Dark-Ages-Rules.pdf<br />
}}<br />
<br />
'''Dark Ages''' is the seventh [[Dominion]] [[expansions | expansion]]. It was released in August, 2012. It is a large expansion. The box contains 35 sets of Kingdom Cards, with 500 cards, as well as other new types of cards such as [[Shelters]], [[Ruins]], and {{Card|Spoils}}. Many cards in Dark Ages have a theme related to trashing and upgrading.<br />
<br />
== Contents ==<br />
=== Kingdom cards ===<br />
There are 20 copies of {{Card|Rats}}. The 10 cards in the {{Card|Knights}} pile are unique.<br />
* {{Cost|1}}: {{Card|Poor House}}<br />
* {{Cost|2}}: {{Card|Beggar}}, {{Card|Squire}}, {{Card|Vagrant}}<br />
* {{Cost|3}}: {{Card|Forager}}, {{Card|Hermit}}, {{Card|Market Square}}, {{Card|Sage}}, {{Card|Storeroom}}, {{Card|Urchin}}<br />
* {{Cost|4}}: {{Card|Armory}}, {{Card|Death Cart}}, {{Card|Feodum}}, {{Card|Fortress}}, {{Card|Ironmonger}}, {{Card|Marauder}}, {{Card|Procession}}, {{Card|Rats}}, {{Card|Scavenger}}, {{Card|Wandering Minstrel}}<br />
* {{Cost|5}}: {{Card|Band of Misfits}}, {{Card|Bandit Camp}}, {{Card|Catacombs}}, {{Card|Count}}, {{Card|Counterfeit}}, {{Card|Cultist}}, {{Card|Graverobber}}, {{Card|Junk Dealer}}, {{Card|Knights}}, {{Card|Mystic}}, {{Card|Pillage}}, {{Card|Rebuild}}, {{Card|Rogue}}<br />
* {{Cost|6}}: {{Card|Altar}}, {{Card|Hunting Grounds}}<br />
<br />
=== Additional materials ===<br />
==== Ruins ====<br />
* {{Cost|0}}: {{Card|Abandoned Mine}}, {{Card|Ruined Library}}, {{Card|Ruined Market}}, {{Card|Ruined Village}}, {{Card|Survivors}}<br />
==== Shelters ====<br />
* {{Cost|1}}: {{Card|Hovel}}, {{Card|Necropolis}}, {{Card|Overgrown Estate}}<br />
==== Non-Supply cards ====<br />
* {{Cost|0*}}: {{Card|Madman}}, {{Card|Mercenary}}, {{Card|Spoils}}<br />
<br />
== Additional rules ==<br />
* Dark Ages includes three Shelters - {{Card|Hovel}}, {{Card|Necropolis}}, and {{Card|Overgrown Estate}}. These cards replace starting Estates in some games, as described under Preparation. Shelters have no corresponding Supply pile; they can never be bought, and {{Card|Ambassador}} (from [[Seaside]]) cannot return one anywhere.<br />
* Dark Ages has two piles of cards that have a variety of cards in them: the Ruins pile has a mix of five different Ruins, and the {{Card|Knights}} pile has ten different Knights. These piles should be shuffled before each game, as explained under Preparation. The only card that may be bought or gained or chosen from one of these piles is the card on top. Players cannot look through the piles, only at the top card; the players turn the top card over any time it is face down. If a card is returned to one of these piles with Ambassador (from Seaside), turn over the current top card and the returned card goes on top, turned face-up. Ruins cards with different names, and Knights with different names, count as differently named cards for cards that care about this. For example if {{Card|Tribute}} (from [[Intrigue]]) reveals two different Ruins cards, it will give +4 Actions. When {{Card|Contraband}} (from [[Prosperity]]) is played, a player can name a Ruins or Knight, but that only stops that specific Ruins or Knight from being bought. However an {{Card|Embargo}} token (from Seaside) placed on the Ruins or Knight pile will affect any cards bought from it.<br />
* Players can buy Ruins even though they normally will not wish to. Ruins cards are [[Action|Actions]]; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as {{Card|Procession}}. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition. Cards that try to get specific cards from the Supply fail to get a Ruins or Knight if the correct one is not the top one. For example if you buy a {{Card|Ruined Market}} with {{Card|Talisman}} (from Prosperity), you only gain another Ruined Market if that is the top Ruins under the one you bought; if you use Ambassador (from Seaside) to return {{Card|Sir Martin}} to the Supply, the next player will gain that Sir Martin, but the player after that will not gain a card, as the next Knight will not be Sir Martin.<br />
* Many cards in Dark Ages do something "when you trash" that card. These abilities function no matter whose turn the card is trashed on. The player that a "when you trash this" ability functions for is the player that had that card, regardless of whose card trashed the card. These abilities happen directly after the card is put into the trash, and can function in the middle of resolving effects for an Action card; for example, if a player plays {{Card|Graverobber}} and uses it to trash a {{Card|Cultist}}, he first draws three cards for trashing Cultist, then continues with resolving Graverobber and gains a card costing up to {{Cost|8}}. Cards can sometimes leave a player's deck without being trashed, such as by being returned to the Supply with Ambassador (from Seaside) or passed to another player with {{Card|Masquerade}} (from Intrigue). When two or more cards are trashed at the same time, as with {{Card|Count}}, first trash them all, then pick an order to resolve things that happen due to trashing them. A "when you trash" ability is not itself a way to trash a card; some other card will be needed to actually trash the card and make the ability happen.<br />
* Six cards in Dark Ages are never part of the Supply: {{Card|Spoils}}, {{Card|Madman}}, {{Card|Mercenary}}, and the three Shelters: Hovel, Necropolis, and Overgrown Estate. Keep these cards handy for when they are needed. These cards cannot be bought, and cannot be gained by cards that gain cards from the Supply, such as {{Card|Armory}}. They cannot be returned to the Supply with Ambassador (from Seaside). They can end up in the trash if something trashes them. These piles being empty does not count towards the end condition for the game, or towards the count of empty piles for {{Card|City}} (from Prosperity).<br />
=== [[Lose Track rule]] ===<br />
* In rare circumstances an effect may try to move a card that is not where that effect expects the card to be. In those cases the card does not move - the effect has "lost track" of the card. <br />
* Losing track of a card prevents it from being moved, but does not stop anything else from happening. <br />
** For example, if you {{Card|Procession}} a {{Card|Madman}}, Procession first puts Madman in play; then you resolve Madman, getting +2 Actions and drawing cards and returning Madman to the Madman pile; then Procession fails to put Madman into play again, because Procession expects to find Madman in play, but it is not there, it's in the Madman pile; then you resolve Madman again, only getting +2 Actions this time, since it says "if you do" before the card-drawing, and you did not actually return it to the Madman pile this time; then Procession fails to trash Madman since Procession again expects to find Madman in play and it is not there; and then you gain an Action costing {{Cost|1}} if you can. <br />
* Cards do not lose track of cards that they move, only cards that other cards move. <br />
** For example when Procession puts Madman into play, that does not cause Procession to lose track of Madman; it is Madman moving itself that causes Procession to lose track of it. <br />
* Things lose track of a card if something moves it, if it is the top card of a deck and gets covered up, or if it is the top card of a discard pile and gets covered up.<br />
<br />
=== [[No Visiting rule|"No visiting" rule]] ===<br />
* When a card is gained to a location other than a discard pile, it does not "visit" the discard pile - it goes directly to where it was gained. For example {{Card|Armory}} gains cards directly to the top of a deck.<br />
In conjunction with the Lose Track rule above, this means that when a card is gained somewhere other than the discard pile, a card that looks for a gained card will not lose track of it.<br />
<br />
== Flavor text == <br />
{{Quote|<br />
|Text=Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.<br />
<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://www.riograndegames.com/uploads/Game/Game_421_gameRules.pdf the Dark Ages rulebook]<br />
}}<br />
== Cards gallery ==<br />
=== Kingdom cards ===<br />
{{CardImage|Poor House}}{{CardImage|Beggar}}{{CardImage|Squire}}{{CardImage|Vagrant}}{{CardImage|Forager}}{{CardImage|Hermit}}{{CardImage|Market Square}}{{CardImage|Sage}}{{CardImage|Storeroom}}{{CardImage|Urchin}}{{CardImage|Armory}}{{CardImage|Death Cart}}{{CardImage|Feodum}}{{CardImage|Fortress}}{{CardImage|Ironmonger}}{{CardImage|Marauder}}{{CardImage|Procession}}{{CardImage|Rats}}{{CardImage|Scavenger}}{{CardImage|Wandering Minstrel}}{{CardImage|Band of Misfits}}{{CardImage|Bandit Camp}}{{CardImage|Catacombs}}{{CardImage|Count}}{{CardImage|Counterfeit}}{{CardImage|Cultist}}{{CardImage|Graverobber}}{{CardImage|Junk Dealer}}{{CardImage|Knights}}{{CardImage|Mystic}}{{CardImage|Pillage}}{{CardImage|Rebuild}}{{CardImage|Rogue}}{{CardImage|Altar}}{{CardImage|Hunting Grounds}}<br />
=== Knights ===<br />
{{CardImage|Dame Anna}}{{CardImage|Dame Josephine}}{{CardImage|Dame Molly}}{{CardImage|Dame Natalie}}{{CardImage|Dame Sylvia}}{{CardImage|Sir Bailey}}{{CardImage|Sir Destry}}{{CardImage|Sir Martin}}{{CardImage|Sir Michael}}{{CardImage|Sir Vander}}<br />
<br />
=== Ruins ===<br />
{{CardImage|Abandoned Mine}}{{CardImage|Ruined Library}}{{CardImage|Ruined Market}}{{CardImage|Ruined Village}}{{CardImage|Survivors}}<br />
<br />
=== Shelters ===<br />
{{CardImage|Hovel}}{{CardImage|Necropolis}}{{CardImage|Overgrown Estate}}<br />
<br />
=== Non-Supply cards ===<br />
{{CardImage|Madman}}{{CardImage|Mercenary}}{{CardImage|Spoils}}<br />
<br />
== Impact ==<br />
Dark Ages introduced several new cards to Dominion that broke previous unwritten (or even written) rules of card structure and gameplay, substantially broadening the scope of the kinds of things possible in Dominion. Dark Ages contains the only cards that cost {{Cost|1}} ({{Card|Poor House}} and [[Shelter|Shelters]]), the only supply piles that consist of multiple shuffled differently-named cards ([[Knight|Knights]] and [[Ruins]]), the only kingdom card of which there are more than twelve copies ({{Card|Rats}}), and more paradigm-breaking effects. <br />
<br />
Dark Ages has been described as a highly advanced set, hard to introduce to new players, not only because of its paradigm-breaking cards, but also because many cards in it require high skill to play optimally and may depend on tricky combos with other cards.<br />
<br />
Just prior to the release of [[Adventures]], a [http://forum.dominionstrategy.com/index.php?topic=12661.0 poll on the forums] found Dark Ages to be the most popular set, narrowly beating [[Prosperity]]. Reasons for this included the size of the set (more cards means more things to like), but also the overall quality of the cards, and the interesting new strategies brought to the game with their inclusion. <br />
<br />
=== Shelters ===<br />
<br />
Shelters games cause many Kingdom cards to work differently, and affects the opening two turns as well.<br />
* Weakened cards:<br />
** {{Card|Ambassador}}, since Shelters can't be returned to the supply, and {{Card|Jester}}, since Shelters can't be gained from the supply<br />
** Cards that interact with Estates (or Victory cards in general), such as {{Card|Baron}}, {{Card|Silk Road}} and {{Event|Inheritance}} aren't able to interact with them from the start<br />
** Cards whose value as [[opening|openers]] depends on the fact that Estates cost {{Cost|2}}, such as {{Card|Remake}} and {{Card|Salvager}}, get less benefit out of the {{Cost|1}} cost of Shelters<br />
** Cards that dislike junk variety, like {{Card|Hunting Party}} and {{Card|Journeyman}}<br />
** {{Card|Magpie}} is weakened slightly; if Hovel is revealed, it's only a cantrip<br />
* Strengthened cards:<br />
** Cards that like any variety, like {{Card|Harvest}} and {{Card|Fairgrounds}}<br />
** Engines, in general, are strengthened due to the addition of a [[Villages|Village]] to your starting cards, and the fact that trashing your starting cards doesn't lose you {{VP|3}}<br />
** [[Trasher|Trashers]] that don't care so much about the cost of the trashed card get a slight boost from Overgrown Estate's when-trash draw<br />
Necropolis allows for more flexible openings, since there is a lower chance of two opening [[terminal|terminals]] [[collision|colliding]]. Hovel makes for strategic decisions when purchasing Victory cards, especially [[Alt VP]].<br />
<br />
=== Ruins ===<br />
<br />
The addition of [[Looter|Looters]] can lead to games where twice the normal amount of junk cards are being distributed, leading to longer games. {{Card|Cultist}} can also distribute Ruins faster than any [[Curser]] due to its chaining. With both a Looter and a Curser present in a kingdom, the game slows down considerably, but three-pile endings are much easier to achieve, since the Ruins count as a supply pile.<br />
<br />
=== Trashing ===<br />
<br />
Given that it is one of the themes of the set, Dark Ages contains some of the strongest [[trasher|trashers]] in the game.<br />
* {{Card|Altar}} - expensive, but incredibly useful - turning bad cards into {{Cost|5}} Actions in the early game, and gaining Duchies in the late game<br />
* {{Card|Count}} - although it comes with stipulations, it can still usually trash 2 or 3 cards per use, and transitions into something more useful later in the game<br />
* {{Card|Counterfeit}} - one of the best Copper trashers, especially since it continues to be useful after your Coppers are all gone<br />
* {{Card|Death Cart}} - it gives the highest non-variable +{{Coin}} in the game<br />
* {{Card|Forager}} - it has to be built up to get the full benefit, but as a [[non-terminal]] trasher, it is typically a good opener<br />
* {{Card|Graverobber}} - one of only two cards that can gain from the trash, and the more effective of the two - it can also turn {{Cost|5}} Actions (like itself) into Provinces<br />
* {{Card|Hermit}} - the best {{Card|Curse}} defense behind only {{Card|Watchtower}}, since it can trash cards directly from your discard pile, making it as though the Curser hadn't even been played<br />
* {{Card|Junk Dealer}} - the [[Peddler variant]] trasher<br />
* {{Card|Knights}} - while swingy, they can be quite devestating in large numbers<br />
* {{Card|Mercenary}} - trashes very quickly while still giving a benefit and harming your opponent<br />
* {{Card|Procession}} - while chiefly best with other Dark Ages cards, it can be quite good in engines, especially on boards with Actions of every cost<br />
* {{Card|Rats}} - useless on its own, it is a powerhouse when paired with trashers that care about cost (like {{Card|Bishop}}) or card type (like Death Cart)<br />
* {{Card|Rebuild}} - perhaps the most powerful card in this set (or even all of Dominion), it forgoes both [[engine]] and [[big money]] to directly turn Estates and Duchies into Provinces<br />
* {{Card|Rogue}} - a weak card, but one of the few capable of stealing non-Treasure cards from other players<br />
<br />
There are also several cards that benefit when trashed by other cards, or simply when another card is trashed.<br />
* {{Card|Catacombs}} - it gains a cheaper card when trashed, mirroring {{Card|Border Village}}<br />
* {{Card|Cultist}} - draws 3 cards when trashed<br />
* {{Card|Feodum}} - can be trashed as part of a big money strategy, or as a means to get more Silvers to increase your point total from your other Feoda<br />
* {{Card|Fortress}} - the only card that can never be removed from your deck via trashing - as it can be infinitely trashed, it does great with cost-caring trashers<br />
* {{Card|Hunting Grounds}} - gains a Duchy or three Estates when trashed<br />
* {{Card|Market Square}} - the trashing analogue to {{Card|Tunnel}}, it is very effective at gaining Gold in heavy trashing games, and then putting that Gold to use with its +Buy<br />
* {{Card|Rats}} - though it does trash, its main role is to be trashed, similarly to Fortress<br />
* {{Card|Overgrown Estate}} - draws a single card when trashed<br />
* {{Card|Sir Vander}} - gains a Gold when trashed<br />
* {{Card|Squire}} - can gain any [[Attack]], no matter its cost, when trashed<br />
<br />
=== Engines ===<br />
Because of its minor theme of card combinations, many Dark Ages cards are well suited for engines.<br />
* {{Card|Bandit Camp}} - is a [[Villages|Village]], and {{Card|Spoils}} are practically [[virtual coin]], not clogging up an engine<br />
* {{Card|Cultist}} - in high enough density, is almost a {{Card|Laboratory}}, and helps slow down your opponent, giving more time to build your engine<br />
* {{Card|Hunting Grounds}} - gives the highest card draw in the game without drawback<br />
* {{Card|Ironmonger}} - it's a [[sifter]], and can be a {{Card|Laboratory}}, {{Card|Peddler}} or {{Card|Village}}, depending on which card is revealed, all of which are useful to engines<br />
* {{Card|Mystic}} - gives [[non-terminal]] [[virtual coin]], and in combination with [[deck inspector|deck inspectors]], is an activated {{Card|Conspirator}}<br />
* {{Card|Necropolis}} - as stated above, the addition of a [[Villages|Village]] to your starting cards is a boon to engines<br />
* {{Card|Poor House}} - engines usually don't have many Treasures, ensuring that Poor House is most effective - it serves as an excellent source of [[virtual coin]] in these instances<br />
* {{Card|Scavenger}} - helps setup your next turn, similarly to {{Card|Scheme}}<br />
* {{Card|Squire}} - it is [[virtual coin]], and can alternate between [[Villages|Village]] and [[+Buy]], the latter of which engines often lack<br />
* {{Card|Wandering Minstrel}} - the perfect engine [[Villages|Village]], as it ensures you only ever draw Actions<br />
<br />
=== Weird cards ===<br />
Some of the cards introduced in Dark Ages were completely unlike anything seen before, and are still regarded as oddities.<br />
* {{Card|Poor House}} - the only card to subtract {{Cost}}, and the only Kingdom card with a cost of {{Cost|1}}<br />
* {{Card|Fortress}} - the only card that can never be removed from your deck through trashing<br />
* {{Card|Rats}} - hard to see the point of at first, and the first Action card pile with more than 10 cards<br />
* {{Card|Band of Misfits}} - the first card that could emulate other cards without playing a physical copy of them<br />
* {{Card|Graverobber}}/{{Card|Rogue}} - the first cards that could gain from the trash<br />
<br />
=== Fixes ===<br />
Like Hinterlands before it, Dark Ages contains cards that address issues with previously published cards.<br />
* {{Card|Saboteur}} - {{Card|Knights}} and {{Card|Rogue}} can remove good cards from other players decks, but do not require time consuming digging, can't easily trash Provinces, and give a benefit to the player (Saboteur was removed from the revised edition of [[Intrigue]])<br />
* {{Card|Wishing Well}} - {{Card|Mystic}} does not give +1 Card before guessing, which enables synergy with cards like {{Card|Pearl Diver}} which give knowledge of the top card of the deck, as well as other Mystics<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.msg100829#msg100829 here].<br />
<br />
* 4 Ruins: Marauder, Cultist, Death Cart, Vagrant (Ruined Library, Ruined Market, Ruined Village, Abandoned Mine, Survivors)<br />
* 3 Spoils: Marauder, Pillage, Bandit Camp (Spoils)<br />
* 8 When-trash: Market Square, Fortress, Squire, Hunting Grounds, Feodum, Cultist, Catacombs, Rats (Overgrown Estate, Sir Vander)<br />
* 7 Other upgrade: Hermit, Urchin, Rats, Altar, Graverobber, Procession, Rebuild<br />
* 8 Other trashing: Junk Dealer, Counterfeit, Forager, Death Cart, Count, Knights, Rogue, Pillage (Mercenary, Hovel, Dame Anna)<br />
* 3 Look at trash: Graverobber, Rogue, Forager<br />
* 7 Live with junk: Poor House, Sage, Storeroom, Ironmonger, Scavenger, Wandering Minstrel, Catacombs (Survivors)<br />
<br />
* 4 Off-theme: Beggar, Armory, Band of Misfits, Mystic (Madman, Necropolis)<br />
<br />
== Trivia ==<br />
Dark Ages is the only Dominion expansion that does not contain a [[curser]]. It is also the expansion which introduces the most new kingdom cards.<br />
=== In other languages ===<br />
* Czech: Temné časy<br />
* Dutch: De Donkere Middeleeuwen<br />
* Finnish: Katovuodet (lit. ''famine years'')<br />
* French: L'âge des ténèbres<br />
* German: Dark Ages<br />
* Japanese: 暗黒時代 (pron. ''ankoku jidai'')<br />
* Korean: 암흑의 시대 (pron. ''amheug-ui sidae'')<br />
* Polish: Mroczne wieki (note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Тёмные Времена (pron. ''tyomnyye vryemyena'')<br />
* Spanish: Edad Oscura<br />
<br />
=== Development timetable ===<br />
{{Quote|Text=I started working on "War" in February 2007. The last change to Dark Ages cards was January 2012. I was working on the rulebook in March / April 2012. "Work" in some form continues past that point, since there is proofreading whenever the files are ready, and complaining about art to the degree that I get to, and writing previews and a secret history.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg454950#msg454950 Interview with Donald X.]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=When I showed Dominion off to RGG, I had five expansions. They were: [[Intrigue]]; [[Seaside]] and [[Hinterlands]] combined; [[Prosperity]]; "War;" and a large version of [[Alchemy]] with a touch of [[Cornucopia]].<br />
<br />
War was interaction-themed. Different ways for players to interact. Its cards included versions of {{Card|Swindler}}, {{Card|Trade Route}}, {{Card|Tribute}}, {{Card|Council Room}}, and {{Card|Smugglers}}. {{Card|Council Room}} kept the same name when I moved it to the main set; now you know how it got that name.<br />
<br />
War was my favorite expansion, but the problem was, every expansion needed interactive non-attack cards. Every expansion needed a certain percentage of interactive cards, and attacks slow the game down, whereas non-attack interactive cards may not, and may even speed it up. So I had to spread them around. I made War more attack-themed and gave each other set at least one non-attack interactive card. Man do I need an acronym for that? Maybe I am done saying it.<br />
<br />
During work on the main set, I briefly tried rearranging everything into 16-card expansions, and at that time I had an expansion that was top-of-your-deck themed. This theme was no good; it's fine for making some cards that play well with each other, but since I do that kind of thing in every set, the theme is invisible. So I broke that one up, and War ended up taking a few of those cards, thinking maybe it would end up with a mild top-of-your-deck subtheme, which fit with some of the attacks. In the end it only kept {{Card|Armory}}. Those of you noting that Dark Ages is the 7th expansion, and that in the Secret History for Dominion I say that {{Card|Adventurer}} came from the 7th expansion: that 7th expansion was the top-of-deck one. Ditto for {{Card|Shanty Town}}.<br />
<br />
Around the time I was working in earnest on Cornucopia, I realized I had to decide what to do about the sizes of the last two large sets. The main set and Intrigue were standalones, and so 500 cards; Seaside and Prosperity had playmats and metal tokens. Hinterlands and Dark Ages did not have such things. Could they just be cheaper or what? I did not know yet if that was okay. However, I could dodge the issue for one of the sets by making it a standalone, and it seemed good to do another standalone anyway. I picked Hinterlands for that and worked to keep that set from getting too complex. And then what could Dark Ages have? And of course I realized that it could just have more cards; it could be 500 cards rather than 300. This would let me do some stuff that might not seem worth the space otherwise, like having a new kind of penalty card or cards that turned into other cards. So I expanded the expansion.<br />
<br />
The original interactive theme was gone, and the attack theme was not going to cut it. Joe Dominion just doesn't want a heavy attack environment, that's what I think. And anyone who does can rig it themselves by including more attacks on the table. I figured attacks could still be a minor sub-theme, but slowly the cards that worked with attacks left, until Squire is all that remains (yes plus Beggar but that doesn't count). And as I mentioned, the top-of-deck theme was never going to amount to much.<br />
<br />
I filled the void with an upgrading theme and a trash theme. Lots of cards turn cards into other cards, or themselves into other cards, and then a bunch of cards care if they're trashed, and a few care about the trash other ways. And of course the stuff I did with the extra 200 cards amounted to various minor themes too.<br />
<br />
War was an unacceptable theme for Hans im Gluck, and I knew this basically from the day they took on Dominion. So way back when I knew I would be retheming the set. Dark Ages, there's a theme. It could be the poor to Prosperity's rich. Then when Alchemy became a small set, it looked like this set, though originally 4th, would be the last Dominion set, and that seemed cool too, going out with the Dark Ages (then Guilds got bumped to after it due to the basic cards product, which is also why Hinterlands wasn't a standalone).<br />
<br />
Two cards from the original 2007 version of the set remain basically intact - {{Card|Altar}} and {{Card|Band of Misfits}}. The {{Card|Knights}} were in the original set in a different form, and there was a "+1 card +1 action" trasher which can claim to be an ancestor of {{Card|Rats}} and {{Card|Junk Dealer}}. The other 16 cards went elsewhere or didn't survive, being replaced by 31 new cards, some themselves from other sets but many new to this one. And of course I added those other cards, the [[Ruins]] and [[Shelters]] and things. The original war flavor and interaction theme are gone, replaced by the Dark Ages, upgrading, and the trash. The original set was my favorite and it turns out the final set is still my favorite. I liked the original for the interaction between players, and I like the final version for the interactions between cards. It is the crazy combos set.<br />
<br />
On to the endless outtakes.<br />
<br />
- The reaction part of {{Card|Trader}} started here, first by itself, and then for a while as a treasure-reaction worth {{Cost|1}}. The top half of {{Card|Inn}} started here too, for {{Cost|4}} (it was fine, I just needed someplace to put the bottom half of {{Card|Inn}}). There was also a similar card here later, "+2 Cards +1 Action, discard a card," for {{Cost|4}}, which ended up being too good. {{Card|Spice Merchant}} without the {{Card|Woodcutter}} option was here, but didn't exactly lead to {{Card|Spice Merchant}}. {{Card|Fool's Gold}} was in here at one point, in addition to the bottom being tried on {{Card|Bandit Camp}}. {{Card|Cartographer}} started here; it was a simple card that seemed perfect for Hinterlands, at the time a standalone.<br />
<br />
- {{Card|Swindler}}, {{Card|Trade Route}}, {{Card|Tribute}}, and {{Card|Council Room}} started here. {{Card|Council Room}} originally cost {{Cost|4}}; {{Card|Tribute}} didn't say "differently named" and revealed the top card of each adjacent player; {{Card|Swindler}} didn't give +{{Cost|2}} and instead gave them a card for {{Cost|2}} less than the trashed card; and {{Card|Trade Route}} was "+1 Card +1 Buy +{{Cost|1}}, if a {{Card|Province}} has been gained this game, +1 Card." {{Card|Smugglers}} had its roots in a card here that was "+{{Cost|2}}, cards gained on the previous turn cost {{Cost|1}} less this turn." I tried a victory card with the {{Card|Horse Traders}} reaction here. {{Card|Hunting Party}} and {{Card|Spy}} were briefly in this set before getting whisked away.<br />
<br />
- {{Card|Vineyard}} was in the set for a while, sometimes with a reaction. {{Card|Masquerade}} visited. {{Card|Monument}} was here for a bit, after leaving Prosperity and before returning to it. The card that ended up being {{Card|Horn of Plenty}} was here for a while after leaving Intrigue. When it was here it was some version of, "+2 Actions +1 Buy, while this is in play, when you play an action +{{Cost|1}}."<br />
<br />
- There was an attack that gave out Confusions and doubled as a {{Card|Moat}}. There was an attack that was +1 Card +1 Action, name a type, each other player reveals their top card and trashes it if it matches. I tried a weaker version that only hit {{Cost|3}}-{{Cost|6}}'s before killing it.<br />
<br />
- For a long time there was an attack which in its best form was "+{{Cost|2}}, they trash the top card of their deck and gain a cheaper card that shares a type with it, or a Ruins if they can't." I liked it. Eventually I decided though that there was enough hatred of trashing attacks out there that I should just stick with the {{Card|Knights}} (plus {{Card|Rogue}}, but it's only a fractional attack).<br />
<br />
- There was an attack, gain an {{Card|Estate}}, they gain a {{Card|Curse}}, for {{Cost|3}}. It dominated games too much. I replaced it with {{Card|Marauder}}, and used the Estate/Curse thing on {{Card|Followers}}.<br />
<br />
- There was a trashing attack that could only trash cards that didn't match cards in the trash.<br />
<br />
- There was a {{Card|Spy}} variant for {{Cost|2}} that put bottom cards on top or didn't.<br />
<br />
- There was a flipped version of {{Card|Margrave}} - +2 Cards, each other player discards down to 2, then draws a card. Oh man. So painful. A version that was around for a while cost {{Cost|4}} and gave you 2 {{Card|Silver}}s if it was trashed. Another version cost {{Cost|5}} but came with a {{Card|Spoils}}.<br />
<br />
- After that attack died, I tried, they discard down to 3, you look through your discard pile and either get a card from it into your hand or draw 2 cards. It needed the +2 Cards option in case your discard pile was empty. Well I decided {{Card|Scavenger}} was okay, but you don't need to see too many of these getting back Platinums.<br />
<br />
- Early on Intrigue had had a one-shot that played every attack in your deck (digging them out of it). It moved here and stopped being a one-shot, then gained the setup of "add an attack pile to the game." It was in the set for a while, producing gigantic piles of pain.<br />
<br />
- There was a {{Card|Village}} that had you {{Card|Spy}} first whenever you played an attack. Play three of them and you'd be making three decisions per player per attack. I liked it for a while.<br />
<br />
- There was a {{Card|Throne Room}} variant that gave +1 Card +1 Action, and had every opponent play the card you Throned on their next turn. It had built-in super-crazy just by playing it on itself.<br />
<br />
- Another Throne was "Choose one: +1 Card +1 Action; or Throne." It cost {{Cost|4}} when {{Card|Throne Room}} itself cost {{Cost|3}}. When {{Card|Throne Room}} had to cost {{Cost|4}} there was no place for this card, which would be sad at {{Cost|5}}.<br />
<br />
- Another Throne hung around, set aside, until you wanted to use it (it was {{Cost|5}} and also gave you +1 Action when played). This works differently from Throne in multiples; two of them would let you do an action three times total, since each one just did it an extra time. This card was cool and was in the set for a while, but setting it aside indefinitely was problematic - in the past we've included playmats for that, and I didn't want playmats here - and the card was strong. A few times Bill Barksdale built a deck with lots of these Thrones and an {{Card|Altar}}, which would take advantage of not actually having to trash a card to {{Card|Altar}} if there are none in your hand, and would suddenly buy a pile of {{Card|Duchy|Duchies}}. One of those games, Bill pared his deck down to just an {{Card|Altar}} and five copies of this Throne, drew the five Thrones and then watched a trashing attack trash his Altar. Good times.<br />
<br />
- Another Throne had you draw 2 cards, play an action twice, then discard 3 cards. That may look straightforward, but it's all kinds of weird.<br />
<br />
- I had discarding victory cards for +{{Cost|2}} each. It started out at {{Cost|4}}, went up to {{Cost|6}}, moved to [[Hinterlands]], then was dropped for not being interesting enough.<br />
<br />
- There was a {{Card|Remodel}} that put the card into your hand. Originally it didn't give +1 Action; then it did and was crazy.<br />
<br />
- There was a {{Card|Remodel}} for {{Cost|4}} that {{Card|Remodel}}'d one of the top 3 cards of your deck, putting the new card on top. I thought it was a keeper, but in one set of surveys it became clear that it was a dud for several playtesters.<br />
<br />
- Another {{Card|Remodel}} turned one card into two different cards that each cost exactly {{Cost|2}} more. I did {{Card|Develop}} instead.<br />
<br />
- There was a victory card for {{Cost|6}} that was worth 2 VP and you gained two copies of it. That runs out the pile twice as fast, so I changed it to 1 VP but it came with a {{Card|Duchy}}. That moved to Hinterlands, was there for a while, then left when I made {{Card|Border Village}} cost {{Cost|6}}.<br />
<br />
- I tried a victory card that was worth 1 VP per 3 copies of whatever action you had the most copies of. I had a few different reactions on the bottom, including {{Card|Moat}} and giving you a new hand when attacked.<br />
<br />
- I tried a version of Wall here, which had been a Hinterlands card that I did a better way as Island, then tried to do another version of for a while. The version here was an action-victory worth 2 VP with "look through your discard pile, shuffle all but 5 cards from it into your deck." The various Walls all were ways to shuffle your deck without so much garbage in it; I dropped it from Hinterlands in the end because I did Inn.<br />
<br />
- There was an old old card, gain a {{Card|Silver}} to hand, each other player gains a {{Card|Copper}} to hand, for {{Cost|5}}. Way back when, we didn't know any better, and this card seemed okay. Then I tried a bunch of things to make this good enough, eventually drifting into "+1 Card +1 Action +{{Cost|1}}, each other player gains a {{Card|Copper}} in hand then discards down to 4." In the end nothing has survived. Giving other players {{Card|Copper}} is bad in general because the pile varies in size so much, depending on the number of players and whether or not you add together the main set and Intrigue. It's fine if the attack is limited as to how much {{Card|Copper}} it will really give out, like {{Card|Jester}} and {{Card|Noble Brigand}} and {{Card|Ambassador}}.<br />
<br />
- There was a card from Seaside, "+{{Cost|2}}, when you discard this from play you may put this on your deck," for {{Cost|3}}. It seemed innocent for a long long time. Steve Wampler eventually demonstrated that it was not. {{Card|Scavenger}} provides a way to get that +{{Cost|2}} every turn, but you need two of them, and might draw them together.<br />
<br />
- I tried a few ways to give you a combination of +'s that you picked. It sounded like something but was never interesting.<br />
<br />
- There was "+1 buy +{{Cost|1}}, if you buy a 2nd card on a turn with this in play, trash this and gain 2 {{Card|Silver}}s." I tried a few different "turns into 2 {{Card|Silver}}s" cards over the years; this was its last stand.<br />
<br />
- When it looked like {{Card|Band of Misfits}} wouldn't survive, I made a card that was just a big choose one with the kinds of things you'd like to see on the table with {{Card|Band of Misfits}}.<br />
<br />
- A few cards tried to provide other uses for the Ruins pile. One was "+1 Card +1 Action, play the top Ruins, put it on the bottom." It was cute but there's a tracking issue. I did {{Card|Ironmonger}} instead. Another card played the top four Ruins. It gave you +{{Cost|3}} instead if the Ruins ran out, because what fun is that.<br />
<br />
- Here's a weird one. {{Card|Woodcutter}}, copies of cards in the trash cost {{Cost|1}} less this turn; setup: we each put a kingdom card into the trash. Let me tell you, some slow decisions there, and then you have to keep the trash all spread out. It was interesting though. Those of you complaining about the {{Card|Band of Misfits}} FAQ, this is how you could get {{Card|King's Court}} to cost less than {{Card|Band of Misfits}}.<br />
<br />
- The original main set had "Trash a card from your hand, discard a card, draw 3 cards." I dropped it from the main set for being redundant; there were other trashers. I slotted it right into Intrigue and then bumped it from there too. I stuck it here and well. It was interesting in its day, but wasn't so interesting these days, being similar to various other cards.<br />
<br />
- An old card drew you 2 extra cards in your next hand, and was a {{Card|Moat}}. The idea was to increase your chance of having reactions in hand for attacks.<br />
<br />
- A few times over the years, I tried to make a card that cost the other players a victory card at the end of the game. It attacks your score. This version I'm looking at was an "Action - Endgame." I tried versions that made one card not score, or two. At two no-one scores. At one it just wasn't interesting enough. The rest of the card can't exactly compensate; the text doing this weird thing has to be worth it.<br />
<br />
- I tried {{Cost|2}}, "+1 Card +1 Action, each player draws a card." It's pretty rude with {{Card|Militia}}s.<br />
<br />
- I briefly had a card-drawer that gave you cards when it was trashed. I guess that still describes {{Card|Cultist}}.<br />
<br />
- A somewhat late card read, "+1 Buy +{{Cost|2}}, while this is in play, when you gain a card, you may trash a card from your hand." It was fine, it was just lackluster. I see another {{Card|Woodcutter}} here I don't remember; {{Card|Woodcutter}}, a card costs $1 less this turn per copy you reveal from your hand.<br />
<br />
- Another late card was a treasure-victory card, worth {{Cost|1}} plus {{Cost|1}} per nontreasure in your hand, and worth 1 {{VP}} per 10 cards in the trash. The {{VP}} part was crazy, and I replaced this with a treasure worth {{Cost|1}} per different card type in your hand. It was cute in all-Dark Ages games and not so great otherwise. It flirted with staying in the set, then I replaced it with {{Card|Rebuild}}.<br />
<br />
- More late cards, briefly tested in case they somehow worked out, all costing {{Cost|5}}. A two-use {{Card|Gold}} (you trash it and gain a {{Card|Spoils}}). +3 Cards, we all set aside a card from our hand, then we all take one of those cards. +1 Card +1 Action, When you gain or trash this each other player gets a Ruins. +1 Card +1 Action +{{Cost|1}}, may discard x cards to gain a card costing $x. +4 Cards, +1 Action, discard 3 cards. And there was a hot potato card - you passed it left when you played it and got some benefit, and at end of game it was worth negative VP - that I tested but did not make a prototype card image for. The slot all these cards were tested for went to {{Card|Mystic}}.<br />
<br />
- A few cards moved to Guilds, including one that then didn't survive there, but that story will have to wait.<br />
<br />
True story!<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages cards]<br />
}}<br />
<br />
=== Retrospective ===<br />
{{Quote|Text=Dark Ages is my favorite of the early sets but has a stand-out number of design mistakes - {{Card|Rebuild}}, {{Card|Cultist}}, {{Card|Procession}}, {{Card|Band of Misfits}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/630250506824187924 Dominion Discord, 2019]<br />
}}<br />
<br />
=== Second Edition ===<br />
{{Quote|Text=It would be nice to replace {{Card|Band of Misfits}} and {{Card|Procession}}, ideally with fixed versions as if. I've wanted to kill {{Card|Rebuild}} for a while, and people would probably be happy to have a better-to-print {{Card|Cultist}} and {{Card|Urchin}} (which is two cards). That leaves just one card left to replace (to have the same size update pack). Nothing else has to go but something else could be improved on; I'm personally not much of a fan of {{Card|Storeroom}} or {{Card|Sage}}. {{Card|Scavenger}} would be safe though.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/257241961482813440/631201668838719508 Dominion Discord, 2019]<br />
}}<br />
<br />
== Recommended sets of 10 ==<br />
All sets include the Shelters.<br />
=== Dark Ages only ===<br />
{{Kingdom|Armory|Band of Misfits|Catacombs|Cultist|Forager|Fortress|Hunting Grounds|Knights|Market Square|Procession|shelters=1|imgwidth = 150|title = Grim Parade}}<br />
{{Kingdom|Bandit Camp|Graverobber|Junk Dealer|Mystic|Pillage|Rats|Sage|Scavenger|Storeroom|Vagrant|shelters=1|imgwidth = 150|title = Chess With Death}}<br />
=== Dark Ages & [[Dominion (base set)|Dominion]] ===<br />
{{Kingdom|Cellar|Moneylender|Throne Room|Witch|Workshop|Hermit|Hunting Grounds|Mystic|Poor House|Wandering Minstrel|shelters=1|imgwidth = 150|title = High and Low}}<br />
{{Kingdom|Festival|Gardens|Laboratory|Library|Remodel|Altar|Knights|Rats|Scavenger|Squire|shelters=1|imgwidth = 150|title = Chivalry and Revelry}}<br />
=== Dark Ages & [[Intrigue]] ===<br />
{{Kingdom|Armory|Ironmonger|Mystic|Rebuild|Vagrant|Baron|Conspirator|Nobles|Secret Passage|Wishing Well|shelters=1|imgwidth = 150|title = Prophecy}}<br />
{{Kingdom|Beggar|Marauder|Rogue|Squire|Urchin|Diplomat|Harem|Swindler|Torturer|Upgrade|shelters=1|imgwidth = 150|title = Invasion}}<br />
=== Dark Ages & [[Seaside]] ===<br />
{{Kingdom|Count|Graverobber|Hermit|Scavenger|Urchin|Native Village|Pirate Ship|Salvager|Treasure Map|Treasury|shelters=1|imgwidth = 150|title = Watery Graves}}<br />
{{Kingdom|Death Cart|Feodum|Poor House|Urchin|Vagrant|Fishing Village|Haven|Island|Lookout|Warehouse|shelters=1|imgwidth = 150|title = Peasants}}<br />
=== Dark Ages & [[Alchemy]] ===<br />
{{Kingdom|Armory|Cultist|Feodum|Market Square|Rats|Wandering Minstrel|Apprentice|Scrying Pool|Transmute|Vineyard|shelters=1|imgwidth = 150|title = Infestations}}<br />
{{Kingdom|Beggar|Catacombs|Counterfeit|Forager|Ironmonger|Pillage|Apothecary|Golem|Herbalist|University|shelters=1|imgwidth = 150|title = Lamentations}}<br />
=== Dark Ages & [[Prosperity]] ===<br />
{{Kingdom|Counterfeit|Forager|Graverobber|Market Square|Rogue|City|Grand Market|Monument|Talisman|Venture|shelters=1|imgwidth = 150|title = One Man's Trash|id = onemanstrash}}<br />
{{Kingdom|Bandit Camp|Procession|Rebuild|Rogue|Squire|Forge|Hoard|Peddler|Quarry|Watchtower|shelters=1|imgwidth = 150|title = Honor Among Thieves}}<br />
=== Dark Ages & [[Cornucopia]] ===<br />
{{Kingdom|Band of Misfits|Cultist|Fortress|Hermit|Junk Dealer|Knights|Fairgrounds|Hamlet|Horn of Plenty|Menagerie|shelters=1|imgwidth = 150|title = Dark Carnival}}<br />
{{Kingdom|Bandit Camp|Counterfeit|Death Cart|Marauder|Pillage|Sage|Harvest|Hunting Party|Remake|Tournament|shelters=1|imgwidth = 150|title = To the Victor}}<br />
=== Dark Ages & [[Hinterlands]] ===<br />
{{Kingdom|Beggar|Count|Feodum|Marauder|Wandering Minstrel|Cartographer|Develop|Embassy|Fool's Gold|Haggler|shelters=1|imgwidth = 150|title = Far From Home}}<br />
{{Kingdom|Altar|Catacombs|Ironmonger|Poor House|Storeroom|Crossroads|Farmland|Highway|Spice Merchant|Tunnel|shelters=1|imgwidth = 150|title = Expeditions}}<br />
=== Dark Ages & [[Guilds]] ===<br />
{{Kingdom|Hunting Grounds|Ironmonger|Procession|Marauder|Rogue|Advisor|Baker|Candlestick Maker|Plaza|Stonemason|shelters=1|imgwidth = 150|title = Stoneground}}<br />
{{Kingdom|Feodum|Fortress|Knights|Market Square|Poor House|Butcher|Doctor|Journeyman|Merchant Guild|Taxman|shelters=1|imgwidth = 150|title = Class Struggle}}<br />
=== Dark Ages & [[Adventures]] ===<br />
{{Kingdom|Amulet|Caravan Guard|Hireling|Peasant|Relic|Graverobber|Marauder|Procession|Rogue|Wandering Minstrel|event1 = Alms|shelters = 1|imgwidth = 150|title = Cemetery Polka}}<br />
{{Kingdom|Dungeon|Haunted Woods|Ratcatcher|Raze|Transmogrify|Cultist|Death Cart|Fortress|Knights|Rats|event1 = Lost Arts|event2 = Pathfinding|shelters = 1|imgwidth = 150|title = Groovy Decay}}<br />
=== Dark Ages & [[Empires]] ===<br />
{{Kingdom|Castles|Chariot Race|City Quarter|Legionary|Sacrifice|Death Cart|Fortress|Pillage|Rats|Storeroom|event1 = Advance|landmark1 = Tomb|shelters = 1|imgwidth = 150|title = Tomb of the Rat King}}<br />
{{Kingdom|Capital|Charm|Engineer|Groundskeeper|Legionary|Bandit Camp|Catacombs|Hunting Grounds|Market Square|Procession|event1 = Triumph|landmark1 = Defiled Shrine|shelters = 1|imgwidth = 150|title = Triumph of the Bandit King}}<br />
{{Kingdom|Archive|Catapult|Crown|Patrician|Settlers|Feodum|Hermit|Ironmonger|Rogue|Squire|event1 = Ritual|landmark1 = Museum|shelters = 1|imgwidth = 150|title = The Squire's Ritual|id = squiresritual}}<br />
=== Dark Ages & [[Nocturne]] ===<br />
{{Kingdom|Cemetery|Cursed Village|Necromancer|Skulk|Tormentor|Armory|Forager|Graverobber|Market Square|Squire|shelters=1|imgwidth = 150|title = Grave Matters}}<br />
{{Kingdom|Changeling|Devil's Workshop|Sacred Grove|Tracker|Vampire|Catacombs|Count|Fortress|Hermit|Rats|shelters=1|imgwidth = 150|title = Rats and Bats}}<br />
=== Dark Ages & [[Renaissance]] ===<br />
{{Kingdom|Border Guard|Patron|Seer|Silk Merchant|Swashbuckler|Hermit|Mystic|Procession|Sage|Wandering Minstrel|project1 = Star Chart|shelters=1|artifact2 = Horn|artifact4 = Lantern|artifact5 = Treasure Chest|imgwidth = 150|title = Stargazing}}<br />
{{Kingdom|Flag Bearer|Improve|Lackeys|Mountain Village|Research|Count|Counterfeit|Cultist|Graverobber|Rats|project1 = Crop Rotation|project2 = Sewers|shelters=1|artifact1 = Flag|imgwidth = 150|title = Sewer Rats}}<br />
<br />
=== Dark Ages & [[Menagerie (expansion)|Menagerie]] ===<br />
{{Kingdom|Animal Fair|Cardinal|Falconer|Goatherd|Hunting Lodge|Altar|Beggar|Catacombs|Fortress|Market Square|shelters=1|way1=Way of the Camel|event1=Ride|shelters=1|imgwidth=150|title = Friendly Carnage}}<br />
{{Kingdom|Camel Train|Destrier|Displace|Paddock|Scrap|Hunting Grounds|Pillage|Rats|Sage|Squire|shelters=1|way1=Way of the Butterfly|event1=Bargain|shelters=1|imgwidth=150|title = Gift Horses}}<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox expansions}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Silk_RoadSilk Road2021-10-17T20:53:41Z<p>Ronedge02: /* Strategy Article */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Silk Road<br />
|cost = 4<br />
|type1 = Victory<br />
|illustrator = Martin Hoffmann<br />
|text = Worth '''1'''{{VP}} for every 4 Victory cards you have (round down).<br />
}}<br />
'''Silk Road''' is a [[Victory]] card from [[Hinterlands]]. It is worth more depending on how many total Victory cards are in your deck. As such it is especially useful when you are able to buy a lot of green cards without stalling out, but can be potentially useful in just about any game.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Silk Roads count themselves. <br />
* Round down; if you have 11 Victory cards, Silk Road is worth 2{{VP}}. <br />
* Use 8 copies of Silk Road for games with 2 players, 12 for games with 3 or more players.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''Originally posted by WanderingWinder on the [http://forum.dominionstrategy.com/index.php?topic=1331.msg21549#msg21549 forum]''<br />
<br />
The first card to compare Silk Road to is {{Card|Gardens}} (okay, {{Card|Vineyard}} might be the first thing that comes to mind, but they play COMPLETELY differently). And Gardens is a pretty good comparison. You can, for the most part, play the same [[rush|rushes]] for Silk Road that you can for Gardens. And the rushes with Silk Road are going to tend to be a little bit stronger than the Gardens versions - it's generally much easier to rush to 12 green cards than 30 cards overall, and easier to get to 16 green cards than 40 cards overall.<br />
<br />
Now there are some cases where Gardens works really well and Silk Road won't. So Gardens work with cards like {{Card|Talisman}}, {{Card|Goons}}, {{Card|Trader}}, [[curser|cursing attacks]], and {{Card|Ill-Gotten Gains}} especially, in ways that don't really go for Silk Road. Cards like {{Card|Bureaucrat}} and {{Card|Copper}} are good with both, but much better with Gardens. In short, it's the mid-range and long-term strategies where these two cards really diverge.<br />
<br />
Which brings us to the second comparison - {{Card|Duke}}. Duke is a long-term card where you need a lot of other victory cards (in Duke's case, they have to be {{Card|Duchy|Duchies}}) in order to make it powerful. But in a Duke deck, your main Victory points eventually come from the Dukes themselves. The same is true with long-range Silk Road decks. Think about this: 1 Duchy, 8 Silk Road, 8 Estates, plus your three starting estates, that's 20 victory cards. And that's 54 victory points - enough to match against someone who's gotten a duchy and all the provinces. So apart from just rush strategies, using Silk Road as your primary victory strategy in longer games is perfectly viable. Of course, you need a little bit of support for this, but it's definitely doable.<br />
<br />
The biggest support for Silk Road are your dual Victory cards - {{Card|Harem}}, {{Card|Nobles}}, and {{Card|Island}} are huge boons (as is Gardens, actually). {{Card|Great Hall}} and {{Card|Tunnel}} are pretty good, too. With these cards, and I want to stress especially Island, you can very often ignore cards that are outlandish and exorbitant, like {{Card|Province}}, and even {{Card|Gold}}. <br />
<br />
Even with just the basic victory cards, it's possible to use Silk Road to power an alternate strategy, especially since most decks going for Provinces are built for 4 or 5 much more than all 8. But you have to be a bit careful about this; your VP engine has to be put together in the proper order - it's a bit fragile. You're going to probably want your 20 victory cards and at least 7 copies of Silk Road. That leaves you with a dilemma: do you go for the Duchies first, or do you go for Silk Road? The issue is, the Silk Road are more important to get, but the Duchies are harder to get. So you basically want to get the Silk Roads first, then go back for the Duchies - if you can. Either way, you want to have enough of an economy built up beforehand not to stall out hard.<br />
<br />
=== Silk Roads in Non-Rush Strategies ===<br />
Finally, Silk Roads don't necessarily lose their bite in {{Card|Colony}} games quite as much as most other alternate VP strategies do (though they are substantially weaker). It's not super rare that, if you start greening a bit sooner, going a little sooner and stronger for Provinces, maybe only one Colony, and supplement with Silk Roads, that you can have 4 point silk road + 6 point province to fight that 10 point Colony. Now, this is not terribly common, but with the right support, it's something you want to watch out for. <br />
<br />
In games where the board favors [[engines]] rather than rush strategies, Silk Road still changes the optimal strategy. Engines with abundant +Buy (such as in the presence of {{Card|Grand Market}}, especially if played with {{Card|King's Court}}) can execute a mega-turn where you buy up a lot of Silk Roads and end the game on piles. This can be a primarily Silk Road strategy that works with a deck that would normally get clogged up with all the victory cards. Even when engaging in a strategy that does not primarily focus on Silk Roads, it is important to factor in Silk Roads into your timing of buying VP, especially as the game approaches its end, as the card alters the total amount of VP available, and, being cheap, the Silk Roads can be snatched up suddenly in quantity by an opponent who has not shown any sign of pursuing a Silk Road strategy.<br />
=== Synergies/Combos ===<br />
* Other [[Victory]] Cards, especially dual types, especially {{Card|Island}}<br />
* {{Card|Farmland}}<br />
* [[Gainer|Gainers]] like {{Card|Workshop}} and {{Card|Ironworks}}<br />
* {{Card|Woodcutter}} variants - particularly {{Card|Bridge}} and {{Card|Horse Traders}}<br />
* {{Card|Baron}}<br />
* {{Card|Hoard}}<br />
* {{Card|Scout}}, {{Card|Crossroads}}, etc.<br />
* Sifters like {{Card|Warehouse}}, and especially {{Card|Oasis}}<br />
=== Antisynergies ===<br />
* Fast [[engine|engines]]<br />
* [[Trashing]]<br />
* Savvy opponents who also have the time to stop to buy a couple cards to block you. {{Card|Bishop}} is a poster child here.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Silk RoadOld|Silk Road}} || {{CardVersionImage|Silk RoadDigitalOld|Silk Road from Goko/Making Fun}} || Worth 1{{VP}} for every 4 Victory cards in your deck (round down). || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Silk Road|Silk Road}} || {{CardVersionImage|Silk RoadDigital|Silk Road from Shuffle iT}} || Worth '''1'''{{VP}} for every 4 Victory cards you have (round down). || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Hedvábná stezka || || || ||<br />
|-<br />
!Dutch<br />
| Zijderoute || || || ||<br />
|-<br />
!Finnish<br />
| Silkkitie || || || ||<br />
|-<br />
!French<br />
| Route de la soie || || || ||<br />
|-<br />
!German<br />
| Seidenstraße || [[File:Silk.Road.German.jpg|100px|German language Silk Road 2019 by ASS]] || || Wert 1{{VP}}<br>für je 4 Punktekarten im eigenen<br>Kartensatz (abgerundet). || (2019)<br />
|-<br />
!Italian<br />
| Via della Seta || || || ||<br />
|-<br />
!Japanese<br />
| シルクロード (pron. ''shirukurōdo'') || || || あなたの勝利点カード4枚 (端数切り捨て)につき'''1'''{{VP}}。 ||<br />
|-<br />
!Russian<br />
| Шёлковый Путь (pron. ''shyolkovy put''') || || || ||<br />
|-<br />
!Spanish<br />
| Ruta de la Seda || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Silk_RoadArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Theme ===<br />
{{Quote<br />
|Text= Land that's better if you have more land. That suggested a trade route. For a long time it was Orchard. |Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=In the early days of Hinterlands being its own set, it kind of had a Victory cards sub-theme. It had four Victory cards - they were just a cute vehicle for when-gain abilities. And it had a few things that interacted with Victory cards. So naturally it got the Victory card that counts Victory cards. It never changed.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Silk_RoadSilk Road2021-10-17T20:51:24Z<p>Ronedge02: /* Strategy Article */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Silk Road<br />
|cost = 4<br />
|type1 = Victory<br />
|illustrator = Martin Hoffmann<br />
|text = Worth '''1'''{{VP}} for every 4 Victory cards you have (round down).<br />
}}<br />
'''Silk Road''' is a [[Victory]] card from [[Hinterlands]]. It is worth more depending on how many total Victory cards are in your deck. As such it is especially useful when you are able to buy a lot of green cards without stalling out, but can be potentially useful in just about any game.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Silk Roads count themselves. <br />
* Round down; if you have 11 Victory cards, Silk Road is worth 2{{VP}}. <br />
* Use 8 copies of Silk Road for games with 2 players, 12 for games with 3 or more players.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''Originally posted by WanderingWinder on the [http://forum.dominionstrategy.com/index.php?topic=1331.msg21549#msg21549 forum]''<br />
<br />
The first card to compare Silk Road to is {{Card|Gardens}} (okay, {{Card|Vineyard}} might be the first thing that comes to mind, but they play COMPLETELY differently). And Gardens is a pretty good comparison. You can, for the most part, play the same [[rush|rushes]] for Silk Road that you can for Gardens. And the rushes with Silk Road are going to tend to be a little bit stronger than the Gardens versions - it's generally much easier to rush to 12 green cards than 30 cards overall, and easier to get to 16 green cards than 40 cards overall.<br />
<br />
Now there are some cases where Gardens works really well and and Silk Road won't. So Gardens work with cards like {{Card|Talisman}}, {{Card|Goons}}, {{Card|Trader}}, [[curser|cursing attacks]], and {{Card|Ill-Gotten Gains}} especially, in ways that don't really go for Silk Road. Cards like {{Card|Bureaucrat}} and {{Card|Copper}} are good with both, but much better with Gardens. In short, it's the mid-range and long-term strategies where these two cards really diverge.<br />
<br />
Which brings us to the second comparison - {{Card|Duke}}. Duke is a long-term card where you need a lot of other victory cards (in Duke's case, they have to be {{Card|Duchy|Duchies}}) in order to make it powerful. But in a Duke deck, your main Victory points eventually come from the Dukes themselves. The same is true with long-range Silk Road decks. Think about this: 1 Duchy, 8 Silk Road, 8 Estates, plus your three starting estates, that's 20 victory cards. And that's 54 victory points - enough to match against someone who's gotten a duchy and all the provinces. So apart from just rush strategies, using Silk Road as your primary victory strategy in longer games is perfectly viable. Of course, you need a little bit of support for this, but it's definitely doable.<br />
<br />
The biggest support for Silk Road are your dual Victory cards - {{Card|Harem}}, {{Card|Nobles}}, and {{Card|Island}} are huge boons (as is Gardens, actually). {{Card|Great Hall}} and {{Card|Tunnel}} are pretty good, too. With these cards, and I want to stress especially Island, you can very often ignore cards that are outlandish and exorbitant, like {{Card|Province}}, and even {{Card|Gold}}. <br />
<br />
Even with just the basic victory cards, it's possible to use Silk Road to power an alternate strategy, especially since most decks going for Provinces are built for 4 or 5 much more than all 8. But you have to be a bit careful about this; your VP engine has to be put together in the proper order - it's a bit fragile. You're going to probably want your 20 victory cards and at least 7 copies of Silk Road. That leaves you with a dilemma: do you go for the Duchies first, or do you go for Silk Road? The issue is, the Silk Road are more important to get, but the Duchies are harder to get. So you basically want to get the Silk Roads first, then go back for the Duchies - if you can. Either way, you want to have enough of an economy built up beforehand not to stall out hard.<br />
<br />
=== Silk Roads in Non-Rush Strategies ===<br />
Finally, Silk Roads don't necessarily lose their bite in {{Card|Colony}} games quite as much as most other alternate VP strategies do (though they are substantially weaker). It's not super rare that, if you start greening a bit sooner, going a little sooner and stronger for Provinces, maybe only one Colony, and supplement with Silk Roads, that you can have 4 point silk road + 6 point province to fight that 10 point Colony. Now, this is not terribly common, but with the right support, it's something you want to watch out for. <br />
<br />
In games where the board favors [[engines]] rather than rush strategies, Silk Road still changes the optimal strategy. Engines with abundant +Buy (such as in the presence of {{Card|Grand Market}}, especially if played with {{Card|King's Court}}) can execute a mega-turn where you buy up a lot of Silk Roads and end the game on piles. This can be a primarily Silk Road strategy that works with a deck that would normally get clogged up with all the victory cards. Even when engaging in a strategy that does not primarily focus on Silk Roads, it is important to factor in Silk Roads into your timing of buying VP, especially as the game approaches its end, as the card alters the total amount of VP available, and, being cheap, the Silk Roads can be snatched up suddenly in quantity by an opponent who has not shown any sign of pursuing a Silk Road strategy.<br />
=== Synergies/Combos ===<br />
* Other [[Victory]] Cards, especially dual types, especially {{Card|Island}}<br />
* {{Card|Farmland}}<br />
* [[Gainer|Gainers]] like {{Card|Workshop}} and {{Card|Ironworks}}<br />
* {{Card|Woodcutter}} variants - particularly {{Card|Bridge}} and {{Card|Horse Traders}}<br />
* {{Card|Baron}}<br />
* {{Card|Hoard}}<br />
* {{Card|Scout}}, {{Card|Crossroads}}, etc.<br />
* Sifters like {{Card|Warehouse}}, and especially {{Card|Oasis}}<br />
=== Antisynergies ===<br />
* Fast [[engine|engines]]<br />
* [[Trashing]]<br />
* Savvy opponents who also have the time to stop to buy a couple cards to block you. {{Card|Bishop}} is a poster child here.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Silk RoadOld|Silk Road}} || {{CardVersionImage|Silk RoadDigitalOld|Silk Road from Goko/Making Fun}} || Worth 1{{VP}} for every 4 Victory cards in your deck (round down). || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Silk Road|Silk Road}} || {{CardVersionImage|Silk RoadDigital|Silk Road from Shuffle iT}} || Worth '''1'''{{VP}} for every 4 Victory cards you have (round down). || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Hedvábná stezka || || || ||<br />
|-<br />
!Dutch<br />
| Zijderoute || || || ||<br />
|-<br />
!Finnish<br />
| Silkkitie || || || ||<br />
|-<br />
!French<br />
| Route de la soie || || || ||<br />
|-<br />
!German<br />
| Seidenstraße || [[File:Silk.Road.German.jpg|100px|German language Silk Road 2019 by ASS]] || || Wert 1{{VP}}<br>für je 4 Punktekarten im eigenen<br>Kartensatz (abgerundet). || (2019)<br />
|-<br />
!Italian<br />
| Via della Seta || || || ||<br />
|-<br />
!Japanese<br />
| シルクロード (pron. ''shirukurōdo'') || || || あなたの勝利点カード4枚 (端数切り捨て)につき'''1'''{{VP}}。 ||<br />
|-<br />
!Russian<br />
| Шёлковый Путь (pron. ''shyolkovy put''') || || || ||<br />
|-<br />
!Spanish<br />
| Ruta de la Seda || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Silk_RoadArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Theme ===<br />
{{Quote<br />
|Text= Land that's better if you have more land. That suggested a trade route. For a long time it was Orchard. |Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=In the early days of Hinterlands being its own set, it kind of had a Victory cards sub-theme. It had four Victory cards - they were just a cute vehicle for when-gain abilities. And it had a few things that interacted with Victory cards. So naturally it got the Victory card that counts Victory cards. It never changed.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/SchemeScheme2021-09-20T03:39:42Z<p>Ronedge02: /* When Not to Buy */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Scheme<br />
|cost = 3<br />
|type1 = Action<br />
|illustrator = Julien Delval<br />
|text = '''+1 Card<br/>+1 Action'''<br/>This turn, you may put one of your Action cards onto your deck when you discard it from play.<br />
}}<br />
<br />
'''Scheme''' is an [[Action]] card from [[Hinterlands]]. Often a very powerful card, it allows you to [[Top decker|place back on top of your deck]] an Action that you played this turn. This allows for good consistency in what you can play each turn.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you draw a card, get +1 Action, and set up an effect to happen later in the turn; once, when you discard an Action card from play, you can put it onto your deck. <br />
* The Action card can be Scheme itself, or any other Action card you have in play, which might have been played before or after you played Scheme. <br />
* Scheme is cumulative; if you play two Schemes, or {{Card|Throne Room}} a Scheme, you will be able to put up to two discarded Action cards onto your deck, and so on.<br />
<br />
=== Other Rules clarifications ===<br />
* Unlike {{Card|Herbalist}}, Scheme still has its clean-up effect even if it is no longer in play by the time you start your clean-up phase; specifically, if you play {{Card|Procession}} on Scheme, at the start of clean-up you will be able to put two action cards from play on top of your deck, even though your Scheme has already been trashed and will not be in play itself.<br />
* Scheme cannot [[Top decker|top-deck]] a [[Traveller]] card after it has been exchanged. This is due to the [[Dark Ages#Lose Track rule|Lose Track rule]]. Similarly, a Traveller cannot be exchanged if it is top-decked with Scheme.<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/02/20/hinterlands-scheme/ Original Article] by jonts26, edited by Theory''<br />
<br />
Scheme is, quite simply, awesome. It’s basically like the stage crew for a rock band. It’s never standing in the limelight, and really isn’t anything special on its own, but it works to let the main players do their job. Without it the band has much less time to rock out and compose killer riffs and snort coke and … I think this analogy got away from me. Anyway, Scheme is very often worth a pick up as it lends itself very well to most engines and can be used for several very clever plays.<br />
<br />
=== The Reliable Engine ===<br />
<br />
We’ve all had games where we play a {{Card|Torturer}} only to draw 3 [[Villages]] [[dead]]. Well Scheme gives you all the benefits of a complex [[engine]], while reducing the variance of shuffle luck, sometimes to zero. Being able to top-deck a {{Card|Village}}/{{Card|Smithy}} pair or a couple of {{Card|Hunting Party|Hunting Parties}} or whatever else it is that makes your engine go is an amazingly useful ability. Almost any engine can benefit from the addition of some Schemes.<br />
<br />
Of course, there is a balance to strike. Every time you buy a Scheme, you aren’t buying another engine component. So in a sense, Scheme sacrifices raw power for reliability. Normally this is a good thing, but it can be taken too far. If you find yourself returning way more actions than you need to draw your deck or the Schemes themselves because you don’t have enough other things to return, you’ve likely over-invested.<br />
<br />
Scheme is therefore best when you drop to {{Cost|3}} and can’t afford an engine part. It is easy to buy Scheme over Silver in most engine games, but more of a dilemma picking Scheme over {{Card|Fishing Village}}.<br />
<br />
=== The Non-Colliding Terminals ===<br />
<br />
In [[Big Money]] type decks which only buy a few actions, Scheme can, essentially, act like a second copy of whatever flavor of terminal action you’re using. Instead of {{Card|Witch}}/Big Money, you can simulate Witch/Witch/Big Money without the risk that the second “copy” of Witch will collide with the first. This, however, comes at a price. Whenever you draw your Scheme after your terminal, you only get to play the terminal once that reshuffle. Had the Scheme been an actual second copy of the action, you’d have gotten two plays. Over the course of a game, the double terminal deck gets more plays of the terminal action than the Scheme/terminal deck. So typically, you favor a second terminal over a Scheme.<br />
<br />
However, when a card is more important to play early, where the chance of collision is higher, Scheme/terminal becomes the better option. Specific examples of terminals which benefit from a Scheme include {{Card|Jack of all Trades}}, {{Card|Sea Hag}}, and {{Card|Witch}}.<br />
<br />
=== King's Court Abuse ===<br />
<br />
{{Card|King's Court}} is definitely the king of Scheme combos and deserves its own section. Ordinary Schemes can be used for reliability, but King's Court takes it to the next level and pushes Scheme to the point of abusiveness. The key is that a KC Scheme lets you return three cards to the top of your deck, including the KC and the Scheme itself. So technically, you don’t even need anything else: KC/KC/Scheme/Scheme/Scheme lets you start every turn with 9 cards, guaranteed. But there’s no reason not to push the envelope. Replace that third Scheme with just about anything, and you can create ridiculous games:<br />
<br />
* {{Card|Possession}}: KC/KC/Scheme/Scheme/Possession is a war of attrition. For every turn your opponent takes, you take three with his deck. No matter how he builds his deck, there’s not much he can do to overcome the fact that you’re playing four times as many turns as he is.<br />
* {{Card|Saboteur}}: Saboteur is a weak card normally, but KC/KC/Scheme/Scheme/Saboteur just obliterates your opponent’s deck far faster than they can replace it. A triple Saboteur every turn can overcome quite a bit.<br />
* Most other [[attack|attacks]]: KC/KC/Scheme/Scheme/{{Card|Mountebank}} is not quite as deadly as Saboteur, but that will be of little comfort to your opponent. The problem with such attacks, though, is that the attack’s presence makes the combo a bit more difficult to set up.<br />
* {{Card|Bridge}}: We all know that KC/KC/Bridge/Bridge/Bridge is game over because it reduces costs by 9 and gives enough buys to buy out all the Provinces in one turn. Adding Scheme both helps set up the engine and makes it easier to set up the final death blow. [http://dominion.isotropic.org/gamelog/201201/06/game-20120106-111407-0114b461.html This game] by Mean Mr Mustard (with an {{Card|Apothecary}} added in) is a good demonstration of how to set up a KC/Scheme engine.<br />
* {{Card|Vault}}: KC/KC/Scheme/Scheme/Vault leads to a 12-card discard and a guaranteed Colony every turn.<br />
<br />
=== When Not to Buy ===<br />
<br />
Scheme isn’t a card you always want to buy. It’s typically a great addition to any engine and can potentially boost a Big Money deck but there are some specific times when you might want to avoid them.<br />
<br />
The one true counter: There is one card which absolutely destroys Scheme. I am referring of course to {{Card|Minion}}. Not only does it force you to discard the nice things you top-decked, but because you are discarding your good cards, the pool you have to draw your new 4 card hand is weaker. Double Ouch.<br />
<br />
Discard attacks: While not enough to completely forgo Scheme, discard attacks do discourage it a little. First, you don’t want to top-deck too many cards because you’ll just have to ditch them. This is in particular bad for KC/KC/Scheme/Scheme/X combos. Second, you might want to hold on to Schemes when you get hit, but the blind draw on them could mean you end up discarding a better card from hand than what you draw, which creates a bit of a dilemma. If there are discard attacks around, more than 3 Schemes is never going to help, unless you're top-decking a {{Card|Moat}}. <br />
<br />
Already reliable engines: As I said before, Scheme sacrifices power for reliability. But when you have an already reliable engine, and particularly when you have engine components at the same price point, you can probably forgo Schemes altogether. Something like {{Card|Wharf}}/{{Card|Fishing Village}} is a good example.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|King's Court}}<br />
* {{Card|Conspirator}}: Normally, the correct way to play Scheme is to top-deck your other actions. In a Scheme/Conspirator deck you want to put back 2 Schemes every turn. This guarantees that every Conspirator you play is activated, and basically lets you buy {{Cost|4}} {{Card|Grand Market|Grand Markets}}.<br />
* {{Card|Outpost}}: Scheme/Outpost needs a third card to work, but Scheme effectively neutralizes the typical drawback of Outpost by ensuring your 3 card hand has what you need in it. {{Card|Menagerie}} and {{Card|Scrying Pool}} are particularly outstanding candidates, though any [[Villages|Village]]/[[Smithies|Smithy]] pair will do.<br />
* {{Card|Hunting Party}}: Hunting Parties let you set up some really fast combos that can reliably get a {{Card|Province}} per turn, until, of course you don’t draw a Hunting Party. Then your deck with a single Gold and a ton of green can’t do much of anything. And since you really only need one Silver in your deck, there is no lost opportunity cost for picking up a scheme when you fail to hit {{Cost|5}}. Scheme turns the already reliable and fast Hunting Party stack into a true juggernaut nearly immune to greening.<br />
* {{Card|Remake}}: Open Remake/Scheme and trim your deck super fast while still building up economy by consistently turning Estates into Silvers. Then as you transition into an engine, you already have a Scheme to help smooth it out.<br />
* [[Double Tactician]]: These kinds of decks, when properly set up can do some amazing things and lead to extremely fast games. But if you fail to draw a Tactician to play, you can easily find yourself playing catch up. Scheme will thoughtfully place that old Tactician right back on top for you to keep it going.<br />
* {{Card|Golem}}: Golem/Scheme/X, once set up, will, with high probability, allow you to play the same turn every game. Replace X with a killer attack and this is a good substitute for the abusive KC combos described above. Alternatively, Golem/Scheme/{{Card|Counting House}} is a major improvement on just Golem/Counting House. As with all cute Golem tricks, you should be wary of the fact that Golems take a long time to get and that there may be faster options. <br />
* {{Card|Scrying Pool}}: This card’s only weakness in an Action-heavy deck is that you might not play it every turn. Scheme solves that problem, and Scrying Pool returns the favor by drawing the Scheme back into hand.<br />
* {{Card|Monument}}: Want free {{VP}} every turn?<br />
* {{Card|Herbalist}}: Even the lowly Herbalist gets some use, because the Herbalist returns Treasure and the Scheme returns Actions. Pair the two up: {{Card|Gold}}/{{Card|Remodel}}, {{Card|Alchemist}}/{{Card|Potion}}. Or just return the Herbalist every turn, allowing you to return a Potion every turn, to buy up all the {{Card|Vineyard|Vineyards}}. <br />
* {{Card|Trading Post}}: Trading Post is a uniquely nice early game trasher that benefits strongly from Scheme. Ordinarily Trading Post drops precipitously in efficacy past the first few turns of the game, but Scheme can keep it relevant through the midgame. And as you transition into another engine, the Schemes can be switched over to, say, {{Card|Laboratory|Laboratories}}.<br />
* {{Card|Hermit}}: On turns when you don't buy anything, by choosing Scheme's effect to happen first, Hermit loses track of itself when the {{Card|Madman}} is gained, and given that this gaining is not contingent on Hermit self-trashing, you can essentially get infinite Madmen this way.<br />
* {{Card|Prince}}: By Princing a Scheme, you can essentially have a flexible "Prince-anything", as the Scheme's cantrip pays for the cost of playing the Action, and can change which Action you have Princed retroactively.<br />
* {{Card|Training}}: Turn your Scheme into {{Card|Treasury}} that doesn't have Victory card penalty.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Minion}}<br />
* Already reliable [[engine|engines]] (such as {{Card|Fishing Village}} or {{Card|Wharf}} engines))<br />
* Action-less games<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|SchemeOld|Scheme}} || {{CardVersionImage|SchemeDigitalOld|Scheme from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck. || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Scheme|Scheme}} || {{CardVersionImage|SchemeDigital|Scheme from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. This turn, you may put one of your Action cards onto your deck when you discard it from play. || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Pleticha || || || ||<br />
|-<br />
!Dutch<br />
| Gekonkel || || || ||<br />
|-<br />
!Finnish<br />
| Juoni || || || ||<br />
|-<br />
!French<br />
| Complot || || || ||<br />
|-<br />
!German<br />
| Komplott || {{CardVersionImage|Scheme German-HiG|German Version by Hans im Glück}} || || '''+1 Karte<br>+1 Aktion'''<br>Zu Beginn deiner Aufräumphase darfst<br>du eine deiner ausgespielten Aktions-<br>karten wählen. Wenn du die gewählte<br>Karte in dieser Aufräumphase ablegen<br>würdest, darfst du sie stattdessen auf<br>deinen Nachziehstapel legen. || HiG translation error: "... you may choose one of your played Action cards. If you would discard the chosen card this Clean-up, you may put it on your deck."<br />
|-<br />
!Italian<br />
| Macchinazione (lit. ''machination'') || || || ||<br />
|-<br />
!Japanese<br />
| 画策 (pron. ''kakusaku'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 このターン、場のアクションカードのうち1枚を捨て札にするとき、それを山札の上に置いてもよい。 ||<br />
|-<br />
!Russian<br />
| Схема (pron. ''skhyema'') || || || ||<br />
|-<br />
!Spanish<br />
| Confabulación || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:SchemeArt.jpg|thumb|right|354px|Official card art.]]<br />
Scheme had a minor functional change when Dominion was updated for its second edition. Previously, cards that were not discarded from play during Clean-up (such as [[Duration]]s) could be chosen by Scheme's effect; this is no longer possible.<br />
=== Theme ===<br />
{{Quote<br />
|Text= You know, you've got your plan, it involves a {{Card|Spice Merchant}}, you do a lot of {{Card|Spice Merchant|Spice Merchanting}}. It was a satisfying name; it seemed kind of weird since it's an abstract thing, but I couldn't do better.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An old card. The premise was always the same, but the exact mechanism has varied a little. The important thing was not to have any weirdness with one-shots or duration cards or Throne Rooms played on duration cards. That's why it only works on cards that are discarded. Sometimes Scheme could work on itself, sometimes it couldn't, depending on what phrasing seemed simpler. It ended up working on itself; you can just be planning that Scheme for a while.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Why is the wording different from Herbalist? ===<br />
{{Quote<br />
|Text=Both cards just got the best wording they could have. In neither case did I really care if you could {{Card|Throne Room|Throne}} it. By default I would like cards to be {{Card|Throne Room|Throne}}-able, but {{Card|Herbalist}}'s best wording was to have below-the-line text. Scheme went through a bunch of wordings, at various points you could {{Card|Throne Room|Throne}} it or couldn't, it could be used on itself or not. It had to be clear what happened with duration cards and trickier things like {{Card|Throne Room|Throne}} used on duration cards. In the end it worked out that you can get back Scheme and can Throne it.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg352851#msg352851 Interview with Donald X.]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/OracleOracle2021-09-08T07:08:32Z<p>Ronedge02: /* Official FAQ */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Oracle<br />
|cost = 3<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Jessi J<br />
|text = Each player (including you) reveals the top 2 cards of their deck, and discards them or puts them back, your choice (they choose the order). Then, '''+2 Cards'''.<br />
}}<br />
<br />
'''Oracle''' is an [[Action]]-[[Attack]] from [[Hinterlands]]. It only draws 2 cards, but it allows for some filtering and has a mild attack. It is a fairly good pick up for both [[Big Money]] games and [[Engine|Engines]] which need some card draw. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First, each player, including you, reveals the top two cards of their deck, and either discards both of them or puts both of them back on top, your choice.<br />
* A player putting the cards back puts them back in any order they choose, and without needing to reveal that order. <br />
* Then, you draw two cards. <br />
* So if you put back the cards you revealed, you will draw them.<br />
<br />
=== Other Rules clarifications ===<br />
* Although in most cases, the order you put your 2 cards back won't matter, it does matter when you aren't drawing 2 cards (either because of your -1 Card token, or {{Way|Way of the Chameleon}}).<br />
<br />
== Strategy Article ==<br />
''Originally posted by WanderingWinder on the [http://forum.dominionstrategy.com/index.php?topic=2964.msg51202#msg51202 forum]''<br />
<br />
The big thing with Oracle, well, is the filtering. Without the filtering, it's a {{Card|Moat}}. Let me tell you, Moat for [[engine|engines]] isn't that great (though not totally unusable). And Moat for [[Big Money]] is also weak as all get out. (This assumes that Moat's defensive function is negligible, of course). But the filtering gives a lot to this card, both in how it affects you and in how it affects your opponent. The thing is, the card is very deceptive. <br />
It looks like the benefits to you and the attack on your opponent are totally even, totally mirrored. But in reality, they play very, very differently. This is one of the biggest reasons that the simulators play the card rather poorly. The attack part is largely "Are these better-than-average cards for them?" with a little bit of cycling concern. The sims play this okay now, though it could definitely be improved - you definitely want to know what your opponent is doing, and what's in their deck (how else are you supposed to know what average is?). I suppose also, it depends on the number of Oracles you play in a turn. Totally average (sans cycling issues) is the benchmark for one Oracle, but if you're playing more, you really want to stick them with something bad - if you have more cracks at it, roll the dice. <br />
<br />
But you should play the filtering portion on yourself very, very differently. Basically, what you want to do here is ask yourself, do these cards give me a meaningful advantage right now, given what I know about my hand? The knowledge of what's in your hand is huge, and it makes a big difference on how you play things. For example, I'm playing mostly a money deck, and it's toward the endgame. My hand is {{Card|Silver}} {{Card|Copper}} Copper Oracle {{Card|Province}}. I play and find silver copper for me. Now, this is quite possibly better-than-average here for you. But what will you do with it? Buy a {{Card|Duchy}}. So usually, in these situations, you want to roll the dice - it's very unlikely you won't get at least {{Cost|1}} back to buy your duchy anyway, and there's a chance you get to your Province. Similarly, if in the same situation, my hand is {{Card|Gold}} Silver Copper Copper Oracle, and I turn up Province Copper, I'm keeping those, buddy - yeah, it's a sucky draw of two cards, but you know, I don't need a good draw; it's good enough, it ensures me a Province, so keep and laugh your way to the bank. No, not the {{Card|Bank|card}}.<br />
<br />
The thing is, Oracle looks like a draw card, and it is a draw card, but it does not play very much at all like other draw cards. It's a drawer+filterer. Whereas most draw cards let you draw lots of cards, the only way to get Oracle to really work for you is to have it draw the right cards. Whereas with something like a {{Card|Smithy}}-based engine, you can draw your whole deck (or close to it) relatively easily, this is going to be a tall order with Oracle.<br />
To illustrate what I mean by this, I want to look at an Oracle-{{Card|Festival}} engine. Yes, Oracle-Festival. I played this against a strong opponent once, and I distinctly remember him saying something like 'What? But that's no net cards!' (Actually he phrased it differently, but he was shocked at how such a terrible strategy could be doing anything good). The point is, playing Festival then Oracle leaves you, at the end of things, with the same number of cards you started with. You are just spinning your wheels. But every time you spin those wheels, you pick up some money, you pick up a Buy, and most importantly, you get the filtering, which gives you a pretty good chance of having those wheels keep spinning, so you ARE making progress. And you get a little attack on your opponent in the process.<br />
<br />
Oracle is at its most powerful when it turns your opponents good cards over (you can make them miss a power card for a whole reshuffle, a strong attack) and when it turns your weak cards over (skip them - a strong filter). When you always use it to put cards back, it's not really better than Moat. Having said that, this means it's good with cards that will have opponents' good cards on the top of their deck (maybe big {{Card|Scheme}}/{{Card|Alchemist}}/{{Card|Treasury}} chains? -it's pretty rare), or cards that bring the top of your deck to be pretty junky. This means it works rather poorly with something like {{Card|Scout}} (as if this card needed negative synergy!) and {{Card|Cartographer}}, but possibly good synergy with something like {{Card|Apothecary}}, which often leaves you with a couple green cards on top. It's also good against, say, your opponents' {{Card|Ghost Ship|Ghost Ships}} - just ship your worst cards to the top of your deck, and skip them.<br />
<br />
<br />
I find that Oracle is a bit better in [[engine|engines]] than it is in [[Big Money]], simply because you get more out of the filtering effect. Yes, the filtering can help you in money, but it tends to help more with engines, where you need a certain type of card and can hunt for it. Also note that you should basically never skip past a pair of your own [[cantrip|cantrips]] (unless you're out of actions), as the benefit of doing this is just getting to the next two cards, which... you get to anyway with the cantrips! There may be some weird reshuffle exceptions....<br />
<br />
Speaking of the reshuffle, the last point to talk about here is cycling. Now, I don't think cycling is a HUGE factor on how you should play Oracle, with the following caveat: if going fishing for a better set of two cards will trigger a reshuffle, you really need to consider this as part of your decision-making process when you're trying to figure out whether to hold what you have or roll the dice with two new cards. If you've got lots of good cards in hand or play, you should really consider holding two even less-than-average cards. For instance, if you've got Gold Silver Copper Estate Oracle, and flip up Copper Estate, early in the game, you really want to consider keeping this if you'd otherwise trigger a reshuffle. The reason is, of course, that if you go fishing, you might get your Province, but you for sure lose your Gold Silver and Oracle for another reshuffle, which is something you don't want. And how much better is Province for you than gold at this point anyway? Conversely, if you've got a hand of junk, you might want to throw back a couple of above-average cards, just to make the junk not be in your next reshuffle at all. <br />
=== Synergies/Combos ===<br />
* [[Engine|Engines]]<br />
* Opponents' {{Card|Ghost Ship|Ghost Ships}}<br />
* Opponents' {{Card|Alchemist}} stacks<br />
* {{Card|Apothecary}}<br />
* {{Card|Stash}}<br />
=== Antisynergies ===<br />
* Monotonous decks (i.e. {{Card|Jack of all Trades}} and {{Card|Trader}} do it very few favours)<br />
* Opponents' {{Card|Farming Village|Farming Villages}}, {{Card|Loan|Loans}}, and {{Card|Venture|Ventures}} (that they can re-order the cards they put back helps them way more than you)<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|OracleOld|Oracle}} || {{CardVersionImage|OracleDigitalOld|Oracle from Goko/Making Fun}} || Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them or he puts them back on top in an order he chooses. '''+2 Cards'''. || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Oracle|Oracle}} || {{CardVersionImage|OracleDigital|Oracle from Shuffle iT}} || Each player (including you) reveals the top 2 cards of their deck, and discards them or puts them back, your choice. They choose the order to return them. Afterwards, you draw 2 cards. || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|-<br />
| || {{CardVersionImage|OracleDigital2|Oracle from Shuffle iT}} || Each player (including you) reveals the top 2 cards of their deck, and discards them or puts them back, your choice. They choose the order to return them. Afterwards, '''+2 Cards'''. || {{Set|Menagerie}} errata || March 19, 2020<br />
|-<br />
| || || Each player (including you) reveals the top 2 cards of their deck, and discards them or puts them back, your choice (they choose the order). Then, '''+2 Cards'''. || Hinterlands (2020 printing) || October 2020<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Věštírna || || || ||<br />
|-<br />
!Dutch<br />
| Orakel || || || ||<br />
|-<br />
!Finnish<br />
| Oraakkeli || || || ||<br />
|-<br />
!French<br />
| Oracle || || || Chaque joueur (vous compris) dévoile les deux premières cartes de sa pioche et les défausse ou les replace (votre choix). S'il doit les replacer, il choisit l'ordre. Ensuite, piochez 2 cartes. ||<br />
|-<br />
!German<br />
| Orakel || [[File:Oracle.German.jpg|100px]] || || Jeder Spieler (auch du) deckt die obersten 2&nbsp;Karten seines Nachziehstapel auf und legt sie nach deiner Wahl ab oder in einer Reihenfolge seiner Wahl zurück. Danach ziehst du 2&nbsp;Karten.<!--'''+2&nbsp;Karten'''--> ||<br />
|-<br />
!Italian<br />
| Oracolo || || || ||<br />
|-<br />
!Japanese<br />
| 神託 (pron. ''shintaku'') || || || 他のプレイヤーは全員、山札の上から2枚を公開し、あなたの選択により、それらを捨て札にするか自分の好きな順番で山札に戻す。その後、あなたは'''+2 カードを引く'''。 ||<br />
|-<br />
!Russian<br />
| Оракул (pron. ''orakul'') || || || ||<br />
|-<br />
!Spanish<br />
| Oráculo || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:OracleArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Theme ===<br />
{{Quote<br />
|Text= The original {{Card|Spy}} was {{Card|Spy}}, but often this kind of effect corresponds to seeing the future.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally there was a card that had you look at your top two, trash them or discard them or leave them, then draw two. It was too strong, so I axed the trashing and made it a {{Card|Spy}}-like attack. At first that had you always pick one for them to discard, putting the other back, but I found it less oppressive when they had to leave both or discard both. I tried a few when-gain triggers on this card - there was one that trashed a card from your hand when you gained it, one that {{Card|Navigator}}'d once, and one that {{Card|Chancellor}}'d. The Chancellor thing was cute, but made the card too attractive just for the when-gain - meaning, people bought it for that, then happened to be attacking you. The attack was just too annoying to have people buying it when they didn't really mean it.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Wording ===<br />
Without your -1 Card token or {{Way|Way of the Chameleon}}, it doesn't matter how you put your own 2 cards back. When Donald X. was asked why Oracle still lets you order them, he said:<br />
{{Quote<br />
|Text=<br />
It's just something that had to happen. We have to either let you pick the order, or specify the order. If we specify the order then you need to keep track of the order. And the order doesn't matter. So you get to pick.<br />
<br />
If it didn't affect all players, it would just have you either put the cards into your hand, or discard them and draw 2, like {{Card|Catacombs}} does. But since it hits everyone this was the simplest wording.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12770.msg473905#msg473905 Oracle Drawing Order]<br />
}}<br />
In 2016, Oracle got changed to "draw 2 cards," and then it got changed back to +2 Cards in 2020.<br />
{{Quote<br />
|Text=<br />
Cards that draw cards should all say +1 Card, to avoid confusion with {{Way|Way of the Chameleon}}. Some cards reveal cards and then put them into your hand, which feels like drawing but can't be +1 Card. But just a few cards e.g. Oracle got changed when the wordings got fixed up everywhere, just to have a more natural wording. Oops, {{Way|Way of the Chameleon}}. Most printed copies of those cards have the +Cards wording, and the intention is to go back to it. I don't want to look through all the cards now to be more definitive; maybe there's an important exception. But.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/285903840660946954/752960939502076045 Dominion Discord, 2020]<br />
}}<br />
=== Retrospective ===<br />
Donald X. has stopped playtesting with Oracle.<br />
{{Quote|Text= I hate Oracle. Just, way to ruin a playtest. Are you trying to find out how good Sheep is, oh I make you discard it this shuffle, oh again on the next shuffle, you are learning nothing about Sheep this game. It's slow too. And some games it's your weak draw, and you buy them up, and then we endlessly sit through them resolving and flipping over Sheep. Man.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Fool%27s_GoldFool's Gold2021-08-08T07:56:39Z<p>Ronedge02: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Fool's Gold<br />
|cost = 2<br />
|type1 = Treasure<br />
|type2 = Reaction <br />
|illustrator = Ryan Laukat<br />
|text = If this is the first time you played a Fool's Gold this turn, +{{Cost|1}}, otherwise +{{Cost|4}}.<br />
|text2 = When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.<br />
}}<br />
<br />
'''Fool's Gold''' is a [[Treasure]]-[[Reaction]] from [[Hinterlands]], and it is the only Treasure-Reaction card in the game. Despite only costing {{Cost|2}}, Fool's Gold is a card which gets progressively more powerful the more of them are played together.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The first Fool's Gold you play in a turn is worth {{Cost|1}}, and all further copies are worth {{Cost|4}}. <br />
* So if you play three of them, you get {{Cost|1}} + {{Cost|4}} + {{Cost|4}}, or {{Cost|9}} total.<br />
* Fool's Gold is also a Reaction. <br />
* When another player gains a {{Card|Province}}, you may trash Fool's Gold from your hand to gain a Gold from the [[Supply]], putting it onto your deck. <br />
* You cannot use this ability when you gain a {{Card|Province}}, only when another player does.<br />
=== Other Rules clarifications ===<br />
* If you play the same Fool's Gold twice in the same turn (with {{Card|Crown}} or {{card|Counterfeit}}), the second play will produce +{{Cost|4}}.<br />
* If another player gains a {{Card|Province}} during your turn (e.g. you play a {{Card|Governor}} and they trash a {{Card|Forge}} into {{Card|Province}}), you can react with your Fool's Gold.<br />
<br />
== Strategy ==<br />
Fool’s Gold is a cheap, dense [[payload]] card that is entirely reliant on [[collision|colliding]] with copies of itself. As such, Fool’s Gold is most usable in Kingdoms with [[thinning|thinner]]s, which can remove your starting cards and increase your odds of such collisions. Fool’s Gold is also good with sources of +Buy, both to get multiple copies of Fool’s Gold at once and to effectively utilize the potentially large amount of {{Cost}} generated. [[Draw]] also works well with Fool’s Gold, as every additional [[stop card]] supported can be another {{Cost|4}} generated. Fool's Gold is less likely to be impactful in Kingdoms lacking one or more of these effects.<br />
<br />
Cards that provide multiple of the effects above synergize well with Fool’s Gold. {{Card|Forager}}, {{Card|Counterfeit}}, and {{Card|Sanctuary}} all provide early thinning and +Buy so that you can start buying and colliding Fool’s Golds. On an early {{Cost|5}}, a {{Card|Mint}} (trashing 5 {{Card|Copper|Coppers}}) can similarly be useful to both encourage collisions and quickly add more Fool’s Golds. [[Terminal draw]] cards with +Buy, such as {{Card|Barge}}, also work nicely with Fool’s Gold, but will often appreciate other sources of thinning.<br />
<br />
In Kingdoms with the right support, Fool’s Gold can be a very effective source of payload. Because of its cheap cost, with each additional copy generating {{Cost|4}} but only costing {{Cost|2}}, it’s easy to add to your deck and an effective way to rapidly increase your economic output. Additionally, with sufficient copies, it generates more {{Cost}} per [[stop card]] than does {{Card|Gold}}; three copies of Fool’s Gold generates the same amount of {{Cost}} as three {{Card|Gold|Golds}} or {{Cost|3}} per card, four copies of Fool’s Gold generates 3.25{{Cost}} per card, and so on. Fool’s Gold is best added to your deck after you’ve begun working on your [[deck control]], as if you can’t reliably line them up adding a Fool’s Gold is similar to buying a {{Card|Copper}}.<br />
<br />
Even in Kingdoms with the right support, Fool’s Gold still has some of the typical problems of [[Treasure]]-based payload. Most importantly, it’s a stop card that can cause even a strong engine to [[dud]] with unlucky [[reshuffle|shuffles]]. Second, because its use is restricted to the [[Buy phase]], you cannot set up [[gain and play]] situations as you can with other strong payload cards such as {{Card|Altar}}, and it anti-synergizes with [[Throne Room variant]]s and [[draw to X]].<br />
<br />
Fool’s Gold’s [[Reaction]] is rarely worth using, as doing so likely reduces your {{Cost}} generation for your coming turn, and trashing a Fool’s Gold reduces your odds of colliding them in future turns. As an example, if you have two Fool’s Golds in hand, Reacting and trashing one reduces your coming turn’s economy by {{Cost|4}} in exchange for {{Cost|3}} the turn after. In most cases, Reacting for a {{Card|Gold}} is likely going to cause you to generate less {{Cost}} than if you just keep the Fool’s Gold. Also, adding a stop card to the top of your deck is likely to cause an [[engine]] to [[dud]].<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''<br />
* [http://forum.dominionstrategy.com/index.php?topic=2143.0 A_S00's 2012 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Fool's GoldOld|Fool's Gold}} || {{CardVersionImage|Fool's GoldDigitalOld|Fool's Gold from Goko/Making Fun}} || If this is the first time you played a Fool's Gold this turn, this is worth {{Cost|1}}, otherwise it's worth {{Cost|4}}.<br>When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck. || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Fool's Gold|Fool's Gold}} || {{CardVersionImage|Fool's GoldDigital|Fool's Gold from Shuffle iT}} || Worth {{Cost|1}} if it's the first time you played a Fool's Gold this turn, otherwise worth {{Cost|4}}.<br>When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck. || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|-<br />
| || {{CardVersionImage|Fool's GoldDigital2|Fool's Gold 2020 version from Shuffle iT}} || If this is the first time you played a Fool's Gold this turn, +{{Cost|1}}, otherwise +{{Cost|4}}.<br>When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck. || Hinterlands (2020 printing) || October 2020<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Kočičí zlato || || || ||<br />
|-<br />
!Dutch<br />
| Klatergoud (lit. ''shining gold'') || || || ||<br />
|-<br />
!Finnish<br />
| Katinkulta || || || ||<br />
|-<br />
!French<br />
| Or des fous || || || ||<br />
|-<br />
!German<br />
| Katzengold || {{CardVersionImage|Fool's Gold German-HiG|German Version by Hans im Glück}} || || Wenn du Katzengold zum ersten Mal<br>in diesem Zug ausspielst, ist es {{Cost|1}} wert,<br>ansonsten ist es {{Cost|4}} wert.<br>Wenn ein Mitspieler eine Provinz nimmt,<br>darfst du diese Karte aus deiner Hand<br>entsorgen. Wenn du das machst: Nimm<br>dir ein Gold und lege es auf deinen<br>Nachziehstapel. ||<br />
|-<br />
!Italian<br />
| Oro dello Stolto || || || ||<br />
|-<br />
!Japanese<br />
| 愚者の黄金 (pron. ''gusha no ōgon'') || || || これがこのターンに使用した最初の愚者の黄金の場合、{{Cost|1}}。それ以外の場合、{{Cost|4}}。 他のプレイヤーが属州1枚を獲得するとき、手札からこれを廃棄してもよい。廃棄した場合、金貨1枚を山札の上に獲得する。 ||<br />
|-<br />
!Russian<br />
| Золото Дураков (pron. ''zoloto durakov'') || || || ||<br />
|-<br />
!Spanish<br />
| Oro Falso (lit. ''fake gold'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Fools_GoldArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Theme ===<br />
{{Quote<br />
|Text= This name was on different cards at different points; it was a useful name. The original Fool's Gold was the action version of {{Card|Diadem}}. This card was hard to name and this name seemed to fit, so here it is. It varies in value, and when people get desperate towards the end, they don't look as closely at your money.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Preview ===<br />
{{Quote<br />
|Text=<br />
Fool's Gold meanwhile is the kind of card you might want two of on turn two. A Fool's Gold-based economy can rake in the cash, provided you can get rid of your {{Card|Copper|Coppers}} and/or draw extra cards. One is only worth {{Cost|1}}, but two together are {{Cost|5}}, and three are {{Cost|9}}. Other quantities are left as an exercise for the reader.<br />
<br />
Fool's Gold can also turn into {{Card|Gold}} in the late game. You may not even want to do this when you're going all-out for Fool's Golds, but some games you just picked one up randomly when you had {{Cost|2}}, or you got some to stop other players from getting all of them, or you got some and then realized, wait a minute, I do not have what I need to make this work. And then you wait patiently for someone to buy a {{Card|Province}}, and cash in. The Gold you gain goes right on your deck, so you even have a chance to draw it before the game's over.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://boardgamegeek.com/thread/711061/previews-2 Hinterlands Previews #2]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The top started out as worth {{Cost|1}} per copy you had, on a version of {{Card|Ill-Gotten Gains}}. It needed a tortured wording to have it be that if you played three you got {{Cost|3}} for each, since you play them one at a time. Bill Barksdale suggested having it be {{Cost|1}} and then {{Cost|4}}, which was much simpler. It's stronger when you have just two, and weaker when you have more than three, but that all worked out. Meanwhile the bottom started on a card in a later set, and bopped around a little before ending up here. At one point the {{Card|Gold}} didn't go on top of your deck, but it's so late, it has to go there.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/CrossroadsCrossroads2021-08-02T08:24:40Z<p>Ronedge02: /* Synergies/Combos */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Crossroads<br />
|cost = 2<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = Reveal your hand. '''+1 Card''' per Victory card revealed. If this is the first time you played a Crossroads this turn, '''+3 Actions'''.<br />
}}<br />
<br />
'''Crossroads''' is an [[Action]] card from the [[Hinterlands]] expansion. It offers +1 card per [[Victory card]] already in your hand. Additionally, the first time you play it per turn, it offers +3 [[Action|Actions]]. It is one of two cards in Dominion (the other being {{Card|Bustling Village}}) which offers +3 Actions in one turn, but unlike Bustling Village is limited to giving the bonus only once per turn. This allows Crossroads to play the role of a [[villages|village]] in some [[engine|engines]], but only those that do not depend on too many [[terminal]] Actions being played per turn. <br />
== FAQ == <br />
=== Official FAQ ===<br />
* First reveal your hand, and draw a card for each Victory card you revealed, if any. <br />
* The revealed cards all stay in your hand. <br />
* Then, if this is the first time you played a Crossroads this turn, you get +3 Actions. <br />
* Subsequent Crossroads this turn will give you cards but not Actions. <br />
* If you use {{Card|Throne Room}} on Crossroads, you will play Crossroads twice, getting +3 Actions the first time but not the second time.<br />
=== Other Rules clarifications ===<br />
* Cards with multiple types of which one is the Victory type (such as {{Card|Mill}}) are counted as Victory cards.<br />
* If your first Crossroads is either [[Enchantress|enchanted]] or played as a [[Way]], the second one will not give +Actions.<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=860.msg12721#msg12721 Original article] by rinkworks''<br />
<br />
Crossroads is a very interesting, unique card. Multiples can serve as both halves of a +Actions/+Cards [[engine]], a strange feat accomplished by no other card save {{Card|Nobles}}. But Crossroads is dramatically cheaper than Nobles and therefore much easier to accumulate. It also has a much better upside: +3 Actions and unbounded drawing power! Compensating for these relative strengths, however, is the tricky coordination required to activate them.<br />
<br />
To analyze this card properly, I think it's important to look at two different cases separately. These cases are (1) when [[Victory]] cards in hand are always "[[dead]]" cards until the end of the game; and (2) when it helps to have Victory cards in your hand. The reason I want to separate these cases is that the mechanics of the card are much easier to understand on an intuitive level if we consider the simple first case first.<br />
<br />
==== When Victory Cards In Hand Are Dead ====<br />
<br />
First, let's imagine a deck with no Victory cards whatsoever. You've trashed your starting {{Card|Estate|Estates}} and not gained any other victory cards. What does a Crossroads do for your deck? Obviously in this case, all you'll ever get from a Crossroads is +3 Actions. And if multiple Crossroads collide, you don't get anything from the duplicates. How good is a one-time +3 Actions? I would argue that it's not very good. In a 5-card hand, the +3 Actions are only fully useful if 3 of your other 4 cards are [[terminal]] actions, or if you have [[terminal card draw|drawing terminals]] that will pull in other terminals.<br />
<br />
Thing is, it's really tough to use this [[Villages|Village]]-type effect without also having drawing power. If you've ever tried to build a +Actions/+Cards engine with {{Card|University}}, {{Card|Nobles}}, {{Card|Shanty Town}}, or {{Card|Native Village}}, you know how much that +1 Card on the [[vanilla]] {{Card|Village}} really helps. Even the lack of draw on {{Card|Fishing Village}} hurts sometimes. If the draw component of a +Actions/+Cards engine is lacking, getting an extra extra action from Crossroads still leaves you with a draw problem.<br />
<br />
Additionally, since Crossroads cards don't stack, you won't want to get too many, for fear they'll collide. And if you can't get too many, that means you shouldn't be buying lots of terminals, and if you're not buying lots of terminals, you're probably not going to use the +3 Actions you get. It's a vicious circle.<br />
<br />
But everything I've said so far is probably obvious: the real power of Crossroads is when you get some drawing power out of it. So let's consider the effect of a single Crossroads card in a deck with some percentage of victory cards.<br />
<br />
Let's say your deck consists of 50% Victory cards. Given such a deck, a hand of Crossroads-X-X-Estate-Estate is probably quite likely. Now we play the Crossroads, which gives us +2 Cards and +3 Actions. That's pretty spectacular! It's basically the equivalent of a Laboratory and two Villages. Staggering. Now, what do we draw? Remember that our deck consists of 50% victory cards, so if we draw two cards, the average case is that we'll draw one Victory card and one X. Now our hand is this: X-X-X-Estate-Estate-Estate.<br />
<br />
But hang on. Isn't this an even worse outcome than our earlier example of a deck with no victory cards? Remember, we're operating under the assumption that Victory cards in hand are always dead to us, so the useful part of our hand is now X-X-X. But in the earlier example, we had X-X-X-X after playing the Crossroads.<br />
<br />
This is the Crossroads paradox: you need Victory cards to activate Crossroads, but having Victory cards in your deck weakens your deck more than a single Crossroads strengthens it. See, the thing is, even in the best case, a single Crossroads only gets you to the point you'd have been if you hadn't had any Victory cards in your deck at all. Say your perfect shuffle luck got you a hand consisting of Crossroads-Estate-Estate-Estate-Estate. You play the Crossroads, and let's say you draw four non-Victory cards. Now your hand consists of Estate-Estate-Estate-Estate-X-X-X-X. Since we're assuming all Victory cards are dead cards, the useful part of your hand is only X-X-X-X, which is exactly what it would have been if you hadn't had any Victory cards in your deck in the first place!<br />
<br />
So maybe the solution to this paradox is to accrue multiple Crossroads. Let's say our hand is Crossroads-Crossroads-X-Estate-Estate, again from a deck of 50% Victory cards. Playing the first Crossroads gives us 2 cards, 1 Estate and 1 X. Now our hand is Crossroads-X-X-Estate-Estate-Estate. Now play the second Crossroads. Let's be charitable and assume we draw 2 X's and 1 Estate. Our hand now is X-X-X-X-Estate-Estate-Estate-Estate. Well, we drew a lot of cards, but we still only got up to 4 X's, no better than having a single Crossroads in hand from a deck with no Victory cards. Worse, we lost one of our +3 Actions playing the second Crossroads.<br />
<br />
Obviously when you have such a deck, some hands will play out better than this, and some worse. But this is not a spectacular average case. Moreover, although increasing the number of Victory cards in your deck will further empower these Crossroads cards, that increase will also space out your Crossroads cards more, making them less likely to collide.<br />
<br />
Ultimately, Crossroads doesn't seem very good, does it? Except as an end-game accelerator: buying a mid-late game Crossroads might allow us to start greening earlier without clogging as badly. But that's a pretty narrow application for a card that seems like it should have better potential.<br />
<br />
But to understand the situations where it shines, let's take a brief second look at what it actually did for us in the above examples:<br />
<br />
The first Crossroads provides us the +Actions component of an engine, but it doesn't really provide +Cards so much as a pseudo-{{Card|Cellar}} effect. As observed, even in the best case, the first Crossroads can't get us more useful cards in hand than we might have gotten with perfect shuffle luck. And having the Crossroads in hand still uses up a card slot. So, again, the first Crossroads is really more like a Cellar with extra actions than something like a Level 2 {{Card|City}}, which provides both +Actions and +Cards free and clear.<br />
<br />
Successive Crossroads cards provide terminal drawing power, like {{Card|Moat}} or {{Card|Smithy}}. They use up an action to play, but now it's possible to accrue more useful cards in your hand than you started with. However, the drawing power of these extra Crossroads cards is somewhat determined by how diluted your deck is. So even if you get a staggering +4 Cards out of a Crossroads, the fact that you can get +4 Cards probably means the cards you draw won't all be useful ones.<br />
<br />
Now, certainly there are combo possibilities. If you can play a {{Card|Scout}} before playing Crossroads, not only will Scout increase the drawing power of your Crossroads, but it will increase the quality of the cards you draw with the Crossroads, which is pretty cool. But in the absence of synergy with other action cards, Crossroads is probably pretty bad most of the time.<br />
<br />
Unless....<br />
<br />
==== When Victory Cards In Hand Are Useful ====<br />
<br />
First, when might Victory cards in hand be useful?<br />
<br />
* When you have discard-for-benefit actions. These include {{Card|Hamlet}}, {{Card|Vault}}, {{Card|Secret Chamber}}, {{Card|Baron}}, {{Card|Tournament}}, and {{card|Shepherd}}. Having Victory cards in hand means you can discard these for some benefit, rather than having to discard a more useful card for those benefits.<br />
* When you have mandatory discard actions. These include {{Card|Horse Traders}}, {{Card|Young Witch}}, {{Card|Warehouse}}, {{Card|Embassy}}, and {{Card|Inn}}. These cards require you to discard something as compensation for receiving their other benefits. If you have Victory cards in hand, you can discard those instead of more useful cards.<br />
* When you have trash-for-benefit actions. These include the {{Card|Remodel}} family, {{Card|Apprentice}}, {{Card|Bishop}}, {{Card|Salvager}}, and {{Card|Trader}}. Assuming you might want to feed any of your Victory cards to these, Crossroads can help you draw these with those Victory cards.<br />
* When you have hybrid Victory cards. This is the obvious and strongest situation.<br />
<br />
The first three cases here are very situational, though they do occur and you shouldn't forget them. They only apply when such cards are in your deck, and the benefit you get from comboing them with Crossroads may or may not actually be worth the trouble to try to do so. <br />
<br />
But the last case can be overwhelmingly strong. Crossroads turn all your {{Card|Great Hall|Great Halls}} into {{Card|Laboratory|Laboratories}}, basically, because when you play Crossroads, you draw a card for each one, then draw another when you play each Great Hall itself. Having multiple Crossroads compounds that benefit even further.<br />
<br />
With {{Card|Nobles}}, Crossroads does better than drawing an extra card per Nobles: it also allows more of those Nobles to be played for +Cards rather than merely for +Actions, which is huge.<br />
<br />
With {{Card|Harem}}, Crossroads turns each one into an activated Conspirator, sort of, because you get +{{Cost|2}} from the Harem and also get an additional card in your hand for it.<br />
<br />
It's less effective with {{Card|Island}}, however, because the best way to use Island is to get it out of your deck as soon as possible, but it may still help you pair up your Islands with good Island targets.<br />
<br />
The bottom line is that Crossroads with hybrid Victory cards is probably a no-brainer. Otherwise, Crossroads is probably a bad bet unless there is a specific combo possibility, OR you have a spare {{Cost|2}} buy after you've started greening but before you want to start buying Estates.<br />
<br />
=== When your engine needs longevity through greening === <br />
<br />
An additional case where Crossroads can shine is when your engine will have to deal with many green cards anyway. If you will need to pick up Duchies, Dukes, or Silk Roads to win, you want to make sure that you don't stall midway though - Crossroads can help. It's particularly good in engines that don't have much treasure and rely on cantrips. <br />
<br />
=== Synergies/Combos ===<br />
* Hybrid Victory cards<br />
* Discard-for-benefit cards, including {{Card|Baron}} and {{Card|Tournament}}<br />
* Mandatory discard cards<br />
* Trash-for-benefit cards if your Victory cards are good targets for them<br />
* {{Card|Scout}}.<br />
* {{Card|Cellar}}. Simply doubles your draw. Works even better if you got some Victory cards from a Scout beforehand.<br />
* {{Card|Silk Road}} (only insofar as it makes accumulating a density of Victory cards more attractive)<br />
* {{Card|Stables}} makes for a good engine with Crossroads, since Stables makes use of the treasures and Crossroads takes advantage of the green that Stables can't discard.<br />
* Copper-trashing, such as {{Card|Moneylender}} and {{Card|Spice Merchant}} will also leave a higher-than usual density of green.<br />
*{{Card|Inheritance}} gives your Estates the effect of an action, potentially leading you to buy them en masse.<br />
* {{Card|Pasture}} doubles the point value of Estates, providing extra incentive to keep them in your deck.<br />
*{{Card|Shepherd}} essentially turns all the victory cards in your current hand into {{card|Laboratory|Laboratories}}.<br />
<br />
=== Antisynergies ===<br />
* Lack of the above<br />
* Opponent's {{Card|Enchantress}}<br />
* Availability of less finicky alternatives for +Actions, +Cards, and/or {{Card|Cellar}}-like sifting<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|CrossroadsOld|Crossroads}} || {{CardVersionImage|CrossroadsDigitalOld|Crossroads from Goko/Making Fun}} || Reveal your hand. +1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions. || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Crossroads|Crossroads}} || {{CardVersionImage|CrossroadsDigital|Crossroads from Shuffle iT}} || Reveal your hand. '''+1 Card''' per Victory card revealed. If this is the first time you played a Crossroads this turn, '''+3 Actions'''. || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Křižovatka || || || ||<br />
|-<br />
!Dutch<br />
| Splitsing || || || ||<br />
|-<br />
!Finnish<br />
| Tienristeys || || || ||<br />
|-<br />
!French<br />
| Carrefour || || || ||<br />
|-<br />
!German<br />
| Wegkreuzung || [[File:Crossroads.German.jpg|100px]] || || Decke deine Kartenhand auf: '''+1&nbsp;Karte''' pro aufgedeckter Punktekarte.<br>Ist dies das erste Mal in diesem Zug, dass du eine Wegkreuzung ausgespielst hast: '''+3&nbsp;Aktionen''' ||<br />
|-<br />
!Italian<br />
| Incrocio || || || ||<br />
|-<br />
!Japanese<br />
| 岐路 (pron. ''kiro'') || || || 手札を公開し、その中の勝利点カードと同じ枚数のカードを引く。これがこのターンに使用した最初の岐路の場合、'''+3 アクション'''。 ||<br />
|-<br />
!Russian<br />
| Перекрёсток (pron. ''pyeryekryostok'') || || || ||<br />
|-<br />
!Spanish<br />
| Encrucijada || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:CrossroadsArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Theme ===<br />
{{Quote<br />
|Text= It's at the intersection of your victory cards.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Preview ===<br />
{{Quote<br />
|Text=<br />
The first time you play Crossroads in a turn, it's like a {{Card|Cellar}} that only works on [[Victory]] cards, plus you get those extra Actions. The second time, you still get to draw cards for the Victory cards you didn't have to discard the first time. I imagine Crossroads looks crazy to some of you and well it's no fun if all the cards just look semi-okay.<br />
<br />
Crossroads and Fool's Gold both do something different the first time you play them in a turn, but that's not a sub-theme, there are just those two.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://boardgamegeek.com/thread/711443/previews-3 Hinterlands Previews #3]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version was +1 Action, +1 Card per Victory card in hand. It looked crazy but wasn't very good. Then for a long time it was, +1 Card per Victory card in hand, +1 Action per Action card in hand (you revealed a second time, so ones you drew counted). People were sad to see this go, but I could not justify having a card that meant you sometimes had no clue how many Actions you had and no way to figure it out either. Then it gave +2 Actions, but that version was too strong. Giving you +3 Actions just the first time is cute, and means you can't go too nuts without other cards helping.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/FairgroundsFairgrounds2021-07-14T06:20:59Z<p>Ronedge02: /* Synergies/Combos */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Fairgrounds<br />
|cost = 6<br />
|type1 = Victory<br />
|illustrator = Jessi J<br />
|text = Worth '''2'''{{VP}} per 5 differently named cards you have (round down).<br />
}}<br />
<br />
'''Fairgrounds''' is a [[Victory]] card from [[Cornucopia]]. Following Cornucopia's theme of variety, it increases in value as you get more differently named cards in your deck. In a standard game, its maximum possible value is 6, with even 4 being difficult to reach; however, in some circumstances Fairgrounds can be built up to incredibly high point values. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* At the end of the game, this is worth 2{{VP}} per 5 differently named cards in your deck, rounded down. <br />
* So if you have 0-4 different cards, it is worth 0{{VP}}; if you have 5-9, it is worth 2{{VP}}; if you have 10-14, it is worth 4{{VP}}; if you have 15-19, it is worth 6{{VP}}; and so on.<br />
* By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via {{Card|Young Witch|Young Witch's}} setup rule, or due to {{Card|Tournament}}. <br />
* Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players.<br />
=== Other Rules clarifications ===<br />
* Differently named [[Shelter|Shelters]], [[Ruins]], and {{Card|Knights}} (from [[Dark Ages]]) count as different cards.<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2011/06/14/cornucopia-fairgrounds/ Original article] by theory.''<br />
<br />
Like {{Card|Gardens}}, there are two ways to play Fairgrounds: either as consolation prizes because you missed out on a {{Card|Province}}, or as a strategy unto itself.<br />
<br />
If you treat them as consolation prizes, they are almost certainly going to end up being worth 4{{VP}}. It’s rare that you can’t get up to 10 unique cards; if you don’t have 10, you’ll probably know, because you’re running a very thin deck. {{Card|Copper}}, {{Card|Silver}}, {{Card|Gold}}, {{Card|Estate}}, {{Card|Duchy}}, {{Card|Province}}, {{Card|Fairgrounds}} - that's already 7 unique cards, and you're surely going to put at least a few different action cards in your deck as well to get to 10. <br />
<br />
If you decide to go for them, you should realize that there’s only 17 different cards in an ordinary Province game. So they’ll max out at 6{{VP}} each, after 15 unique cards. The way to keep track of your deck (as suggested by Blooki / Triceratops) is to glance over a Province board and pick out two cards you do not want in your deck, then focus on getting a copy of each of the rest by endgame. <br />
<br />
Of course, this "17" number can change in a variety of ways.<br />
* {{Card|Platinum}} and {{Card|Colony}} add two more cards. <br />
* [[Alchemy]] adds {{Card|Potion}}.<br />
* {{Card|Young Witch}} adds the Bane pile.<br />
* {{Card|Tournament}} adds up to 5 Prizes, though your opponent will likely get a few.<br />
* [[Dark Ages]] games may have <br />
** [[Ruins]] (up to 5 new cards)<br />
** [[Shelters]] (3 new cards)<br />
** {{Card|Mercenary}}<br />
** {{Card|Madman}}<br />
** {{Card|Spoils}}<br />
** {{Card|Knights}} (up to 10 new cards, though your opponent may get a few)<br />
* {{Card|Page}} and {{Card|Peasant}} add 4 cards they upgrade into.<br />
* {{Card|Black Market}} (extremely high number of new cards, depends on the setup). <br />
* {{Card|Castles}} (up to 8 new cards, though your opponent may get a few)<br />
* A [[Split pile]] adds 1 per split pile in the Kingdom.<br />
<br />
With those helper cards, you can pump Fairgrounds up to higher point values; you'll need to count whether you can reach a total of 20 or even 25 unique cards in your deck, depending on what is available. Here, singleminded pursuit of Fairgrounds is much more viable, as they will end up paying off even greater than Provinces. But it takes much, much longer: a Fairgrounds deck’s critical weakness is how difficult it is to synthesize so many different cards together into a meaningful deck. Throwing in random crap from a Black Market deck is quite unlikely to work unless you are drowned in a surplus of +Actions.<br />
<br />
This suggests, moreover, that the key to making Fairgrounds work is a set of non-terminals. In the late game, you don’t want to be passing up the last Fairgrounds because you need to get around to picking up a {{Card|Moneylender}}. At the same time, you don’t want to just open with {{Card|Explorer}} / {{Card|Loan}} / {{Card|Thief}} / {{Card|Counting House}}, not unless you want a deck that goes nowhere fast. So ideally, you fit as many pieces as you can into a functioning engine (either because they are all non-terminals, or you have a ton of +Actions), and then grab the ill-fitting ones as close to the end as possible, so they don’t interfere with your Fairgrounds-buying engine. +Buy is golden here, since it allows you to get it done in far fewer turns than you’d otherwise need.<br />
<br />
Like all Kingdom [[Victory]] cards, Fairgrounds does well with {{Card|Hoard}}. Although it doesn’t do anything (like {{Card|Nobles}} or {{Card|Harem}}), its cost makes it a prime candidate for {{Card|Remodel|Remodeling}}, {{Card|Salvager|Salvaging}}, {{Card|Apprentice|Apprenticing}}, and other [[trash-for-benefit]] Actions.<br />
<br />
Fairgrounds synergizes well with {{Card|Trade Route}}, a card that is normally not one of the strongest cards. Trade Route provides +Buy, modest deck-thinning for engine building, and gives an additional +{{Cost|1}} once the first Fairgrounds is purchased. The presence of Fairgrounds on the board also makes it more likely that people will purchase Duchies and other Victory cards that might not normally be purchased, making it likely that Trade Route's cash bonus will be bumped up further earlier in the game. Trade Route is also a card that most decks only want one of, making it a good addition to Fairgrounds-based engines.<br />
<br />
{{Card|Knights}} are an interesting case. Theoretically, they add 9 unique cards to the kingdom. However, unless your opponent ignores them completely, it will be impossible to get all of them. Moreover, Knights do so much damage to your deck that it will make it hard to keep all your different cards, and eventually the Knights tend to wipe each other out as well.<br />
<br />
=== Engines and Mega-turns ===<br />
Fairgrounds synergizes well with [[Engines]] and [[megaturn|megaturns]], and can make engines strategies more feasible and powerful. With abundant +Buy, the lower cost of Fairgrounds makes it easier to buy them in quantity than Provinces. Relative to [[Big Money]] strategies, Engines tend to get a slower start but reach greater buying power in the long-run. Big money also does not have much choice over the pace of buying Victory cards--it generally must buy them whenever possible, or else fall behind. The ability to time when the game ends is thus of key importance in an engine, and the presence of Fairgrounds makes this possible in two ways:<br />
* Because Fairgrounds is cheaper, an engine can empty this pile faster than Provinces, if going for a fast win.<br />
* If behind, and needing to prolong the game, an engine can choose to buy from the Victory piles that are less depleted, prolonging the game and giving time to catch up. Fairgrounds also places much more total {{VP}} on the board, thus favoring a long-term approach.<br />
Fairgrounds synergizes very well with megaturn strategies like those involving {{Card|Bridge}}; it is much easier to reduce Fairgrounds to a very low cost and buy them in large quantity.<br />
<br />
The presence of Fairgrounds alone on a board does not guarantee that engines or mega-turn based decks are viable, but it might make these strategies more attractive than they would be without Fairgrounds.<br />
=== Examples ===<br />
In this [http://councilroom.com/game?game_id=game-20130106-133625-02f5ead2.html] game, -Stef- uses {{Card|Farming Village|Farming Villages}} and {{Card|Grand Market|Grand Markets}} to get +actions and +{{Cost|}}(and buy) to get lots of variety without clogging his deck and win. <br />
=== Synergies/Combos ===<br />
* [[Engines]], especially ones based on mega-turns:<br />
**+Buy,<br />
*** {{Card|Contraband}} is especially helped by Fairgrounds, since being blocked from buying one card means less when you're trying to collect a diversity of cards. <br />
** Nonterminals, [[Villages]], or cards like {{Card|Fishing Village}} that produce a surplus of +Actions<br />
* [[Megaturn]] strategies<br />
* {{Card|Trade Route}}<br />
* [[Combo: Black Market and Fairgrounds]]<br />
* {{Card|Harvest}}, {{Card|Menagerie}}, {{Card|Horn of Plenty}} because they reward diversity<br />
* [[Dark Ages]], since [[Shelters]] give 3 free unique cards, and because Dark Ages includes a variety of ways to go above and beyond the number of Kingdom Cards. ({{Card|Knights}}, [[Ruins]], cards not in the Supply).<br />
* [[Heirloom]] cards can give you a free unique card<br />
<br />
=== Antisynergies ===<br />
* Heavy [[trashing]]<br />
* [[Big money]]<br />
* [[terminal|terminals]] <br />
* {{Card|Colony}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|FairgroundsOld|Fairgrounds}} || {{CardVersionImage|FairgroundsDigitalOld|Fairgrounds from Goko/Making Fun}} || Worth 2{{VP}} for every 5 differently named cards in your deck (round down). || Cornucopia 1st Edition || June 2011<br />
|-<br />
| {{CardVersionImage|Fairgrounds|Fairgrounds}} || {{CardVersionImage|FairgroundsDigital|Fairgrounds from Shuffle iT}} || Worth '''2'''{{VP}} per 5 differently named cards you have (round down). || Cornucopia [[Second Edition|2nd Edition]] || March 2018<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Tržiště (lit. ''marketplace'') || || || ||<br />
|-<br />
!Dutch<br />
| Kermisterrein || || || ||<br />
|-<br />
!Finnish<br />
| Markkinat (lit. ''fair'') || || || ||<br />
|-<br />
!French<br />
| Champ de foire || || || ||<br />
|-<br />
!German<br />
| Festplatz || {{CardVersionImage|Fairgrounds German-ASS|German Version by [[ASS Altenburger|ASS]]}} || || Wert 2 {{VP}} für je 5 Karten (abgerundet) mit unterschiedlichem Namen im eigenen Kartensatz bei Spielende. || ASS translation error: added "at end of game"<br />
|-<br />
!Italian<br />
| Mercatino (lit. ''flea market'') || || || ||<br />
|-<br />
!Japanese<br />
| 品評会 (pron. ''hinpyō-kai'', lit. ''fair'') || || || あなたのカード5種類 (端数切り捨て)につき'''2'''{{VP}}。 ||<br />
|-<br />
!Polish<br />
| Odpust || {{CardLangVersionImage|Polish}} || || ||<br />
|-<br />
!Russian<br />
| Ярмарка (pron. ''yarmarka'', lit. ''fair'') || || || ||<br />
|-<br />
!Spanish<br />
| Recinto Ferial || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:FairgroundsArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I wanted a victory card in the set, because I always do. My ideas list had two cards that seemed especially promising, and the other one fit the hand theme, but it didn't work out. So I put this one in, with no idea that it would end up defining the set. The first version cost {{Cost|6}} and was worth 1{{VP}} per 3 differently named cards in your deck. Then it cost {{Cost|5}}. Briefly there was, cost {{Cost|6}}, worth 1{{VP}} for every 2 differently named cards in your deck, other than {{Card|Copper}} and {{Card|Estate}}. John Vogel suggested the formula it actually has. There was some debate about what formula was perfect (especially with Tom Lehmann and Wei-Hwa Huang), but the important thing was, that you had sufficient incentive to collect everything.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]. <br />
}}<br />
=== Relevant outtakes ===<br />
The mentioned outtake eventually got used on {{Card|Animal Fair}} and {{Event|Advance}}.<br />
{{Quote<br />
|Text= Before Fairgrounds, I tried a {{VP}} card with an alternate cost. Instead of paying for it, you could trash two Action cards from your hand. You don't want to trash your Action cards though, so this didn't end up being very interesting.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]. <br />
}}<br />
=== Further development comments ===<br />
{{Quote<br />
|Text=<br />
Here are some more formulas that were suggested.<br />
<br />
"1{{VP}}. Worth +1{{VP}} extra for every three differently named (supply) cards in your deck, except for {{Card|Copper}} and {{Card|Estate}}."<br />
<br />
This was the last thing they suggested. As Tom said, the goal was to make Fairgrounds change value in more places (while being balanced). It had originally changed every 2 or 3 cards, now it was only changing every 5 cards. This wasn't a priority for me; I just wanted to make sure Fairgrounds was worth going for sometimes, i.e. getting ~15 different cards for. I didn't want the card to be more complex and sure wanted to count non-supply cards, because you know, that's fun.<br />
<br />
"1{{VP}} per differently named card, minus 10"<br />
<br />
Wei-Hwa suggested this, and I played a few games with it. Wei-Hwa ended up deciding it was not actually an improvement. It has a certain charm, and the math is easy. For me it was much more of a real option than these other ones. It didn't work out though.<br />
<br />
"Worth 4{{VP}} if you have at least 10 differently named cards in your deck, or 5{{VP}} if you have 13 or 14, or 6{{VP}} if you have 15 or more."<br />
<br />
A few people, including Dale, suggested using a chart. This is the simplest chart you could do. I didn't want a chart because I wanted the card to keep getting better in situations where you could get more cards. It feels bad to limit it even if it mostly doesn't change things.<br />
<br />
"Worth 1{{VP}} for every two differently named cards in your deck, except for {{Card|Estate}}, {{Card|Copper}}, {{Card|Silver}}, Fairgrounds"<br />
<br />
I'm not sure if Wei-Hwa suggested this one, but I see it in the file. I was never fond of the list-of-exemptions approach, though I think I suggested the first one (exempting {{Card|Copper}} and {{Card|Estate}}).<br />
<br />
There were more suggestions beyond these, but they get progressively less interesting, and I don't think I actually played any of them.<br />
<br />
As you can see, some work was put into this simple card! The next time you buy a {{Card|Curse}} to gain points, remember these brave souls.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.boardgamegeek.com/thread/659790/article/6873981#6873981 The Secret History of the Cornucopia Cards]. <br />
}}<br />
{{Navbox Cornucopia}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Hunting_PartyHunting Party2021-07-05T09:13:21Z<p>Ronedge02: /* Strategy Article */</p>
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<div>{{Improve}}<br />
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{{Infobox Card<br />
|name = Hunting Party<br />
|cost = 5<br />
|type1 = Action<br />
|illustrator = Kurt Miller<br />
|text = '''+1 Card<br/>+1 Action'''<br/>Reveal your hand. Reveal cards from your deck until you reveal one that isn't a copy of one in your hand. Put it into your hand and discard the rest.<br />
}}<br />
<br />
'''Hunting Party''' is an [[Action]] card from [[Cornucopia]]. It is similar to a {{Card|Laboratory}} in that it will usually give you +2 Cards and +1 Action. It reinforces the variety theme of Cornucopia by making the second card be a card you don't yet have in your hand. It is regarded as a very powerful Action since it can effectively [[digging|"hunt"]] out the valuable cards you have relatively few of in your deck while bypassing the cheap cards you have multiples of.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you draw a card and get +1 Action. <br />
* Then you reveal your hand, and reveal cards from your deck until revealing one that does not have the same name as any of the cards in your hand. <br />
* If you do not find one (even after [[reshuffle|shuffling]]), just discard all of the cards revealed from your deck. <br />
* If you do find a card not matching any cards in your hand, put it into your hand and discard the other cards revealed from your deck.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2011/06/16/cornucopia-hunting-party/ Original article] by WanderingWinder, edited by theory.''<br />
<br />
One of Cornucopia’s absolute power cards, Hunting Party can best be thought of as a {{Card|Laboratory}} with a built-in {{Card|Chancellor}}, {{Card|Farming Village}}, and [http://magiccards.info/query?q=!Demonic+Tutor Demonic Tutor]. It is therefore the closest that Dominion comes thus far to one card being strictly superior to another, as Hunting Party almost always outclasses Laboratory, which is a terrifying thought considering Laboratory was at one point ranked the #2 non-attack {{Cost|5}} card.<br />
<br />
In practice, a Hunting Party chain is essentially a Laboratory chain that only draws you the good cards in your deck. If you invest in enough Hunting Parties, then you will have an easy time skipping all your {{Card|Copper|Coppers}}, {{Card|Estate|Estates}}, and {{Card|Curse|Curses}} on your way to consistently drawing {{Cost|8}} every turn. Hunting Party is most abusive when you are set up with a single {{Card|Silver}}, a single {{Card|Gold}}, and a [[terminal Silver]], since as long as you can keep playing Hunting Parties, you are basically guaranteed to consistently end up with {{Cost|8}} (a Copper, a Silver, a Gold, and your +{{Cost|2}}) every turn, without any need to trash. That provides a critical tempo difference over Laboratory, which cannot simply rely on a single copy of its important cards even with trashing. More importantly, Hunting Party is slowed down less by deck-greening than Laboratory; once you start drawing {{Card|Province|Provinces}} in your hand, your Hunting Party will skip over all the other Provinces.<br />
<br />
Hunting Party works better with terminals than Laboratory. In many decks, you often have a critical terminal attack ({{Card|Goons}}, {{Card|Mountebank}}) that you want to play as often as possible. Hunting Party’s built-in deck-cycling can get that attack out of your discard and back into your hand more quickly, letting you play it more frequently. Better yet, Hunting Party synchronizes your +Actions with those terminals pretty effectively. Suppose your next 4 cards were Goons, Goons, {{Card|Village}}, and Village. With a Laboratory, you’d draw two Goons, and be able to play only one of them. With a Hunting Party, you’d draw one Goons, skip the other one, and draw your Village. After gaining your +Actions, you can play the Goons, then hunt your other Goons down with your remaining Hunting Parties. In this way, it provides flexibility in a way that Laboratory cannot for +Actions/terminals decks.<br />
<br />
Hunting Party also works well with those spammable non-terminals that tend to require a very dense deck ({{Card|Conspirator}}, {{Card|Market}}). With Hunting Party, so long as you make sure to play your non-terminals in hand before your Hunting Party, you can essentially simulate a dense deck because you are constantly able to hunt down and play your non-terminals. It makes building Conspirator decks and Market decks actually viable in situations without heavy trashing.<br />
<br />
Finally, Hunting Party chain works well with {{Card|Peddler}} and even better with one {{Card|Forge}}. The main strategy is trash all coppers and estates and collect 8 actions as soon as possible (including mostly of Hunting Parties). Ideally, money is not even needed since with 8 actions Peddlers will cost 0 and Forge can always transform a Peddler into a Province.<br />
<br />
One important note is a Hunting Party chain works better the less diverse the deck is. Additional types of cards minimizes the probability of the Hunting Party to "find" another Hunting Party. <br />
<br />
=== So when is Hunting Party worse than Laboratory? ===<br />
Although Hunting Party is a power card, it changes the optimal strategy considerably, and mindlessly playing it like Laboratory will often result in sub-optimal strategies. In general, Hunting Party decks tend not to benefit much from additional Golds or Platinums. These decks are also greatly harmed by the addition of unnecessary [[cantrips]], which will get drawn by the Hunting Parties and then will draw their own card indiscriminately. Some cantrips, like {{Card|Market}}, can help, but buy only the strongest ones and don't buy many different types if you want to reliably draw Gold. Hunting Party Decks are also harmed greatly by buying {{Card|Duchy|Duchies}} or any Alt-VP, which is important to consider because it changes the timing of the game by crippling your ability to catch up if you get behind in the Province race.<br />
<br />
In a very trimmed deck, your Hunting Party is going to be hunting for the wrong things, since you’ll mostly be skipping over Golds and {{Card|Platinum|Platinums}} in order to hunt down that random Copper you haven’t trashed yet. And if you’re hit by a [[handsize attack]], then you’re often forced to choose between keeping good cards in hand (and risk skipping good cards to draw into bad) or keeping bad cards in hand (and risk drawing other bad cards).<br />
<br />
Of course, Hunting Party doesn’t work well when you need a lot of duplicate cards, like when you rely on {{Card|Bank}}, {{Card|Venture}}, and {{Card|Coppersmith}}. But in practice, Hunting Party is good enough that you might as well just avoid those cards and build your deck around Hunting Party instead. Nor does Hunting Party live up to its potential if you can’t get many of them (think multiplayer); it’s still probably better than Laboratory, but it’s much harder to build abusive decks around it.<br />
<br />
A special note about deck control: Hunting Party can create dangerous situations where your deck is entirely in the discard, usually after it tries to search for a non-duplicate card and fails. Because your discard likely consists of crap, if you play out all your Hunting Parties and then play another Action to draw a single card, you will trigger a reshuffle and create for yourself a draw deck composed entirely of crap you skipped over. The value of playing that last Market is probably not worth your next two turns being full of Copper/Estate sludge; better to just avoid triggering the reshuffle, so you can reshuffle all your Hunting Parties back into the draw deck.<br />
<br />
[[Looter|Looters]] and [[ruins]] also devastate Hunting Party, much more than Curses: instead of having one type of junk to skip over, you now have five. Similarly, games with [[shelters]] significantly weaken Hunting Party, especially if they cannot be trashed.<br />
=== Synergies/Combos ===<br />
<br />
* Cheap [[terminal silver|terminal silvers]]: that way a chain of Hunting Parties can draw four differently-named cards ({{Card|Copper}}, {{Card|Silver}}, {{Card|Gold}}, and an Action) that produce {{Cost|8}} between them. Some are discussed at [[Combo: Hunting Party and terminal silver]].<br />
* Lack of trashing<br />
* More Hunting Parties<br />
* Strong attacks (e.g. {{Card|Mountebank}}, {{Card|Goons}})<br />
* {{Card|Cellar}}, {{Card|Warehouse}}<br />
* Spammable nonterminals ({{Card|Conspirator}}, {{Card|Market}})<br />
*{{card|Island}}<br />
<br />
=== Antisynergies ===<br />
* Strong [[trasher|trashing]] (e.g., {{Card|Chapel}})<br />
* Opponents' {{Card|Swindler|Swindlers}}, if they can give you single unwanted cards<br />
* Opponents’ [[Looter]] attacks, [[Ruins]]<br />
* [[Shelter|Shelters]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Hunting PartyOld|Hunting Party}} || {{CardVersionImage|Hunting PartyDigitalOld|Hunting Party from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one in your hand. Put it into your hand and discard the rest. || Cornucopia 1st Edition || June 2011<br />
|-<br />
| {{CardVersionImage|Hunting Party|Hunting Party}} || {{CardVersionImage|Hunting PartyDigital|Hunting Party from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. Reveal your hand. Reveal cards from your deck until you reveal one that isn't a copy of one in your hand. Put it into your hand and discard the rest. || Cornucopia [[Second Edition|2nd Edition]] || March 2018<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Lovci (lit. ''hunters'') || || || ||<br />
|-<br />
!Dutch<br />
| Jachtgezelschap (lit. ''hunting party'') || || || ||<br />
|-<br />
!Finnish<br />
| Jahti (lit. ''hunting'') || || || ||<br />
|-<br />
!French<br />
| Chasseurs (lit. ''hunters'') || || || ||<br />
|-<br />
!German<br />
| Treibjagd (lit. ''hunt''; originally called Jagdgesellschaft, ''hunting party'') || {{CardVersionImage|Hunting Party German-ASS|German Version by [[ASS Altenburger|ASS]]}} || || '''+1 Karte<br>+1 Aktion'''<br>Zeige deine Handkarten vor. Decke solange Karten vom Nachziehstapel auf, bis du eine Karte aufdeckst, die du noch nicht auf der Hand hast.<br>Nimm diese auf die Hand und lege die anderen aufgedeckten Karten ab. ||<br />
|-<br />
!Italian<br />
| Battuta di Caccia (lit. ''hunt'') || || || ||<br />
|-<br />
!Japanese<br />
| 狩猟団 (pron. ''shuryō-dan'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 手札を公開する。手札のいずれとも異なるカード1枚が公開されるまで山札を上から公開する。その1枚を手札に加え、残りを捨て札にする。 ||<br />
|-<br />
!Polish<br />
| Polowanie (lit. ''hunt'') || {{CardLangVersionImage|Polish}} || || ||<br />
|-<br />
!Russian<br />
| Охотничий Отряд (pron. ''okhotnichiy otryad'') || || || ||<br />
|-<br />
!Spanish<br />
| Cacería (lit. ''hunting'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Hunting_PartyArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I stole this from a later set once I had the variety theme. The first version drew you two cards you didn't have in your hand; that of course changed to drawing one random card, plus one card not in your hand. This makes it faster to resolve and fairer.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]. <br />
}}<br />
<br />
{{Navbox Cornucopia}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/RemakeRemake2021-06-15T07:35:07Z<p>Ronedge02: /* Strategy Article */</p>
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{{Infobox Card<br />
|name = Remake<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Mark Poole<br />
|text = Do this twice: Trash a card from your hand, then gain a card costing exactly {{Cost|1}} more than it.<br />
}}<br />
<br />
'''Remake''' is an [[Action]] card from [[Cornucopia]]. It is one of the elite [[trasher|trashers]] since it can both trash two cards at a time and gain you good cards for trashing your {{Card|Estate|Estates}}, thus allowing you to build your deck up at the same time as you trash. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Trash a card from your hand, and gain a card costing exactly {{Cost|1}} more than it; then trash another card from your hand, and gain a card costing exactly {{Cost|1}} more than that card. <br />
* If you have no cards in hand, you do not trash anything or gain anything; if you have only one card in hand, trash it and gain a card costing {{Cost|1}} more than it. <br />
* If there is no card at the exact cost needed, you do not gain a card for that trashed card. For example you could use Remake to trash an {{Card|Estate}}, gaining a {{Card|Silver}}, then trash a {{Card|Copper}}, gaining nothing, due to there being no cards costing {{Cost|1}} in the Supply.<br />
<br />
=== Other Rules clarifications ===<br />
* First trash a card, activating on-trash abilities; then gain a card, activating on-gain abilities; then trash a second card, activating its on-trash abilities; then gain a card, activating on-gain abilities.<br />
** This is in contrast to other cards that trash multiple cards at once (like {{Card|Count}}). Even though Remake trashes 2 cards, the trashes take place one after another, instead of all at once. This means you can use Remake to trash the same {{card|Fortress}} twice, which is not possible with other two-card trashers such as {{card|Steward}}.<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/10/22/cornucopia-remake/ original article] by DWetzel, edited by theory''<br />
<br />
Remake is a powerful early game [[trasher]] that lets you turn your {{Card|Estate|Estates}} into something useful ({{Card|Silver|Silvers}}, if nothing else) while getting those pesky {{Card|Copper|Coppers}} out of your deck — two things you normally want early in the game. However, there are some special situations in which Remake can be useful for much, much more than that.<br />
<br />
The most important part of Remake is the “exactly {{Cost|1}} more” clause. If there’s nothing that costs exactly {{Cost|1}} more than the card you’re Remaking, you simply trash it. That’s a great thing when you’re using Remake to trash a Copper or a {{Card|Curse}} (sorry, {{Card|Poor House}} lovers). However, it also means on many boards that you can’t use Remake to get to {{Card|Province|Provinces}}, because a card costing {{Cost|7}} won’t be there. And you can’t plan on Remaking anything into a {{Card|Colony}} if those are on the board.<br />
<br />
Remake has two powerful advantages over other cheap, early game trashers.<br />
<br />
First is that you are gaining something. The strength of this is not immediately apparent, but there are very few cards in the game that allow you to thin your deck and improve it at the same time. And those tend to be very strong: see, e.g., {{Card|Masquerade}}. At worst, Remake lets you Remake your Estates into Silvers. At best, you get wonderful Actions like {{Card|Menagerie}} and {{Card|Fishing Village}}. (More on Menagerie later.)<br />
<br />
The second is that unlike {{Card|Remodel}} and {{Card|Bishop}} (both of which also gain you something with the trashed cards), you get to trash two cards with it. Early in the game that’s wonderful — if you bought Remake on Turn 1, and draw it on your next shuffle, there’s an excellent chance your hand looks like Remake-Copper-Copper-Copper-Estate, and you get to trash an Estate for a useful {{Cost|3}} card, AND remove a Copper from your deck, AND remove an Estate from your deck. If you’re lucky enough to draw two Estates with Remake, it’s time for your happy dance, since you get to remove two dead cards from your deck and replace them with two good cards. That’s a very very powerful turn early in the game. (If you draw Remake and four Coppers, no happy dance will be forthcoming, but usually the best move, as usual, is to trash a couple of Coppers while probably wishing you had a {{Card|Steward}} instead.) Of course, regardless of what you drew, you’re probably doing nothing with the remaining two cards in your hand — but that’s the downside of almost all powerful early-game trashers anyway, and not a huge deal since your Remake hopefully gained you something.<br />
<br />
In a [[Big Money]] setting, Remake is decent enough to turn those Estates into Silvers while slightly pruning the Copper out of your deck. The problem is that once you’re done with Estate removal, Remake itself can become a dead card in your hand. (You can’t trash {{Card|Silver}} or {{Card|Gold}} into anything useful, and if you’re doing it right you bought the {{Card|Duchy|Duchies}} about the time you actually need the points anyway and don’t want to turn them into Gold.) Another light trasher/upgrader (Remodel is great for this) can help remove that Remake and maybe turn it into something useful. On balance, turning Estates into Silvers and removing Coppers is a useful but not terribly exciting move. As mentioned above, Remake can remain far more useful in a setting with a card like {{Card|Bank}} or {{Card|Expand}} (or another {{Cost|7}} cost card) — in these instances, Remaking a Bank into a Province late in the game can be a game-decider.<br />
<br />
In an [[engine]] setting, Remake is far more useful. In the early game, instead of turning your Estates into Silvers, you can potentially turn your Estates into valuable engine parts like Villages or Menageries, letting you save time and focus your buying power on the other parts of your engine. Just remember to save enough Copper to buy those other parts. Mid-game, you can turn those cheaper engine parts into better ones. A typical example: a hand of Remake-{{Card|Village}}-Silver-Copper-Estate. You could “go fish” with the Village, but it’s probably better to Remake your Estate into a Village, your Village into that {{Card|Smithy}} you always wanted, and buy another Village with the remaining {{Cost|3}} in your hand. We removed an Estate from our deck, replaced it with a Smithy, and added a Village as well. That’s even better than just buying a Smithy and a Village in one turn, because we’ve also removed the dead card (the Estate) from our deck.<br />
<br />
In general Remake is most strong when there are good {{Cost|3}} cards. {{Card|Fishing Village}}, {{Card|Village}}, {{Card|Oasis}}, {{Card|Scheme}}, {{Card|Warehouse}} are all great cards for Remake, and you rarely have to worry about having too many of them. But {{Card|Menagerie}} is the king here, because Remake’s trashing happens to be one of Menagerie’s great enablers by killing all your duplicate Estates and Copper.<br />
<br />
Trashing two cards each turn gives Remake some problems, similar to what you would see with {{Card|Trading Post}} where you don’t have two cards in hand to trash, and similar to what you might also see with a {{Card|Steward}} where playing the action only leaves two cards from a five card hand. So Remake is improved in the early game by having cheap useful cards in the kingdom such as {{Card|Lighthouse}} or {{Card|Haven}} to buy with your 2-card hand. Remake is improved in the mid game by larger hand sizes that give more choice of Remake targets. Remake can be improved in the end game by having {{Cost|4}} cards in your deck that can be trashed for Duchies (sometimes other Remakes).<br />
<br />
Remake is far worse for [[Shelter]] games, which goes back to the point about the strength of its openings being the Silver/component gain, not just the trashing of the garbage. With Shelters, you get to remake them into {{Cost|2}} cards, which are often just not as exciting as the {{Cost|3}}′s.<br />
<br />
Remake can do well with cards that can mass {{Cost|4}}′s, particularly those that don’t need +action: {{Card|Talisman}} and {{Card|Ironworks}} can supply a steady supply of Remake fodder. To be worthwhile you need a really strong engine, something to slow down the other guy, or some other power {{Cost|5}} combo (e.g. Remake/Talisman/{{Card|Venture}} can quickly bounce you up to Provinces and let you nab the odd Duchy at endgame).<br />
<br />
A few miscellaneous combos with Remake:<br />
<br />
'''Border Village'''<br />
<br />
This one is extremely fun. Take your {{Cost|5}} card (let’s use {{Card|Torturer}} as an example for maximum fun). Remake it into a Border Village. Border Village lets us gain a card costing less than Border Village. Hey, look, my {{Cost|5}} card costs less than Border Village — I think I’ll gain a new Torturer. Presto, free Border Village, albeit at the cost of not using our terminal action. That cost isn’t so bad, though, because we probably had colliding terminals anyway, and now we have a Border Village so we won’t have that problem next time.<br />
<br />
This works with, really, any good {{Cost|5}} card, but is especially effective with terminal drawing {{Cost|5}} cards like {{Card|Torturer}} and {{Card|Rabble}}. This is a powerful trick that lets you quickly build a strong engine.<br />
<br />
The other side of this trick comes in the late game, when that {{Card|Witch}} or Torturer has run out of curses to give, and you really don’t need it any more. Remake your Witch into a Border Village, and instead of gaining a Witch back, gain a more useful card late in the game – a Duchy. Remaking a pair of Witches as a late game surprise to grab an extra 6 VP can be a game-deciding move, and an opportunity worth looking for.<br />
<br />
'''Cursers'''<br />
<br />
Remake trashes your {{Card|Curse|Curses}}, but Remake can also trash your [[Curser|Cursers]]. Cursers often are somewhat meaningless after you run out of Curses. Remake can turn them into much more useful cards after they have outstayed their welcome, and is especially good for the {{Cost|4}} Cursers ({{Card|Sea Hag}} and {{Card|Young Witch}}), which can become Duchies.<br />
<br />
'''{{Card|Haggler}}'''<br />
<br />
Haggler lets us gain a card costing less than the card we just bought. That’s a nice ability in itself. If nothing else, in a [[Big Money]] setting, we can buy a Gold in the middle game and gain another Haggler. Well, that’s great to a point, but at some point you’ve got four or five Hagglers in your hand and nobody can get a word in edgewise and the next thing you know you’re wondering why you have to take a Copper with that Silver you just bought. Remake can solve this problem nicely — turn those extra Hagglers into Gold.<br />
<br />
More seriously, in a setting where Haggler helps you pick up less valuable engine pieces, Remake is great at turning them into better pieces quickly, and adapting your deck. Finding yourself a little low on actions? Remake that Smithy into a {{Card|Festival}}.<br />
<br />
'''{{Card|Hoard}}'''<br />
<br />
Hoard is a wonderful addition to most decks — who doesn’t love to gain a Gold every time you buy a victory card? The downside to this benefit, of course, is that sometimes we find ourselves without enough money to buy something good, and find ourselves looking at {{Cost|5}}, or maybe {{Cost|6}}, and wondering whether we should really be buying that Duchy so early in the game. Remake says “wonder no more” — splurge on that Duchy, gain the Gold, and later turn that Duchy into something useful. Maybe a Dr. Zoidberg? No, silly — maybe another Hoard.<br />
<br />
Similarly, in an engine with +Buy, it’s easy to use Hoard multiple times in a turn, and Remake the less useful VP cards — into more coins if nothing else.<br />
<br />
'''{{Card|Highway|Highways}} (and other cost reducers)'''<br />
<br />
We touched briefly on the idea that trashing a Copper or a Curse removes them from our deck because there aren’t any {{Cost|1}} cards to gain. Well, I lied, sort of ({{Card|Poor House|Poor House}} now too). Highways change that rule, reducing the cost of all cards — but not to less than {{Cost|0}}. That means that it’s possible to turn any card — yes, even {{Card|Colony}} — into a {{Cost|1}} card with enough cost reduction. Now, if you can play 10 Highways in a turn, you probably don’t need my help to figure out what to do — but let’s look at a more typical situation.<br />
<br />
In a typical midgame setting, we’ve built a deck with a few Highways and not a lot else (because we’ve used Remake to clear out some of the chaff from our deck). Let’s say we can get two of them into play. Now both Estates and Coppers cost {{Cost|0}}, and cards (like Silver) that used to cost {{Cost|3}} now cost {{Cost|1}}. Remaking our Copper will now give us a Silver, or another {{Cost|3}} card. So will Estate, but that didn’t change much. Still, turning the Coppers into Silvers is a pretty good thing — that’s comparable to Expanding two cards at once.<br />
<br />
With four Highways, we’re really in business. Copper and Estates cost {{Cost|0}}, but cards that were {{Cost|5}} now cost {{Cost|1}}. Like, say, Highway. Well, I don’t know about you, but Remaking a couple of Estates into a couple more Highways is a great use of eminent domain as far as I’m concerned. Highway + upgrading cards can really snowball quickly for this reason.<br />
<br />
With seven Highways (and we can see how we might get to seven Highways quickly), now Provinces cost {{Cost|1}}. It’s a fairly simple matter to play a pile of Highways, toss a Remake jauntily on the table with two Coppers, and get a quick 12 VP. Oh, and then buy a Highway or something with the {{Cost|0}} you have left.<br />
<br />
One special danger with this trick is worth noting though: ONE Highway can be detrimental to your Remaking efforts. It doesn’t help with Estates, because all the cards that cost {{Cost|1}} more than Estate still cost {{Cost|1}} more than Estate — but now Estate itself costs {{Cost|1}} more than Copper, and that means Remaking your Copper will just throw an Estate back in your deck that you don’t want.<br />
<br />
I’ve used Highway in these examples, but {{Card|Bridge}} can work as well in principle. Bridge and Remake are both terminal actions though, so if you want to try these tricks with Bridge you’ll need to make sure you’ve got a source of actions available.<br />
<br />
'''{{Card|Fortress}}'''<br />
<br />
Remake your first Fortress into a {{Cost|5}}. Your Fortress pops back into hand. Remake the same Fortress into another {{Cost|5}}. Your Fortress pops back into hand. Note that Remake works with Fortress, but {{Card|Mercenary}} doesn’t.<br />
<br />
'''{{Card|Cultist}}'''<br />
<br />
Make a thin deck. Spam the other guy with [[Ruins]]. Remake out the Ruins in your own deck. Then Remake two cultists into Golds and draw them now. This works extremely well in engines where you can line up double Cultist shots and have the +Action/+Buy to take advantage of your new Golds and +6 cards.<br />
<br />
'''{{Card|Bishop}}'''<br />
<br />
You can pick up 3 Silvers easy and start dumping Copper. Once you get Gold/Silver/Silver, you can trash down with Remake or Bishop and eventually Bishop the Remake, buy a Province. From here on out you have a solid [[Golden Deck]].<br />
<br />
'''{{Card|Market Square}}'''<br />
<br />
Open Remake/Market Square. Remake Estates into Market Squares. Burn Coppers for Golds. Use Market Square’s cantrip +buy to take advantage of heavy Gold hands to either make a simple engine or to get some strong late game pay outs (e.g. Province + Duchy or Duchy + Duchy).<br />
<br />
'''{{Card|Rats}}'''<br />
<br />
Turn your Coppers and Estates into Rats, and Remake the Rats into strong {{Cost|5}}′s (e.g. {{Card|Venture}}, {{Card|Laboratory}}, {{Card|Festival}}/{{Card|Library}}).<br />
<br />
'''{{Event|March}}'''<br />
<br />
On a {{split|4|3}} opening, on turn 2 you can Remake 2 estates into 2 {{Cost|3}} cards.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Menagerie}}<br />
* {{Card|Market Square}}<br />
* {{Card|Border Village}}<br />
* {{Card|Fortress}}<br />
=== Antisynergies ===<br />
* [[Shelters]]<br />
* {{Card|Poor House}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|RemakeOld|Remake}} || {{CardVersionImage|RemakeDigitalOld|Remake from Goko/Making Fun}} || Do this twice: Trash a card from your hand, then gain a card costing exactly {{Cost|1}} more than the trashed card. || Cornucopia 1st Edition || June 2011<br />
|-<br />
| {{CardVersionImage|Remake|Remake}} || {{CardVersionImage|RemakeDigital|Remake from Shuffle iT}} || Do this twice: Trash a card from your hand, then gain a card costing exactly {{Cost|1}} more than it. || Cornucopia [[Second Edition|2nd Edition]] || March 2018<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Nové provedení || || || ||<br />
|-<br />
!Dutch<br />
| Nieuwe versie || || || ||<br />
|-<br />
!Finnish<br />
| Jälleenrakennus || || || ||<br />
|-<br />
!French<br />
| Renouvellement || || || ||<br />
|-<br />
!German<br />
| Nachbau ||{{CardLangVersionImage|German}} || || Tue dies zweimal:<br>Entsorge eine Handkarte.<br>Nimm eine Karte vom Vorrat, die genau {{Cost|1}} mehr kostet als die entsorgte Karte. ||<br />
|-<br />
!Italian<br />
| Rifacimento || || || ||<br />
|-<br />
!Japanese<br />
| 再建 (pron. ''saiken'') || || || 以下を2度実行する: 手札1枚を廃棄し、それよりコストが{{Cost|1}}多いカード1枚を獲得する。 ||<br />
|-<br />
!Polish<br />
| Rozbiórka || {{CardLangVersionImage|Polish}} || || ||<br />
|-<br />
!Russian<br />
| Переделка (pron. ''pyeryedyelka'') || || || ||<br />
|-<br />
!Spanish<br />
| Reconstrucción<hr>Remake is ''Reconstrucción'' (noun), and {{Card|Rebuild}} is ''Reconstruir'' (verb) || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:RemakeArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This never changed. It was just a cute Remodel variant, but ended up supporting the variety theme, by helping you get that variety.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]<br />
}}<br />
<br />
{{Navbox Cornucopia}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Fortune_TellerFortune Teller2021-05-26T06:30:26Z<p>Ronedge02: /* Official FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Fortune Teller<br />
|cost = 3<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Raven Mimura<br />
|text = +{{Cost|2}}<br/>Each other player reveals cards from the top of their deck until they reveal a Victory card or a Curse. They put it on top and discard the rest.<br />
}}<br />
<br />
'''Fortune Teller''' is an [[Action]]-[[Attack]] card from [[Cornucopia]]. It is a [[terminal Silver]], since it gives +{{Cost|2}} and no +Action, and as a bonus it has a minor attack - it forces the opponent to discard cards until they can leave a [[Victory]] or {{Card|Curse}} card on top of their deck. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Each other player reveals cards from the top of their deck until they reveal a Victory or Curse card. <br />
* If they do not find one (even after [[reshuffle|shuffling]]), they just discard all of the revealed cards.<br />
* If they do find one, they put the Victory or Curse card on top of their deck, and discard the other revealed cards. <br />
* You do not choose Victory or Curse - they stop on the first card that matches either type.<br />
<br />
=== Other Rules clarifications ===<br />
* Cards with Victory as one of multiple types, such as {{card|Nobles}}, are still Victory cards and can be left on top by Fortune Teller.<br />
<br />
== Strategy ==<br />
Fortune Teller is a [[payload]] card that provides a small amount of {{Cost}} and a weak [[Attack]], and is generally not worth gaining. As a [[terminal silver]], it compares unfavourably with {{Card|Silver}} itself (which doesn’t consume [[terminal space]]), unless the Attack component is unusually helpful or the value of [[Action]]-based payload is particularly high.<br />
<br />
The impact of the Attack is usually low. Although discarding {{Card|Copper|Coppers}} and leaving an {{Card|Estate}} on top of an opponent's deck in the early game can hurt their future purchasing power, the [[cycling]] effect is helpful, allowing them to proceed through their early shuffles more quickly and draw their new purchases sooner. Later, as [[deck control]] improves, a single [[junk]] card on top of their deck is unlikely to prevent them from drawing; furthermore, if there are no [[curser]]s present and your opponents have trashed their {{Card|Estate|Estates}}, they may not even have any eligible junk left until they begin [[greening]], since Fortune Teller discards [[Ruin]]s as well as {{Card|Copper|Coppers}} and [[Shelter]]s. Even in the late-game when many [[Victory]] cards have been gained, playing multiple copies of Fortune Teller fails to increase the damage (unlike {{Card|Rabble|Rabble's}} similar Attack, which can leave an opponent with up to three undesirable cards topdecked). However, there is a chance of causing a [[dud]] turn, especially if the game lacks {{Card|Estate}} trashing and/or an opponent is playing with an unreliable [[engine]]. Additionally, in [[money strategies]] and [[slog|sloggy]] games in which your opponents shuffle their decks infrequently, the value of their hand can be significantly hurt by the topdecked junk, and discarding a good card from their shuffle may mean it's many turns before they can play it again.<br />
<br />
Aside from the value of the Attack, you might consider Fortune Teller for supplementary payload when other options are weak, +Actions are plentiful, and the [[Kingdom]] promotes {{Cost}} generated by Action cards, e.g. because of a good [[draw-to-x]] [[engine]]; however, it's generally not strong enough to make these strategies viable in the absence of other, better sources of Action-based payload, so these conditions are difficult to meet. These are also cases in which Fortune Teller's Attack is unlikely to be effective, assuming your opponents adopt a similar strategy, so the overall weakness of the card is usually hard to overcome.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''<br />
* [http://forum.dominionstrategy.com/index.php?topic=7244.0 HiveMindEmulator's 2013 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Fortune TellerOld|Fortune Teller}} || {{CardVersionImage|Fortune TellerDigitalOld|Fortune Teller from Goko/Making Fun}} || +{{Cost|2}}. Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards. || Cornucopia 1st Edition || June 2011<br />
|-<br />
| {{CardVersionImage|Fortune Teller|Fortune Teller}} || {{CardVersionImage|Fortune TellerDigital|Fortune Teller from Shuffle iT}} || +{{Cost|2}}. Each other player reveals cards from the top of their deck until they reveal a Victory card or a Curse. They put it on top and discard the rest. || Cornucopia [[Second Edition|2nd Edition]] || March 2018 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 算命家 || || ||'''+{{Cost|2}}'''其他玩家持續展示牌庫頂直到他們展示出分數卡或是詛咒,他將將那張卡放到牌庫頂,並且將其他卡棄掉。 ||<br />
|-<br />
!Czech<br />
| Věštkyně (lit. ''pythoness'') || || || ||<br />
|-<br />
!Dutch<br />
| Waarzegster || || || ||<br />
|-<br />
!Finnish<br />
| Ennustaja || || || ||<br />
|-<br />
!French<br />
| Diseuse de bonne aventure (Note: explicitly feminine) || || || ||<br />
|-<br />
!German<br />
| Wahrsagerin (Note: explicitly feminine) || {{CardVersionImage|Fortune Teller German-ASS|German Version by ASS}} || Hellseherin || '''+{{Cost|2}}'''<br>Jeder Mitspieler deckt solange Karten vom Nachziehstapel auf, bis er entweder eine Punktekarte oder eine Fluchkarte aufgedeckt hat. Diese legt er oben auf den Nachziehstapel. Die anderen aufgedeckten Karten legt er ab. ||<br />
|-<br />
!Italian<br />
| Indovina (Note: explicitly feminine) || || || ||<br />
|-<br />
!Japanese<br />
| 占い師 (pron. ''uranaishi'') || || || +{{Cost|2}}。 他のプレイヤーは全員、勝利点カードか呪い1枚が公開されるまで山札を上から公開し、その1枚を山札の上に置き、 残りを捨て札にする。 ||<br />
|-<br />
!Polish<br />
| Cyganka (lit. ''gypsy'') || {{CardLangVersionImage|Polish}} || || ||<br />
|-<br />
!Russian<br />
| Гадалка (pron. ''gadalka'') || || || ||<br />
|-<br />
!Spanish<br />
| Adivinadora (Note: explicitly feminine) || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Fortune_TellerArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version also dug for an action for the top of your own deck. That was too strong. Also it had a dash in the title. And it didn't stop on Curses, but obv. a Fortune Teller should be able to predict that you'll be Cursed.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|Text= If you play multiple cards from [[Cornucopia]], sometimes one of the other ones is {{Card|Fairgrounds}}, and then you get this for that. If they can't trash their {{Card|Estate}}s or are taking on {{Card|Curse}}s it annoys them, it's the {{Card|Relic}} attack. {{Card|Relic}} is the fixed version and well that makes this the unfixed version. If they can trash their {{Card|Estate}}s then you make them shuffle, which tires them out and makes them easier to outthink.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
{{Navbox Cornucopia}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/HoardHoard2021-04-25T06:50:47Z<p>Ronedge02: /* Other language versions */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Hoard<br />
|cost = 6<br />
|type1 = Treasure<br />
|illustrator = Colin Throm<br />
|text = {{Cost|2|l}}<br />
|text2 = While you have this in play, when you buy a Victory card, gain a Gold.<br />
}}<br />
<br />
'''Hoard''' is a [[Treasure]] card from [[Prosperity]]. It is a [[gainer]], since it allows you to gain {{Card|Gold}} cards without buying them, by buying a [[Victory]] card with Hoard in play. It can be a quick way to get lots of Gold cards, but be sure you have a way to deal with the Victory cards you pick up! <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you buy a Victory card with this in play, you gain a Gold card from the [[Supply]], putting it into your discard pile. <br />
* If there are no Golds left, you do not get one. <br />
* If you have multiple Hoards in play, you will gain multiple Golds from buying a single Victory card. <br />
* If you buy multiple Victory cards, you will get Gold for each one. <br />
* So for example if you had two Hoards in play and no other money, with +1 Buy, you could buy two Estates and gain four Golds. <br />
* Victory cards gained other than via buying them do not get you Gold.<br />
=== Other Rules clarifications ===<br />
* A {{Card|Crown|Crowned}} Hoard will still only gain one Gold per Victory card buy.<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/12/02/prosperity-hoard/ Original article] by theory<br />
<br />
When Hoards are present, you may not need to buy Gold if you can just draw your Hoard often enough. And you really don’t need more than one or two; with Hoard, your deck will be quite a bit stronger than it usually is after the VP-buying starts. This means that with {{Cost|6}}, you can start buying Duchies much earlier than you normally would.<br />
<br />
Hoard is most powerful with the mixed Victory cards ({{Card|Great Hall}}, {{Card|Island}}, {{Card|Nobles}}, and {{Card|Harem}}). It’s also a great way to run a {{Card|Duke}}/{{Card|Duchy}} strategy, since picking up a couple Hoards before buying the Duchies and Dukes is usually enough to keep your deck producing {{Cost|5}} even after you saturate it with Victory cards. The same principle applies to {{Card|Gardens}} strategies, though you should keep in mind that most Gardens strategies depend on fast endings, and building up to {{Cost|6}} for the Hoard might be too slow.<br />
<br />
Hoard is also the rare card that benefits from a ton of extra Buys, especially with the {{Card|Bridge}}. And {{Card|Watchtower}} can turn this into a devastating combo: stack up on free {{Card|Estate|Estates}}, optionally trashing them as they come in, while top-decking your Golds. Add in an {{Card|Herbalist}} for further ridiculousness.<br />
<br />
In general, if there isn’t another viable buy, then you should always try to use Hoard to buy a Victory card, even if that means buying an Estate or Duchy before your first {{Card|Province}}. This is especially true when there are [[trashing]] cards available, and even more true when those trashing cards provide benefits. {{Card|Salvager}} works very well with Hoard, since it gives you a +Buy for all those Golds, and {{Card|Bishop}} is almost as good. With a source of +Buy and +Actions, {{Card|Apprentice}} and Hoard can be used to create a devastating engine where Apprentice has a continuous supply of Golds (or even Duchies or Provinces) to trash to draw huge numbers of cards, many of which will be golds, leading to tremendous buying power.<br />
=== When is Hoard not a good buy? ===<br />
So when would you pass up Hoard for Gold? Well, Hoard naturally works very badly with {{Card|Treasury}}. Hoards are also less effective when {{Card|Platinum|Platinums}} are available; cutting out the Hoard and bootstrapping from Gold to Platinum can get you to {{Card|Colony|Colonies}} faster, since it’s difficult to get to Colonies with just Hoarded Golds. And there’s not too much point to buying Hoards late in the game; for instance, if you have {{Card|Royal Seal}} or Watchtower, you might choose to buy and top-deck a late Gold rather than a Hoard, so that you can get to the last Province/Colony sooner.<br />
<br />
Hoard also does not work well with thinned engine strategies that are choked by adding even high-value treasure. Engines based around {{Card|Minion}} or {{Card|Scrying Pool}} are stopped dead by extra treasure. Hoard is less damaging to more straightforward deck drawing engines, like {{Card|Village}}+{{Card|Smithy}}, but it still can choke these engines, especially if Hoard is used to buy low-value VP like Estates. Care must be taken to keep the engine smooth and solid enough to continue drawing the deck. Trashing and buying {{Card|Nobles}} or even {{Card|Great Hall}} to activate the Hoard can minimize the negative impact on an engine.<br />
<br />
=== Synergies/Combos ===<br />
* [[Alt-VP]] such as {{Card|Harem}} and {{Card|Duke}}<br />
* +Buy, especially with {{Card|Watchtower}} to trash unwanted Estates<br />
* [[Trash for benefit]] cards such as {{Card|Apprentice}}, {{Card|Salvager}}, and {{Card|Remodel}}<br />
** A deck with both {{Card|Counterfeit}} and Hoard is especially fast, but using {{Card|Counterfeit}} on Hoard is not recommended<br />
* {{Card|Mint}}<br />
* {{Card|Herbalist}}<br />
<br />
=== Antisynergies ===<br />
* {{Card|Treasury}}<br />
* {{Card|Colony}} games<br />
* [[Engine|Engines]] that want few Treasures (like {{Card|Minion}} or {{Card|Scrying Pool}})<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|HoardOld|Hoard}} || {{CardVersionImage|HoardDigitalOld|Hoard from Goko/Making Fun}} || {{Cost|2}}.<br>While this is in play, when you buy a Victory card, gain a Gold. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Hoard|Hoard}} || {{CardVersionImage|HoardDigital|Hoard from Shuffle iT}} || {{Cost|2}}.<br>While this is in play, when you buy a Victory card, gain a Gold. || Prosperity [[Second Edition|2nd Edition]] || February 2017<br />
|-<br />
| || || {{Cost|2}}.<br>While you have this in play, when you buy a Victory card, gain a Gold. || Prosperity (2020 printing) || October 2020<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|- <br />
! Chinese<br />
| 儲藏室 || || || {{Cost|2}} 當此卡在出牌區,每次你購買分數卡,獲得一張黃金。<br />
|-<br />
!Czech <br />
| Bohatství (lit. ''wealth'') || || || <br />
|-<br />
!Dutch <br />
| Spaargeld (lit. ''savings'') || || || <br />
|-<br />
!Finnish <br />
| Aarre (lit. ''treasure'') || || || <br />
|-<br />
!French <br />
| Magot || || || <br />
|-<br />
!German <br />
| Hort || {{CardVersionImage|Hoard German-HiG|German language Hoard}} || || {{Cost|2}}<br>Ist diese Karte im Spiel, wenn du eine Punktekarte kaufst: Nimm ein Gold vom Vorrat.<br />
|-<br />
!Italian<br />
| Mucchio (lit. “heap”) || || || <br />
|-<br />
!Japanese <br />
| 隠し財産 (pron. ''kakushi zaisan'', lit. ''hidden wealth'') || || || {{Cost|2}}。 これが場にある問、勝利点カード1枚を購入するとき、金貨1枚を獲得する。 <br />
|-<br />
!Polish <br />
| Krocie (lit. ''treasure'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Сокровищница (pron. ''sokrovishshnitsa'', lit. ''treasury'') || || || <br />
|-<br />
!Spanish <br />
| Tesoro escondido || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:HoardArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Started out at {{Cost|5}}. It was too strong, although it took a long time to get changed.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Prosperity}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Grand_MarketGrand Market2021-04-19T18:57:45Z<p>Ronedge02: /* Strategy Article */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Grand Market<br />
|cost = 6*<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = '''+1 Card<br/>+1 Action<br/>+1 Buy'''<br/>+{{Cost|2}}<br />
|text2 = You can’t buy this if you have any Coppers in play.<br />
}}<br />
<br />
'''Grand Market''' is an [[Action]] card from [[Prosperity]]. It is the ultimate [[Peddler variant]], giving an extra {{Cost|1}} and a +Buy, making it quite powerful if you can get it. Since it cannot be bought with {{Card|Copper}}, it can be difficult to get early in the game; but the card creates somewhat of a snowball effect, in that Grand Markets themselves are a very efficient source of non-Copper money, so having Grand Markets makes it even easier to get more Grand Markets.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* A single Copper in play is enough to stop you from buying Grand Market. <br />
* You do not have to play all of the Treasures in your hand. <br />
* Coppers in your hand do not stop you from buying Grand Market - only Coppers in play do. <br />
* Coppers that were in play earlier in the turn but aren't anymore also do not stop you; if you have 11 Coppers in play and 2 Buys, you could buy a {{Card|Mint}}, trash all of your played Treasures, and then buy a Grand Market. <br />
* You can gain Grand Market other ways - for example with {{Card|Expand}} - whether or not you have Coppers in play. <br />
* Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth {{Cost|1}} (such as {{Card|Loan}}). <br />
* Remember you cannot play more Treasures after buying a card.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/28/prosperity-grand-market/ Original article] by theory<br />
<br />
Grand Markets are almost always preferable to {{Card|Gold|Golds}}, except when playing [[terminal card draw]]+[[Big Money]]. So long as the average card value in your deck is greater than {{Cost|1}}, the self-replacing, non-terminal Grand Market is monetarily superior. The +Buy is always nice, and unlike Golds, Grand Markets are affected by {{Card|Throne Room}} and {{Card|King's Court}}.<br />
<br />
Unfortunately, it’s difficult to buy Grand Market, since only quite strong decks are able to produce {{Cost|6}} without relying on Copper. There’s several ways to do so before your deck gets to that point.<br />
<br />
The first, and most obvious, way is with Actions that give money. Unfortunately, it’s difficult to get enough of them together; it normally takes quite a while to draw 3 {{Card|Festival|Festivals}} in one hand. Grand Markets themselves are great for grabbing more Grand Markets, though.<br />
<br />
A better way is with {{Card|Secret Chamber}}, {{Card|Storeroom}}, or {{Card|Vault}}, because it basically lets you use Coppers without having to play them. Of course, Vault is best for this purpose: because it gives +2 Cards, it guarantees at least {{Cost|6}}. In [http://councilroom.com/game?game_id=game-20101201-191421-7af50fd1.html.gz this game], by going Vault/{{Card|Chapel}} instead of Torturer/Chapel, I get my Grand Markets out much sooner than he does.<br />
<br />
{{Card|Quarry}} also helps; it lets you buy the Grand Market when paired with either two Silvers, a Gold, or another Quarry. (If you use {{Card|Black Market}} to play the Quarry during your Action phase, you can use {{Card|Ironworks}}/{{Card|Armory}}/{{Card|Workshop}} to gain it as well.) And the Copper restriction on Grand Markets doesn’t apply when you gain the card with {{Card|Remodel}}/{{Card|Expand}}/{{Card|Upgrade}}.<br />
<br />
Of course, if you trash your Coppers, buying Grand Markets isn’t a problem. Nor is it a problem if you have a ton of Silvers in your deck, either from {{Card|Bureaucrat}} or {{Card|Jack of all Trades}} or {{Card|Trading Post}}, but having so many Silvers can be a liability, a sign that you’re not ramping up your deck quickly enough.<br />
<br />
In all other respects, Grand Markets have pretty much the same advantages and disadvantages as {{Card|Peddler|Peddlers}} and {{Card|Market|Markets}} (though of course beefed up considerably): they are most valuable in dense decks with high average card value, and are vulnerable to small handsizes.<br />
=== Synergies/Combos ===<br />
* {{Card|Secret Chamber}}/{{Card|Vault}}<br />
* {{Card|Moneylender}}/{{Card|Loan}}/{{Card|Spice Merchant}}<br />
* Silver-gaining cards like {{Card|Bureaucrat}} or {{Card|Jack of all Trades}}<br />
* Actions that give +{{Cost|}} (especially {{Card|Conspirator}})<br />
* [[Trashing]] cards (both to clear Coppers and for a denser deck)<br />
* {{Card|Remodel}}/{{Card|Expand}}/{{Card|Upgrade}}<br />
* {{Card|Quarry}}<br />
* [[Heirloom]] treasures are not copper and can help pay for a Grand Market.<br />
* {{Card|Stonemason}}<br />
* {{Card|Transport}}, as it allows you to gain a Grand Market before your first reshuffle. The '''+1 Buy''' and +{{Cost|2}} from Grand Market makes it easy to empty the pile quite fast.<br />
* {{Card|Changeling}}, making it much easier to gain additional Grand Markets after your first one.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Coppersmith}}/{{Card|Counting House}}/{{Card|Apothecary}}<br />
* {{Card|Mountebank}}<br />
* Attack-heavy opponents in general<br />
* {{Card|Bank}}, because it depends on large numbers of Treasures, typically Coppers<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Notes !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Grand MarketOld|Grand Market}} || {{CardVersionImage|Grand MarketDigitalOld|Grand Market from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. '''+1 Buy'''. +{{Cost|2}}.<br>You can’t buy this if you have any Copper in play. || || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Grand Market|Grand Market}} || {{CardVersionImage|Grand MarketDigital|Grand Market from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. '''+1 Buy'''. +{{Cost|2}}.<br>You can’t buy this if you have any Coppers in play. || Digital version has a cost of {{Cost|6}} rather than {{Cost|6*}}. || Prosperity [[Second Edition|2nd Edition]] || February 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|- <br />
!Chinese <br />
| 大市場 || || || '''+1 卡片'''。 '''+1 行動'''。 '''+1 購入'''。 +{{Cost|2}}。如果有銅幣在出牌區,則無法購買這張卡。<br />
|-<br />
!Czech <br />
| Velký trh || || || <br />
|-<br />
!Dutch <br />
| Grote markt || || || <br />
|-<br />
!Finnish <br />
| Suurtori || || || <br />
|-<br />
!French <br />
| Grand marché || || || <br />
|-<br />
!German <br />
| Grosser Markt || {{CardVersionImage|Grand Market German-HiG|German language Grand Market}} || || '''+1 Karte'''<br>'''+1 Aktion'''<br>'''+1 Kauf'''<br>'''+{{Cost|2}}'''<br>Du darfst diese Karte nicht kaufen, wenn du Kupfer im Spiel hast.<br />
|-<br />
!Italian <br />
| Mercato di Lusso (lit. ''luxury market'') || || || <br />
|-<br />
!Japanese <br />
| 大市場 (pron. ''dai ichiba'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 '''+1 購入'''。 +{{Cost|2}}。 銅貨が場にある間、このカードを購入できない。<br />
|-<br />
!Polish <br />
| Wielki targ || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Центральный Рынок (pron. ''tsyentral'ny rynok'', lit. ''central market'') || || || <br />
|-<br />
!Spanish <br />
| Gran Mercado || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Grand_MarketArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally it cost {{Cost|7}} and was "+1 Card +1 Action +{{Cost|2}}." People sure complained about it not having +1 Buy. "How is it a Grand Market?" they'd say. So I added +1 Buy, and then later took the anti-Copper clause from another card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Prosperity}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Counting_HouseCounting House2021-03-19T05:56:00Z<p>Ronedge02: /* Learning to Count */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Counting House<br />
|cost = 5<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = Look through your discard pile, reveal any number of Coppers from it, and put them into your hand.<br />
}}<br />
'''Counting House''' is an [[Action]] card from [[Prosperity]]. It allows you to pull all {{Card|Copper|Coppers}} from your discard pile and place them in your hand. It is generally considered a very weak card as it is highly dependent on how many coppers you have and how many of your cards are in your discard pile. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This card lets you look through your discard pile, something you normally are not allowed to do. <br />
* You only get to look through your discard pile when you play this. <br />
* You do not have to show the other players your entire discard pile, just the Coppers you take out. <br />
* After you take out the Coppers, you can leave your discard pile in any order.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/09/17/prosperity-counting-house/ Original Article] by axlemn, with analysis from jomini, edited by theory, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=2727.0 forum]''<br />
<br />
<br />
Counting House is not a great card. In fact, it’s not even a good card, when you factor in its price: because it’s {{Cost|5}}, every Counting House buy means you’re passing up another {{Cost|5}}, and {{Cost|5}} Actions are some of the best Actions in the game. It depends on a bad card (Copper) and is cripplingly awful when you draw it at the start of the reshuffle.<br />
<br />
But here’s a bold statement: Counting House is underused.<br />
<br />
Since it’s a 5-cost, it makes sense that Counting House is not a good buy most of the time since other 5-costs are just so good. Strategies that revolve around Counting House, however, always seem to be discounted immediately. It’s almost never used in a serious game. That seemed suboptimal.<br />
<br />
So why do people ignore Counting House so often? Because if you use it the most obvious way — if you’re just using Counting House for the occasional very high +{{Cost|}} — you see it will fail in nearly every common decktype.<br />
<br />
* With [[Big Money]], almost any decent, Smithy-style enabler will do better.<br />
* With an [[Engine]], you’re better off trashing those coppers.<br />
* When you draw your deck, it does absolutely nothing.<br />
* If you’re trying to use it in a game while also trying to rush for Duchies, it will fail.<br />
<br />
There are some extremely rare exceptions to these principles, which are mentioned later.<br />
<br />
=== So how can we ever use Counting House? ===<br />
<br />
There are essentially two ways to use Counting House. The first is a gimmick: towards the end of a game, you might find yourself nearing the reshuffle with some top-decking or deck-rigging potential. (For example: {{Card|Royal Seal}}, {{Card|Watchtower}}, {{Card|Develop}}, {{Card|Inn}}.) If you only have {{Cost|5}} to spend this turn, you can just grab the Duchy and move on, but you can also top-deck a Counting House and guarantee a big turn next turn (in exchange for possibly lousier future turns.) Similarly, Counting House can be used in gimmicky combos with [[Combo: Counting House and Golem | Golem]] or {{Card|Chancellor}}.<br />
<br />
The second is to make it the centerpiece of your deck, like in [http://dominion.isotropic.org/gamelog/201205/19/game-20120519-074816-fc6e07f4.html this game].<br />
<br />
With the 4 best enablers for Counting House, you can somewhat consistently grab 4 Colonies by turn 14-16, and often 8 by turn 19. In long games, with {{Card|Worker's Village}} or {{Card|Pawn}} support, you can sometimes double-Colony to make up for early round dead turns.<br />
<br />
[http://dominion.isotropic.org/gamelog/201205/29/game-20120529-101631-cef8810b.html Here’s] a real-game example. This deck is a deck type all on its own. And like {{Card|Outpost}}, it can be a card that can win you the game if you recognize when to use it.<br />
<br />
=== Playing the House – The Enablers ===<br />
<br />
You’ll either need to spend turns buying Coppers, get +buys, or gain them.<br />
<br />
A Counting House-centric deck functions best by utilizing early-round +buys to get Coppers (or more Houses) as often as possible. The reason for this is that if you draw 2-3 +Buy cards in the first turns of a round, that is, before you draw most of your Counting Houses, you’ve increased the value of every Counting House in the rest of the round by 3-4, assuming you used your regular Buy on Copper as well. Sacrificing one turn and gaining Coppers for an entire improved round? That’s like a beefed-up {{Card|Tactician}}.<br />
<br />
With a deck large enough to prevent you from having to reshuffle again, you can then buy a {{Card|Colony}}, or sometimes even two, for every Counting House that remains in your deck.<br />
<br />
{{Card|Hamlet}}, {{Card|Worker's Village}}, and {{Card|Pawn}} are the best sources of +Buy if all you care about is getting more +Buy. You really don’t care about boosting your average money when playing the House. You care more about boosting your decksize to reduce reshuffles, and increasing the average number of buys you’ll get before drawing your Houses. And you care a lot about making double-colony turns possible.<br />
<br />
The first few rounds you’ll want to obtain as many +Buy cards as is possible.<br />
<br />
The problem with {{Card|Gardens}}-type cards like {{Card|Woodcutter}} and {{Card|Bridge}} is that they are almost all terminals. They look helpful—and they are—but not late-game. When you get them early on in a round, you can’t get more than one +buy from it. This means you will never be able to get a +buy on a Counting House turn if they are your only source of +buy, which means no double-colony.<br />
<br />
Double-Colony not only feels good, but often it’s necessary to lock down a game. You almost need a double Colony turn at least once, or at least a Colony-Province turn, to make up for the fact that on some turns, potentially even your second-to-last turn, your buys might just be a handful of Copper.<br />
<br />
However, while Woodcutter and the like shouldn’t be massed, they remedy the hardest part of using Counting House with something like Hamlet: reliably reaching {{Cost|5}}. In an absolute worst case scenario, you can buy a single silver and wait, or if you’re really gutsy, you can just buy coppers and enablers for 4-5 rounds. With enough coppers and careful enough reshuffling, you’re mathematically guaranteed to hit {{Cost|5}} after about 6(?) such turns. Also note that because hitting {{Cost|6}} is completely unhelpful, any number of turns spent buying Silvers instead of an enabler should probably hurt more than help.<br />
<br />
=== Other helper cards ===<br />
<br />
Sifters are a good addition to Counting House decks because they allow you to move through your deck quickly. It doesn’t matter whether your Coppers are in the discard or in hand, and so you can freely discard Coppers to {{Card|Cellar|Cellars}} and {{Card|Warehouse|Warehouses}} so you get to your Counting Houses. Cellar has the added benefit of allowing you to precisely time your reshuffles, and being slightly cheaper and easier to pick up on a +Buy with the Counting House. ({{Card|Haven|Havens}} accomplish something similar.)<br />
<br />
{{Card|Cache}} both adds Coppers and gives you cheap Golds so that even on non-CH turns you can hit {{Cost|5}} (early on this can mean more CH or Caches, late this is good for Duchies). If you can follow your deck well, you can add Cache buys to add +{{Cost|2}} to a CH coming up next turn.<br />
<br />
=== Learning to Count ===<br />
<br />
The other major problem with Counting House is figuring out how to use it. Counting House has a lot of variability, and if you aren’t careful about when you trigger your reshuffles and or don’t track the number of houses you have left in your deck, you can lose valuable turns when your coppers are high-powered by triggering reshuffles too early. (One reason why Cellar is better than Warehouse for this kind of deck.) Will playing that worker’s village for the extra copper this round mean you’ll miss the colony next hand?<br />
<br />
Be sure to keep track of how many 5-card hands you will end up drawing before the reshuffle.<br />
<br />
=== {{Card|Scheme}} ===<br />
<br />
This is the second most useful card to use with Counting House (after Copper).<br />
<br />
{{Card|Scheme}}:<br />
<br />
* allows you to never have bad shuffle luck and have all of your Houses in the first turn of a round<br />
* reduces the number of Houses you need to buy to 2<br />
* is relatively inexpensive, and you don’t want Silvers anyway<br />
* enables the House in Province play because of how consistent the House becomes<br />
<br />
[http://dominion.isotropic.org/gamelog/201205/18/game-20120518-235237-ff28bef3.html A game] versus RomaNorgy. Provinces are out by turn 14, even though neither of us were playing even near perfectly. RomaNorgy thanked me after for the new strategy (which I got from O, so here’s passing on the thanks).<br />
<br />
=== Attacks ===<br />
<br />
After dismissing the idea of a ‘Counting House + {{Card|Coppersmith}} combo’, the second thing people notice about Counting House is that it seems like it shouldn’t be hurt much by certain attacks.<br />
<br />
Here are games with [http://dominion.isotropic.org/gamelog/201205/18/game-20120518-191154-73b4b0fd.html Ambassador], [http://dominion.isotropic.org/gamelog/201205/19/game-20120519-081553-b4ff8016.html Sea Hag], [http://dominion.isotropic.org/gamelog/201205/19/game-20120519-105915-881e827a.html Sea Hag], and [http://dominion.isotropic.org/gamelog/201205/29/game-20120529-101631-cef8810b.html Mountebank] respectively. If you’re careful enough, the House will be able to face off against the cards we imagine it should. It doesn’t have a 100% winrate (see game 4), but it does hold advantage.<br />
<br />
If there’s nothing else going on or the only attack on the board is {{Card|Militia}}, {{Card|Goons}}, {{Card|Sea Hag}}, or {{Card|Mountebank}}, Counting House might be a good choice. The House benefits from slow environments where the number of good turns matters more than the average of turns. It can pick up {{Cost|4}}′s, since otherwise it’ll just be getting more +buy cards. Many attacks don’t hurt Counting House nearly as much as they hurt {{Card|Smithy}}-[[Big Money]] type decks. Notably, {{Card|Ghost Ship}} will actually help a player going Counting House-Scheme.<br />
<br />
When you’re playing Counting House, you are also going to have a lot of turns where you’ll have {{Cost|4}}, and this means that you can use things like Militia and {{Card|Cutpurse}} with essentially no drawback. They will help you hit the {{Cost|5}}s you so desperately need, and avoid the {{Cost|6}} that temps you into buying golds. Unfortunately, I don’t have solid statistics, and if anyone would like to run some, I would use them to revise this discussion.<br />
<br />
=== Multiplayer ===<br />
<br />
Counting House is much, much better in multiplayer games. The reason is that you are giving up less.<br />
<br />
Consider CH vs {{Card|Witch}} in 2p: you forego attacking the other guy and have a 10-0 split in the Curses. The loss of punishment for your opponent is a very high opportunity cost. CH vs Witch vs Witch means that you end up with a 9:6:5 curse split and you can spend your terminal 5 on a card that gives you a Duchy or Province most of the time you play it in the late game. The opportunity cost is now only 4 curses, not 10.<br />
<br />
Likewise if everyone else in 4p goes for {{Card|Ghost Ship}}, you can count on them all playing 3 card hands (most of which will spend an action on +2 Cards) and you can go for CH as you don’t care about hand size. Opportunity cost here is even lower. And of course, attacks that are countered by Counting House ({{Card|Noble Brigand}}, {{Card|Mountebank}}, {{Card|Jester}}) means the opportunity cost of Counting House is much lower.<br />
<br />
=== Summary: ===<br />
Counting House is situational, but when the situation fits, it’s amazing. Looking to make it work every turn without Scheme in a 2p game isn’t very likely, but an enabled Counting House is a card well worth considering.<br />
=== Synergies/Combos ===<br />
* Counting House counters many attacks, especially {{Card|Mountebank}}, {{Card|Noble Brigand}}, and {{Card|Jester}}<br />
* Works with sifters like {{Card|Sage}}, {{Card|Warehouse}}, {{Card|Cellar}}, and {{Card|Wandering Minstrel}}<br />
* Works with cheap nonterminal +Buy like {{Card|Hamlet}}, {{Card|Pawn}} and {{Card|Candlestick Maker}}<br />
* {{Card|Beggar}} lets you get to {{Cost|5}} easily and provides lots of Coppers.<br />
* [[Combo: Counting House and Golem]]<br />
* [[Combo: Counting House and Travelling Fair]]<br />
* {{Event|Banquet}}<br />
<br />
=== Antisynergies ===<br />
* Counting house cannot make use of strong trashing like {{Card|Chapel}} or {{Card|Remake}} like an engine can. <br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Counting HouseOld|Counting House}} || {{CardVersionImage|Counting HouseDigitalOld|Counting House from Goko/Making Fun}} || Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Counting House|Counting House}} || {{CardVersionImage|Counting HouseDigital|Counting House from Shuffle iT}} || Look through your discard pile, reveal any number of Coppers from it, and put them into your hand. || Prosperity [[Second Edition|2nd Edition]] || February 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|- <br />
!Chinese <br />
| 會計部 || || || 觀看你的棄牌堆,將棄牌堆任意數量的銅幣加入手牌。<br />
|-<br />
!Czech <br />
| Zastavárna (lit. ''pawnshop'') || || || <br />
|-<br />
!Dutch <br />
| Boekhouding (lit. ''accounting'') || || || <br />
|-<br />
!Finnish <br />
| Tilitoimisto (lit. ''accounting office'') || || || <br />
|-<br />
!French <br />
| Bureau de comptabilité || || || <br />
|-<br />
!German <br />
| Leihhaus (lit. ''pawnshop'') || [[File:counting.house.german.jpg|100px]] || || Schau dir deinen Ablagestapel an, decke beliebig viele Kupfer auf und nimm sie auf die Hand.<br />
|-<br />
!Italian <br />
| Contabilità (lit. ''accounting'') || || || <br />
|-<br />
!Japanese <br />
| 会計所 (pron. ''kaikei-sho'', lit. ''accounting office'') || || || 捨て札置き場のカードをすべて見て、その中の好きな枚数の銅貨を公開し、手札に加える。<br />
|-<br />
!Polish <br />
| Rachuba (lit. ''counting'', note: archaic) || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Счётная Палата (pron. ''schotnaya palata'', note: name for the Russian federal financial institution) || || || <br />
|-<br />
!Spanish <br />
| Casa de cuentas || || || <br />
|}<br />
<br />
== Trivia ==<br />
Donald X. and his playtesters nicknamed this card "Counting Horse".<br />
[[Image:Counting_HouseArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text=The art shows the victory point shield on the wall.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=My wife came up with this card. Her version got you back all of the Silvers, which was crazy. Women! The Coppers version worked out, and just left getting a good wording.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Counting House is narrow but a set can have a narrow card, some people love winning with narrow cards in the games where they are good enough. I just beat FTL's turn-two {{Card|Mountebank}} with it so there you go.<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 />
{{Navbox Prosperity}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/ContrabandContraband2021-03-16T07:58:46Z<p>Ronedge02: /* Playing with Contraband */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Contraband<br />
|cost = 5<br />
|type1 = Treasure<br />
|illustrator = RC Torres<br />
|text = {{Cost|3|l}}<br/>'''+1 Buy'''<br/>The player to your left names a card. You can’t buy that card this turn.<br />
}}<br />
'''Contraband''' is a [[Treasure]] card from [[Prosperity]]. It is worth {{Cost|3}}, like Gold, but also gives +buy and costs {{Cost|1}} less. However, it comes with the drawback that you will be prohibited from buying a particular card that your opponent names. Therefore, it is often best when you have multiple choices of cards which you want to buy. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you get {{Cost|3}} and +1 Buy.<br />
* The player to your left names a card, and you cannot buy the named card this turn. <br />
* This does not stop you from gaining the card in ways other than buying it (such as via {{Card|Hoard}}). <br />
* They do not have to name a card in the Supply. <br />
* If you play multiple Contrabands in one turn, the player to your left names a card each time; if they name different cards, you cannot buy any of the named cards this turn. <br />
* If you play Contraband before other Treasures, you hide how much {{Cost}} you will have; however the number of cards left in a player's hand is public information.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/07/10/prosperity-contraband/ Article] by WanderingWinder, edited by theory, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=2938.0 forum]''<br />
<br />
Contraband needs options.<br />
<br />
For example, if you play a standard [[Big Money]]-esque game, where all you want is {{Card|Gold}} and {{Card|Province|Provinces}}, Contraband is very bad. Early on, your opponent will just block you off of Gold, and later, they block you off of Province, which just makes it very difficult to win. And indeed, in any case where you’re really needing one card, it’s not going to be good for you.<br />
<br />
Contraband is also rarely good in multiples, because if one thing doesn’t totally block you, two much more likely will – each Contraband you play means a new thing your opponent can block. So oddly enough, this Treasure tends to be best in an “[[engine]]”, where you play a lot of different Actions, because those tend to have the most different cards that can help you, can make use of the buy, and proscribing one card just isn’t as big a deal.<br />
<br />
Because of the enormous complexity of choices, the card doesn’t simulate so well. So unlike most of my articles, there’s no simulation data backing this stuff up. But lots of thought and experience.<br />
<br />
Before we go any farther, I think it’s important to note a couple of tactical items about playing Contraband. The first is that you don’t have to play it! Many times, in the endgame, you need to be buying a particular card – say a Province. Well, if you can afford the thing anyway, just don’t play the Contraband!<br />
<br />
Second, if you do play the Contraband, play it first, before your other treasures. The less information you give to your opponents, the better, as they can’t know what to proscribe nearly so well. The exception is if you want to trick your opponents — play three Coppers, say “oops”, and then play your Contraband. Your opponent will block Gold, thinking you only have {{Cost|6}}, and then you play another two Coppers to buy a Province. (This may not work so well online, where opponents may notice that you're not using your 'play all Treasures' button.) <br />
<br />
A corollary to this is that Contraband is not so good with the handful of cards that reveal your hand to your opponent. {{Card|Menagerie}} might be the biggest exception here, especially when it goes off, but even it can have some weakness. But cards like {{Card|Hunting Party}}, {{Card|Crossroads}}, and an engine that draws your whole deck are really bad for Contraband, because it gives your opponent a solid insight into what you’re trying to buy with the Contraband.<br />
<br />
=== Playing against Contraband ===<br />
<br />
To play Contraband, you first need to know how to play against it. The most basic way to shut down a Contraband player is to block Gold then Province. This is Contraband’s most fundamental weakness: if you spent {{Cost|5}} on Contraband, that probably means the power {{Cost|5}}′s ({{Card|Laboratory}}, {{Card|Hunting Party}}, {{Card|Witch}}, {{Card|Wharf}}, etc.) aren’t out, so you really need to get to {{Cost|6}}′s to be able to buy Provinces. Being stuck with a whole bunch of {{Cost|3}}′s and {{Cost|4}}′s is not the route to Provinces, generally speaking.<br />
<br />
In other words, as DG notes, as long as Gold is prohibited, the player remains dependent upon the Contraband for {{Cost|}} and might find it difficult to buy essential cards whilst the Contraband is essential currency. As soon as a player has Gold the Contraband is no longer essential currency.<br />
<br />
Sometimes, though, another card is more powerful than Gold early on. This is most common if they are playing an engine deck that needs a lot of Actions: in those situations, you’d rather cut them off from the KEY card they need in their action deck: maybe they’re lacking in [[Smithies]] or other +Cards, +Buy, or perhaps [[Villages]].<br />
<br />
Contraband is even more painful in the endgame, however, especially if the Contraband player is behind. Blocking Provinces is the most obvious, which works regardless of whether you are ahead or behind. But more importantly, there can really come times where Provinces don’t cut it, and they’re going to need a lot of {{Card|Duchy|Duchies}}. Block them from Duchy. I cannot stress enough how important this can be. If they’re going to need lots of {{Card|Silk Road|Silk Roads}} to come back, block them from that. In a great twist of events, if they’ve played a few {{Card|Goons}} with their Contraband, you probably want to block {{Card|Copper}}.<br />
<br />
[http://dominion.isotropic.org/gamelog/201206/19/game-20120619-204543-da3f8807.html Here’s an example] by chwhite where, going into the final turn, his opponent is down 36-43 and plays Contraband with two Colonies remaining. chwhite blocks Province, because if his opponent double-Provinced, the opponent would be up in a [[Penultimate Province Rule|PPC]] situation. Instead, the opponent is forced to take the penultimate Colony and a Duchy, leaving chwhite free to buy the last one instead.<br />
<br />
[http://dominion.isotropic.org/gamelog/201206/09/game-20120609-150918-10cf798a.html Here’s a game] against -Stef- where he uses a Contraband together with his Apothecary engine as basically his entire economy (mine is not so much stronger). The key here is that Apothecary is very very fast, but doesn’t have tons of staying power. So, early on, I block Gold, which is standard. However, I continue doing this for quite a while – indeed, there were multiple occasions where he drew his ENTIRE deck, played Contraband, and I knew he was holding {{Cost|10P}}, and I block Gold.<br />
<br />
Now, why do I block Gold instead of Province when he has {{Cost|10P}} to spend? Well, I could block Provinces later on. More importantly, all the money in his deck was {{Cost|10P}}, and {{Cost|3}} of that was tied up in Contraband, meaning he couldn’t possibly buy a Province without one. If I had blocked Province instead, -Stef- would be able to buy Golds and no longer rely on Contrabands; by blocking Gold, the nature of his engine means he ends up stalling out.<br />
<br />
Then we get to the really interesting part of the game, where I start blocking him on Duchies. He’s behind and needs Duchies to come back. In particular, on Turn 22, I blocked Duchy—he might have had enough for a Province, but if he did, and I blocked Province, he would have won anyway by buying Duchies and Estates. So this is another principle to keep in mind: if you need good luck to win, play for that luck.<br />
<br />
Similarly, when playing from behind, in a situation where they can end the game on three piles, you absolutely need to be able to use that Contraband prohibition on that third pile that they are trying to run out. I’m pretty sure I’ve blocked {{Card|Curse|Curses}} before (though it’s very hard to look for that kind of log). In these situations, you’re very often lost either way, but you need to at least give yourself a chance.<br />
<br />
More generally, beyond the simple “Block Gold Block Province”, you should just keep careful track of your opponent’s potential buying power. If they remake 2 cards, play Contraband, well, they only have 1 card left in hand, and if it’s early enough in the game, there’s a good chance you KNOW they don’t have a Gold – so don’t prohibit a 6-cost, as you already know they can’t buy it. Similarly, if they reveal their hand, for Menagerie, for a {{Card|Bureaucrat}}, for whatever, pay attention. If they put back a card, pay attention to what that is. Pay attention to where they are in their reshuffle, and what they’ve already played/discarded. Most important, pay attention to what’s in their deck. You want to know what they have, so you know what they’re capable of, and you want to know what they want to get, so you can stop them from getting it.<br />
<br />
=== Playing with Contraband ===<br />
<br />
Now that you know how to shut down Contraband, how do you play it?<br />
<br />
The biggest thing that you need here is, as I said, options. In particular, you need options at the {{Cost|6}}-{{Cost|7}} level. {{Card|Nobles}}, {{Card|Harem}}, {{Card|Hoard}}, {{Card|Goons}}, etc. will all defeat the standard anti-Contraband strategy of blocking Gold every time. Of course, later on, the main thing to block is Province, so [[Alt-VP|alternate VP]] can help a lot too. The important thing here is that you need to maintain some flexibility. If you buy Contraband and then lock yourself into a {{Card|Gardens}} strategy, well, your opponent is just going to block Gardens and the fact that you could buy Province or Gold isn’t very helpful.<br />
<br />
There’s one particular alternate VP synergy I’d like to highlight: {{Card|Fairgrounds}}. Not only is it a nice {{Cost|6}} target, and a good source of alternate VP (potentially exceeding a Province, so even if you are blocked from it you can still buy a Province), but with Fairgrounds you also want to buy pretty much every card on the board. So no matter what they block, there’s going to be something for you to pick up, and the +Buy really, really helps. [http://dominion.isotropic.org/gamelog/201205/24/game-20120524-064325-747b030f.html Here] is a game where I use contraband with a bit of an engine, mostly a big potpourri of stuff, to pump up Fairgrounds and help me win a long game against ddubois. Of course, it also features Nobles, so it’s really a model game for Contraband being a nice card.<br />
<br />
Likewise, {{Card|Vineyard}} works well too. The +Buy helps you grab the Vineyards, you can frequently buy Vineyards on non-Contraband turns, and on Contraband turns you can pick up your choice of Actions.<br />
<br />
Another way of getting “options” is with those buy-one-get-another-free cards: {{Card|Border Village}} and {{Card|Haggler}}. {{Card|Black Market}} functions similarly by giving your opponent three more choices to block, and has the added benefit of getting your Contraband played super early.<br />
<br />
So in general, Contraband needs options. Either this means you have multiple {{Cost|6}} cards to choose from, or it’s not such a big deal that you can’t get one particular card. In an engine, in particular, you often find yourself needing two cheap cards rather than one expensive card. (But the {{Cost|5}} cost is usually a big deterrent, because if you have {{Cost|5}} to spend, why not spend it on an engine part?)<br />
<br />
The other nice kind of card to help Contraband is a trash for benefit card. Stopping you from getting Gold is pretty harsh in the early game, but the real drawback to Contraband is the endgame blocks. I mean, usually, you’re able to pick up a couple components to help you if they block that Gold – two Silvers at least. But losing out on that Province is particularly painful. With a trash-for-benefit, you can get some good use out of Contraband early on and then trash it in the endgame. Its high cost becomes a boon: {{Card|Salvager}}, {{Card|Apprentice}}, {{Card|Expand}}, etc. all perform nicely with Contraband for fuel.<br />
<br />
*The thing to realize about Contraband is that it is not an action, so therefore the +3 money and the + 1 Buy is insanely good early/mid game, because you can gain the + 3 money/+ 1 buy with breakneck speed and outpace your opponents, while Festival by comparison is weaker by itself early game, and so is Laboratory (you'll draw 2 coppers with this at best if that's all you have in the crucial opening turns, but Contraband is guaranteed +3 money, not to mention the + 1 buy.) The fact that it's a treasure makes it far more useful early/mid game— For example, if you play a terminal Council Room and draw all actions, tough luck. But if you play a Council Room and get one or two Contrabands, you're doing way better. Very rarely does a board have absolutely no other viable cards besides the one (or two) choices that get eliminated by Contraband(s). For example, a bland hand of 3 coppers and 1 Contraband could give you a Gold OR two Villages, both with great potential value. So whatever your opponent blocks, you can use the economic advantage to buy your way to an equally viable strategy, and you'll have superior buying power, because you have Contraband. Being able to get a guaranteed +3 money/ +1 buy in one card within the first handful of turns can give you the edge in speed you need to overtake your opponent. Since you don't HAVE to use it, it only ever takes up ONE space late game, which many terminal actions do (Money Lender, Chapel, or just terminal actions in general.) The only difference? Contraband CAN be played, while with multiple terminal actions, only one CAN be played. The only real weakness to Contraband is if there are only a small amount of viable cards on the field.<br />
<br />
Overall, it’s an intimidating card, but a lot better than the plague some people tend to think it is, in the right circumstances. And the kind of game it can create is a lot of fun, and can make for quite a lot of skill, and a kind of skill you don’t get out of many other Dominion cards.<br />
<br />
=== Synergies/Combos ===<br />
* Flexibility!<br />
* Trash-for-benefit: {{Card|Apprentice}}, {{Card|Upgrade}}, {{Card|Salvager}}, {{Card|Expand}}<br />
* Options at the {{Cost|6}}-{{Cost|7}} level: {{Card|Hoard}}, {{Card|Harem}}, {{Card|Nobles}}, {{Card|Goons}}<br />
* {{Card|Quarry}}<br />
* {{Card|Horn of Plenty}}<br />
* [[Alt-VP|Alternate VP]]: especially {{Card|Fairgrounds}}, {{Card|Vineyard|Vineyards}}<br />
* [[Event|Events]] - your opponents can't block events at all<br />
* Engines where you aren’t drawing your whole deck and you aren’t stuck to needing one particular component<br />
<br />
=== Antisynergies ===<br />
* Hand-revealers: {{Card|Hunting Party}}, {{Card|Menagerie}}, {{Card|Crossroads}}<br />
* Getting stuck needing one thing (a la a lot of [[Big Money]] strategies), especially games where you need Golds<br />
* Other Contrabands (if you are having problems with your first Contraband, the answer is not more Contrabands!)<br />
* {{Card|Venture}} (which can force you to play it at an inopportune moment)<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|ContrabandOld|Contraband}} || {{CardVersionImage|ContrabandDigitalOld|Contraband from Goko/Making Fun}} || {{Cost|3}}. '''+1 Buy'''. When you play this, the player to your left names a card. You can’t buy that card this turn. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Contraband|Contraband}} || {{CardVersionImage|ContrabandDigital|Contraband from Shuffle iT}} || {{Cost|3}}. '''+1 Buy'''. When you play this, the player to your left names a card. You can’t buy that card this turn. || Prosperity [[Second Edition|2nd Edition]] || February 2017<br />
|-<br />
| || || {{Cost|3}}. '''+1 Buy'''. The player to your left names a card. You can’t buy that card this turn. || Prosperity (2020 printing) || October 2020<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|- <br />
!Chinese <br />
| 違禁品 || || || '''+1 購買'''當你打出此卡時,你左邊的玩家可以指名一張卡,你這回合不能購買該卡。<br />
|-<br />
!Czech <br />
| Kontraband || || || <br />
|-<br />
!Dutch <br />
| Smokkelwaar || || || <br />
|-<br />
!Finnish <br />
| Hämärät varat (lit. ''murky assets'') || || || <br />
|-<br />
!French <br />
| Contrebande || || || <br />
|-<br />
!German <br />
| Schmuggelware || [[File:contraband.german.jpg|100px]] || || {{Cost|3}}<br>'''+1 Kauf'''<br>Wenn du diese Karte ausspielst, nennt dein linker Mitspieler eine Karte. Diese Karte darfst du in diesem Zug nicht kaufen.<br />
|-<br />
!Italian <br />
| Contrabbando || || || <br />
|-<br />
!Japanese <br />
| 禁制品 (pron. ''kinseihin'') || || || {{Cost|3}}。 '''+1 購入'''。 左隣のプレイヤーはカード1枚を指定する。このターン、あなたはそのカードを購入できない。 <br />
|-<br />
!Polish <br />
| Kontrabanda || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Контрабанда (pron. ''kontrabanda'') || || || <br />
|-<br />
!Spanish <br />
| Contrabando || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ContrabandArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Another card that didn't change from the first version, except for a wording tweak.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Prosperity}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/PossessionPossession2021-02-16T09:38:58Z<p>Ronedge02: /* When to go for Possession */</p>
<hr />
<div>{{Infobox Card<br />
|name = Possession<br />
|cost = 6P<br />
|type1 = Action<br />
|illustrator = Kieron O'Gorman<br />
|text = The player to your left takes an extra turn after this one, in which you can see all cards they can and make all decisions for them. Any cards or {{Debt}} they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn.<br />
}}<br />
<br />
'''Possession''' is an [[Action]] card from [[Alchemy]]. It lets you control an [[extra turn]] being taken by your opponent and steal any cards they gain during it - so you can take advantage of their super-engine without having to build it up yourself! Of course, be prepared to have the same done to you; Possession is known to be one of the most rage-inducing cards in Dominion. And at a cost of {{Cost|6P}}, Possession is one of the most expensive Actions in Dominion, so it's occasionally okay to skip it and go straight for Provinces. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You are not taking a turn with the deck of the player to your left<sup>†</sup>; that player is taking a turn, with you making the decisions and gaining the cards. The “you” in all cards still refers to the player being Possessed, not the player doing the Possessing. <br />
* Possession has several pieces to it:<br />
** You can see the Possessed player's cards for the entire turn, which means you will see their next hand during Clean-up. You will also see any cards they are entitled to see due to card rules; for example you can look at cards they have set aside with {{Card|Native Village}} (from {{Set|Seaside|Dominion: Seaside}}).<br />
** You make all decisions for the Possessed player, including what cards to play, decisions those cards provide, and what cards to buy.<br />
** Any cards the Possessed player would have gained in any way, you gain instead; this includes cards bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if they would have gone to that player's hand or the top of their deck or somewhere else. You also get any {{Debt}} tokens that player would have gotten (this is a change from the original version of Possession). You do not get any other tokens that player would have gotten (this is a change from the errata in {{Set|Empires|Dominion: Empires}}). {{Debt}} is something from Dominion: Empires; if you do not have those cards, that part of Possession's effects does not matter.<br />
** During the Possessed turn, whenever one of that player's cards is trashed, set it aside, and that player puts it into their discard pile at the end of the turn, after Clean-up. The card is still trashed, so for example you could have them trash a {{Card|Mining Village}} (from {{Set|Intrigue|Dominion: Intrigue}}) and get the +{{Cost|2}}. Getting those cards back at end of turn does not count as those cards being gained (so for example, you will not get them). Other players' cards that are trashed during that turn are not returned.<br />
** Cards passed with {{Card|Masquerade}} (from Dominion: Intrigue) are not being gained or trashed. [[Exchange|Exchanging]] a card (such as {{Card|Soldier}} from {{Set|Adventures}}) does not count as gaining or trashing. Cards returned to the [[Supply]], such as with {{Card|Ambassador}} (from Dominion: Seaside) are also not being trashed, and so return to the Supply normally.<br />
** If you make another player play an [[Attack]] via Possession, that Attack will hit you like it would normally. If you want to use a [[Reaction]] in response to that Attack (such as {{Card|Moat}}), you would be the one revealing the Reaction, not the player being Possessed.<br />
** Possession causes an extra turn to be played, like the card {{Card|Outpost}} does (from Dominion: Seaside). The extra turn happens only after this turn is completely over - you will have discarded everything and drawn your next hand. Outpost only prevents itself from giving a player two consecutive turns, it does not prevent other cards or the rules from doing so. So for example if you play Possession in a two-player game, then after the Possession turn, that player still gets their normal turn. If they played Outpost during that turn though, it would not give them an extra turn (unless another player took a turn in between, such as via another Possession). If you play both Outpost and Possession in the same turn, the Outpost turn happens first. If you make someone play Outpost during a turn in which you Possessed them, that player will get the extra turn and make decisions during it and so forth, not you; if you make someone play Possession during a turn in which you Possessed them, that will make that player Possess the player to their left, rather than you getting to Possess anyone further. Possession turns (and other extra turns) do not count for the tiebreaker. Once the game ends, no further turns are played, including extra turns from Possession and Outpost.<br />
** Unlike Outpost, Possession is not a [[Duration]] card. It is discarded in the Clean-up phase of the turn you played it.<br />
** Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this one.<br />
<sup>†</sup> ''The rulebook erroneously refers to the player to your right here''.<br />
<br />
=== Other Rules clarifications ===<br />
* Possession is not an [[Attack]], and cannot be blocked by cards like {{Card|Moat}}.<br />
* In a 2-player game, if you make your opponent play Possession during a Possession turn, then you next take an extra turn with your opponent making all decisions, and then finally your opponent takes their normal turn.<br />
** If you play 2 Possessions, then make the Possessed player play Possession during the first Possessed turn, you finish all Possession turns of the current Possessed player before moving on to the next player's Possession turns. Then the first Possessed player finally takes their normal turn. Extra turns happen in turn order.<br />
** Possession does not give control between turns. For example, if you play 2 Possessions, then make the Possessed player play {{Card|Outpost}} or buy {{Event|Mission}} during the first Possession turn, they decide whether the next turn is the other Possession turn, or the Outpost or Mission turn.<br />
* If you were Possessed before your normal turn, and you play Outpost or buy Mission during your normal turn, you will not take an extra turn.<br />
* Cards that are trashed and set aside during a Possession turn are not ''in'' the trash for the rest of the turn. For example, {{Card|Graverobber}} can't gain those cards, {{Card|Necromancer}} can't play those cards, and {{Card|Forager}} doesn't count those cards. If you trash a {{Card|Fortress}} during a Possession turn, you choose to either put it into your hand, or to set it aside, at which point it [[Stop-Moving rule|stops moving]].<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/12/03/alchemy-possession/ Original article] by theory''<br><br />
''[http://forum.dominionstrategy.com/index.php?topic=10653.0 Another article] by shark_bait''<br />
<br />
Possession is quite possibly the most hated card in the game. This article is divided into three segments: how to play Possession, how to counter Possession, and when to go for Possession.<br />
<br />
=== How to play Possession ===<br />
In building your own deck, there are a couple tactics you can use to maximize the effect of the Possession. {{Card|Throne Room}} and {{Card|King's Court}} are absolutely incredible when paired with Possession; it is the only way to get multiple consecutive turns other than {{Card|Outpost}}, and even Outpost only gives you a 3-card hand. Drawing the golden hand of KC + KC + Possession + Possession + Possession should basically guarantee you the win, since you have 9 turns in a row to either win on piles or build an insurmountable lead. In addition, multiple Possessed turns eliminates one of the primary counters to Possession, since you can safely play [[Duration]] cards and other cards that improve the draw deck.<br />
<br />
{{Card|Governor}} and {{Card|Council Room}} also synergize with Possession. Play your Governors for +Cards, giving your opponent a bigger hand, then Possess it. (As noted below, playing a Possessed Council Room is even better.) {{Card|Vault}} works similarly, though a canny Opponent that smells a Possession coming might just discard his good cards. And {{Card|Golem}} is a great way to keep playing Possession. Golem’s weakness is that it discards so much of your own deck, but who cares when you’re hardly using it anyway?<br />
<br />
Your own attacks tend to anti-synergize with Possession. Curse-giving attacks are always strong, of course, but it somewhat decreases the power of the average Possession turn. (And if your opponent buys them, they’re one of the strongest counters to your Possession.) Handsize reduction attacks are more mixed; usually you wouldn’t want to {{Card|Militia}} your opponents and then Possess them, but if you do it consistently enough, you can start to scare your opponents into discarding good cards to the Militia. {{Card|Spy|Spies}} and {{Card|Scrying Pool|Scrying Pools}} can be useful: keep good stuff on your opponent’s deck if you plan to draw those cards while Possessing them.<br />
<br />
When actually Possessing your opponent, you should have two goals in mind: getting the biggest benefit out of the Possessed turn, and crippling your opponent’s future turns. Accomplishing the first goal is relatively easy: play turns like normal, keeping in mind that [[trash for benefit]] cards are a godsend. Normally those cards are limited by a desire not to trash expensive cards. But under Possession, when you can trash without consequence, they become impossibly powerful. {{Card|Apprentice}} Colonies to draw 11 cards! {{Card|Remodel}} a Colony into another Colony for yourself! {{Card|Salvager|Salvage}} Colonies for +{{Cost|11}}! {{Card|Mine}} a Platinum into an extra Platinum for yourself! Note that cards that provide benefits to opponents are great as well; courteously allow yourself to draw an extra card from a Possessed Council Room, or discard some cards via the Vault.<br />
<br />
Accomplishing the second goal (crippling your opponent’s future turns) is a little more tricky. Be on the lookout for cards that involve choices. Like {{Card|Lookout}}, which can be used to rearrange the top of the Possessed player’s deck to be as terrible as possible. After you’re done with {{Card|Treasury|Treasuries}} and {{Card|Alchemist|Alchemists}}, decline to return them to the top of the deck. Even better, if your opponent has built a card-drawing engine with {{Card|Cellar}}, you can often manipulate his deck by discarding junk cards, then selectively triggering a reshuffle so his draw deck consists of nothing but junk, ensuring several crappy turns.<br />
<br />
Also look for cards that can pseudo-trash. {{Card|Ambassador}} and {{Card|Masquerade}} are most powerful: return two Colonies to the supply with Ambassador and generously help yourself to one to boot. {{Card|Island}}, and to a lesser extent cards that [[Exile]], are great as well: maybe his Platinums feel like taking an extended tropical vacation.<br />
<br />
=== How to counter Possession ===<br />
The converse of the above advice suggests that in order to deal with Possession, you should construct a deck that can gain cards useful to yourself but not your opponent, and you should avoid cards that, if Possessed, will destroy your deck. So no Ambassador, no Masquerade, no Island. Try building {{Card|Gardens}}, {{Card|Vineyard}}, or {{Card|Duchy}}/{{Card|Duke}} decks, since your opponent may be unwilling to gain those cards if he is going for Colonies or Provinces.<br />
<br />
The most common way to counter Possession, though, is with unconditional attacks. Your Possessing opponent will be unwilling to play {{Card|Sea Hag|Sea Hags}}, {{Card|Witch|Witches}}, and {{Card|Saboteur|Saboteurs}} against himself. This is especially true with Golem, since your opponent will be hesitant to play your Golems for fear of hurting himself. Attacks that involve choices are less good: Possessed {{Card|Swindler|Swindlers}} are little more than a nuisance, and Possessed {{Card|Minion|Minions}} will only help him.<br />
<br />
Other cards involving choices are also much worse when you get Possessed. Treasuries and Alchemists won’t get returned to the top of your deck. {{Card|Envoy}} becomes much better in the Possessor’s hands than your own, especially in 2-player games. {{Card|Herbalist}} and {{Card|Navigator}} (and {{Card|Courtyard}}, to a lesser extent) become massive liabilities, essentially guaranteeing you will have junk on top of your deck after the Possession. {{Card|Loan}}, which you might ordinarily decline to play in the late game, becomes every bit as bad as you always feared.<br />
<br />
{{Card|Ill-Gotten Gains}} is also quite good : when possessed it counts as copper which can gain your opponent a copper (pretty useless).<br />
<br />
A special note on {{Card|Stash}}: Stashes are particularly vulnerable to Possession because the Stash cards have identifably unique backs. Drawing several of them in hand (possibly from [[Combo: Chancellor and Stash]]) is just begging to be Possessed. In addition, if your opponent Possesses your deck on a reshuffle, your Stashes are going to the bottom of the deck.<br />
<br />
[[Duration|Durations]] are tricky. They’re great to have in your hand when being Possessed, since your opponent will be unwilling to improve your future turns. At the same time, playing Durations on the previous turn telegraphs to your opponent that you have a good hand to be Possessed. (For instance, if my opponent was going for {{Card|Tactician}}, I would simply {{Card|Haven}} my Possession from one to hand to another until she plays Tactician to discard her hand. Then I’ll gladly take the 10-card Tactician hand for myself.) <br />
<br />
Finally, try to predict when the Possession is coming. Sometimes you can tell for sure, like when your opponent played a {{Card|Scout}} on the previous turn, or you played {{Card|Cutpurse}} or {{Card|Bureaucrat}} on this turn. Even when you can’t, you can usually have a pretty good guess. Have you not yet seen it on this reshuffle? Is your opponent cackling with delight and a particularly vicious glint in her eye? Maybe you should junk up your next turn. Play the {{Card|Adventurer}} even though you already have {{Cost|11}} in hand; leave some Victory cards on your deck with the {{Card|Spy}}; use Navigator to discard good cards coming up; move your Stashes elsewhere; don’t put your Alchemists/Treasuries back on the deck.<br />
<br />
=== When to go for Possession ===<br />
Possession is a ridiculously expensive card—consider that, all else being equal, if you had bought a Silver instead of a Potion, every turn you buy Possession you could have bought a Province instead. Add to that the negative effects of having drawn Potions instead of Silvers, and there are many situations where the best counter to Possession is not to get a Possession.<br />
<br />
In the absence of Colonies and/or other worthwhile Potion cards, then I’m unwilling to buy an early Potion just for Possession. But if my opponent builds a deck particularly vulnerable to Possession (e.g., Alchemist/Herbalist, or Ambassador), then in the mid-game I will sneak in a Potion to try to play a Possession right as his engine peaks.<br />
<br />
If Colonies are present and/or the board seems to call for me to get Potions anyway, then I will look to get Possessions, partially as a counter against my opponent’s Possessions. Colony games make Duchy/Duke, Gardens, and Vineyards decks (the main counter to Possession) less viable. In addition, Throne Room and King's Court are so incredibly strong with Possession that if I will be buying them anyway, then I will certainly go for Possession. But if my opponent starts to stock up on unconditional attacks or Victory cards, then I will shift to another strategy.<br />
<br />
=== The Mirror ===<br />
Possession mirror matches are one of the most strange things in all of Dominion. Conventional wisdom is thrown out of the window. So why are people clueless about Possession mirror matches? Instead of building up your deck, you need to build down your deck. That's the big catch-22, you need to build up your deck to get to Possession but at the same time you don't want your opponent to be able to utilize the greater efficiency of your deck. The consequence of this is insanely early greening with subsequent hard stalling. In order to prevent your opponent from mooching {{VP}} using your deck you green before they can with the knowledge that if they continue to build you will just Possess them to get points. Games like this often stall out with Duchies and Estates being grabbed left and right. Assuming that your opponent does build more and you are greening like a Mad Man, you need to ensure that your cycling is still present. Because your opponent will win if you green so hard that you are consistently missing Possession turns.<br />
<br />
=== Conclusion ===<br />
In summary, Possession is not quite a must-buy card. But more than any other card, its availability considerably warps the strategy of the board. You don’t have to buy Possession, but you do have to plan for its effect.<br />
<br />
=== Synergies/Combos ===<br />
* Your {{Card|Throne Room|Throne Rooms}} / {{Card|King's Court|King's Courts}}<br />
* Opponents’ {{Card|Ambassador|Ambassadors}} and {{Card|Masquerade|Masquerades}}<br />
* Opponents’ [[Trasher#Trash for benefit|trash-for-benefit cards]] ({{Card|Salvager}}/{{Card|Apprentice}}/{{Card|Remodel}}/{{Card|Mine}}/{{Card|Bishop}})<br />
* Opponents’ {{Card|Island|Islands}}<br />
* Opponents’ {{Card|Stash|Stashes}}<br />
* Opponents' [[Coin token|Coin tokens]]<br />
* Opponents’ cards that involve choices ({{Card|Envoy}}, {{Card|Treasury}}, {{Card|Alchemist}}), including attacks ({{Card|Minion}}, {{Card|Swindler}})<br />
* Opponents’ cards that affect the rest of their deck ({{Card|Lookout}}, {{Card|Pearl Diver}}, {{Card|Navigator}}, {{Card|Courtyard}}, {{Card|Herbalist}}, {{Card|Loan}})<br />
* Both your opponents’ and your own {{Card|Council Room|Council Rooms}} and {{Card|Governor|Governors}}<br />
* Your {{Card|Golem|Golems}}<br />
* Opponents’ duration cards (so long as you avoid playing them during the Possession)<br />
* {{Card|Bandit Camp}} is good in a Possession mirror (see [http://forum.dominionstrategy.com/index.php?topic=9377.0 here])<br />
* {{Card|Lurker}} lets you gain Possession quickly and cheaply, without the need for a Potion.<br />
<br />
=== Antisynergies ===<br />
* Opponents’ unconditional attacks ({{Card|Sea Hag}}, {{Card|Witch}}, {{Card|Militia}}, {{Card|Saboteur}}), especially when coupled with {{Card|Golem}} or {{Card|Prince}}<br />
* Opponents’ junk decks ({{Card|Gardens}}, {{Card|Vineyard}}, {{Card|Duchy}}/{{Card|Duke}})<br />
* Opponents’ {{Card|Outpost}}<br />
* Possession itself is a good counter to Possession, especially in 2-player games<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|PossessionOld|Possession}} || {{CardVersionImage|PossessionDigitalOld|Possession from Goko/Making Fun}} || The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn. || Alchemy 1st Edition || May 2010<br />
|-<br />
| {{CardVersionImage|Possession|Possession}} || {{CardVersionImage|PossessionDigital|Possession from Shuffle iT}} || The player to your left takes an extra turn after this one, in which you can see all cards they can and make all decisions for them. Any cards or {{Debt}} they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn. || 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 />
| 佔據 (pron. ''zhànjù'', lit. ''to occupy'') || || || <br />
|-<br />
!Czech <br />
| Posedlost || || || <br />
|-<br />
!Dutch <br />
| Bezeten || || || <br />
|-<br />
!Finnish <br />
| Riivaus || || || <br />
|-<br />
!French <br />
| Possession || || || <br />
|-<br />
!German <br />
| Besessenheit || {{CardVersionImage|Possession German-ASS|German language Possession}} || || Dein linker Nachbar führt einen Extra-Zug direkt nach diesem aus. Dabei siehst du alle Karten, die auch er sieht und du triffst alle Entscheidungen für ihn. alle Karten, die er nimmt oder kauft, erhältst du. Karten, die in diesem Zug entsorgt werden, werden zur Seite gelegt. Am Ende des Extra-Zuges legt der Mitspieler diese Karten auf seinen Ablagestapel.<br />
|-<br />
!Italian <br />
| Possessione || || || <br />
|-<br />
!Japanese <br />
| 支配 (pron. ''shihai'', lit. ''domination'') || || || 左隣のプレイヤーはこのターンの後に追加の1ターンを得る。そのターン、あなたはそのプレイヤーが見ることができるカードをすべて見ることができ、そのプレイヤーの代わりにすべてを決定する。また、そのプレイヤーが獲得しようとするカード・卜ークンは、あなたが代わりに獲得する。 さらに、廃棄されるそのプレイヤーのカードは脇に置き、ターン終了時に捨て札置き場に置く。 <br />
|-<br />
!Russian <br />
| Одержимость (pron. ''odyerzhimost''') || || || <br />
|-<br />
!Spanish <br />
| Posesión || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PossessionArt.jpg|thumb|right|354px|Official card art.]]<br />
Possession is the card which has the longest FAQ.<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=Originally this had you take a turn in which you drew cards from another player's deck. It was much simpler rules-wise to have them take the turn, with you stealing the cards they gain. That may sound funny given that Possession has a longer FAQ than any other card will ever have (for those of you reading this who haven't seen the rulebook: it's over a page long). The FAQ is ridiculous, but it's still a FAQ; most of the time, you are covered just reading the card, and the most common thing you will want to know is, "what if I make someone play Possession while I'm Possessing them?" (they get to possess someone, not you). But it was an exotic card that required a lot of FAQ. There was some question as to whether or not it was worth it and well I always thought it was. One other thing changed about the card: originally you possessed to the left, then to the right, and now it's left again. Wei-Hwa pointed out that going left created a kingmaker situation with Masquerade in games with 3+ players - you can make someone pass a Province to someone else. There is no kingmaker situation to the right - you make them pass the Province to you. Going right is more weird though. When Jay got the file he said, really? The player to your right? The games where it matters aren't so common, so it ended up going left after all. Watch out in games with Possession and Masquerade (yes, and Ambassador).<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 />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Possession has way too long of a FAQ and would be better in a large expansion, which Alchemy originally was. It's a card some people adore though, and reasonable except for the FAQ issue. I don't know what can be done about the FAQ but I do not look at Possession and think, oh I shouldn't have made that one. <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 />
{{Navbox Alchemy}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/PossessionPossession2021-02-16T09:25:04Z<p>Ronedge02: /* How to counter Possession */</p>
<hr />
<div>{{Infobox Card<br />
|name = Possession<br />
|cost = 6P<br />
|type1 = Action<br />
|illustrator = Kieron O'Gorman<br />
|text = The player to your left takes an extra turn after this one, in which you can see all cards they can and make all decisions for them. Any cards or {{Debt}} they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn.<br />
}}<br />
<br />
'''Possession''' is an [[Action]] card from [[Alchemy]]. It lets you control an [[extra turn]] being taken by your opponent and steal any cards they gain during it - so you can take advantage of their super-engine without having to build it up yourself! Of course, be prepared to have the same done to you; Possession is known to be one of the most rage-inducing cards in Dominion. And at a cost of {{Cost|6P}}, Possession is one of the most expensive Actions in Dominion, so it's occasionally okay to skip it and go straight for Provinces. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You are not taking a turn with the deck of the player to your left<sup>†</sup>; that player is taking a turn, with you making the decisions and gaining the cards. The “you” in all cards still refers to the player being Possessed, not the player doing the Possessing. <br />
* Possession has several pieces to it:<br />
** You can see the Possessed player's cards for the entire turn, which means you will see their next hand during Clean-up. You will also see any cards they are entitled to see due to card rules; for example you can look at cards they have set aside with {{Card|Native Village}} (from {{Set|Seaside|Dominion: Seaside}}).<br />
** You make all decisions for the Possessed player, including what cards to play, decisions those cards provide, and what cards to buy.<br />
** Any cards the Possessed player would have gained in any way, you gain instead; this includes cards bought, as well as cards gained due to Actions. The cards you gain this way go to your discard pile, even if they would have gone to that player's hand or the top of their deck or somewhere else. You also get any {{Debt}} tokens that player would have gotten (this is a change from the original version of Possession). You do not get any other tokens that player would have gotten (this is a change from the errata in {{Set|Empires|Dominion: Empires}}). {{Debt}} is something from Dominion: Empires; if you do not have those cards, that part of Possession's effects does not matter.<br />
** During the Possessed turn, whenever one of that player's cards is trashed, set it aside, and that player puts it into their discard pile at the end of the turn, after Clean-up. The card is still trashed, so for example you could have them trash a {{Card|Mining Village}} (from {{Set|Intrigue|Dominion: Intrigue}}) and get the +{{Cost|2}}. Getting those cards back at end of turn does not count as those cards being gained (so for example, you will not get them). Other players' cards that are trashed during that turn are not returned.<br />
** Cards passed with {{Card|Masquerade}} (from Dominion: Intrigue) are not being gained or trashed. [[Exchange|Exchanging]] a card (such as {{Card|Soldier}} from {{Set|Adventures}}) does not count as gaining or trashing. Cards returned to the [[Supply]], such as with {{Card|Ambassador}} (from Dominion: Seaside) are also not being trashed, and so return to the Supply normally.<br />
** If you make another player play an [[Attack]] via Possession, that Attack will hit you like it would normally. If you want to use a [[Reaction]] in response to that Attack (such as {{Card|Moat}}), you would be the one revealing the Reaction, not the player being Possessed.<br />
** Possession causes an extra turn to be played, like the card {{Card|Outpost}} does (from Dominion: Seaside). The extra turn happens only after this turn is completely over - you will have discarded everything and drawn your next hand. Outpost only prevents itself from giving a player two consecutive turns, it does not prevent other cards or the rules from doing so. So for example if you play Possession in a two-player game, then after the Possession turn, that player still gets their normal turn. If they played Outpost during that turn though, it would not give them an extra turn (unless another player took a turn in between, such as via another Possession). If you play both Outpost and Possession in the same turn, the Outpost turn happens first. If you make someone play Outpost during a turn in which you Possessed them, that player will get the extra turn and make decisions during it and so forth, not you; if you make someone play Possession during a turn in which you Possessed them, that will make that player Possess the player to their left, rather than you getting to Possess anyone further. Possession turns (and other extra turns) do not count for the tiebreaker. Once the game ends, no further turns are played, including extra turns from Possession and Outpost.<br />
** Unlike Outpost, Possession is not a [[Duration]] card. It is discarded in the Clean-up phase of the turn you played it.<br />
** Possession is cumulative; if you play it twice in one turn, there will be two extra turns after this one.<br />
<sup>†</sup> ''The rulebook erroneously refers to the player to your right here''.<br />
<br />
=== Other Rules clarifications ===<br />
* Possession is not an [[Attack]], and cannot be blocked by cards like {{Card|Moat}}.<br />
* In a 2-player game, if you make your opponent play Possession during a Possession turn, then you next take an extra turn with your opponent making all decisions, and then finally your opponent takes their normal turn.<br />
** If you play 2 Possessions, then make the Possessed player play Possession during the first Possessed turn, you finish all Possession turns of the current Possessed player before moving on to the next player's Possession turns. Then the first Possessed player finally takes their normal turn. Extra turns happen in turn order.<br />
** Possession does not give control between turns. For example, if you play 2 Possessions, then make the Possessed player play {{Card|Outpost}} or buy {{Event|Mission}} during the first Possession turn, they decide whether the next turn is the other Possession turn, or the Outpost or Mission turn.<br />
* If you were Possessed before your normal turn, and you play Outpost or buy Mission during your normal turn, you will not take an extra turn.<br />
* Cards that are trashed and set aside during a Possession turn are not ''in'' the trash for the rest of the turn. For example, {{Card|Graverobber}} can't gain those cards, {{Card|Necromancer}} can't play those cards, and {{Card|Forager}} doesn't count those cards. If you trash a {{Card|Fortress}} during a Possession turn, you choose to either put it into your hand, or to set it aside, at which point it [[Stop-Moving rule|stops moving]].<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/12/03/alchemy-possession/ Original article] by theory''<br><br />
''[http://forum.dominionstrategy.com/index.php?topic=10653.0 Another article] by shark_bait''<br />
<br />
Possession is quite possibly the most hated card in the game. This article is divided into three segments: how to play Possession, how to counter Possession, and when to go for Possession.<br />
<br />
=== How to play Possession ===<br />
In building your own deck, there are a couple tactics you can use to maximize the effect of the Possession. {{Card|Throne Room}} and {{Card|King's Court}} are absolutely incredible when paired with Possession; it is the only way to get multiple consecutive turns other than {{Card|Outpost}}, and even Outpost only gives you a 3-card hand. Drawing the golden hand of KC + KC + Possession + Possession + Possession should basically guarantee you the win, since you have 9 turns in a row to either win on piles or build an insurmountable lead. In addition, multiple Possessed turns eliminates one of the primary counters to Possession, since you can safely play [[Duration]] cards and other cards that improve the draw deck.<br />
<br />
{{Card|Governor}} and {{Card|Council Room}} also synergize with Possession. Play your Governors for +Cards, giving your opponent a bigger hand, then Possess it. (As noted below, playing a Possessed Council Room is even better.) {{Card|Vault}} works similarly, though a canny Opponent that smells a Possession coming might just discard his good cards. And {{Card|Golem}} is a great way to keep playing Possession. Golem’s weakness is that it discards so much of your own deck, but who cares when you’re hardly using it anyway?<br />
<br />
Your own attacks tend to anti-synergize with Possession. Curse-giving attacks are always strong, of course, but it somewhat decreases the power of the average Possession turn. (And if your opponent buys them, they’re one of the strongest counters to your Possession.) Handsize reduction attacks are more mixed; usually you wouldn’t want to {{Card|Militia}} your opponents and then Possess them, but if you do it consistently enough, you can start to scare your opponents into discarding good cards to the Militia. {{Card|Spy|Spies}} and {{Card|Scrying Pool|Scrying Pools}} can be useful: keep good stuff on your opponent’s deck if you plan to draw those cards while Possessing them.<br />
<br />
When actually Possessing your opponent, you should have two goals in mind: getting the biggest benefit out of the Possessed turn, and crippling your opponent’s future turns. Accomplishing the first goal is relatively easy: play turns like normal, keeping in mind that [[trash for benefit]] cards are a godsend. Normally those cards are limited by a desire not to trash expensive cards. But under Possession, when you can trash without consequence, they become impossibly powerful. {{Card|Apprentice}} Colonies to draw 11 cards! {{Card|Remodel}} a Colony into another Colony for yourself! {{Card|Salvager|Salvage}} Colonies for +{{Cost|11}}! {{Card|Mine}} a Platinum into an extra Platinum for yourself! Note that cards that provide benefits to opponents are great as well; courteously allow yourself to draw an extra card from a Possessed Council Room, or discard some cards via the Vault.<br />
<br />
Accomplishing the second goal (crippling your opponent’s future turns) is a little more tricky. Be on the lookout for cards that involve choices. Like {{Card|Lookout}}, which can be used to rearrange the top of the Possessed player’s deck to be as terrible as possible. After you’re done with {{Card|Treasury|Treasuries}} and {{Card|Alchemist|Alchemists}}, decline to return them to the top of the deck. Even better, if your opponent has built a card-drawing engine with {{Card|Cellar}}, you can often manipulate his deck by discarding junk cards, then selectively triggering a reshuffle so his draw deck consists of nothing but junk, ensuring several crappy turns.<br />
<br />
Also look for cards that can pseudo-trash. {{Card|Ambassador}} and {{Card|Masquerade}} are most powerful: return two Colonies to the supply with Ambassador and generously help yourself to one to boot. {{Card|Island}}, and to a lesser extent cards that [[Exile]], are great as well: maybe his Platinums feel like taking an extended tropical vacation.<br />
<br />
=== How to counter Possession ===<br />
The converse of the above advice suggests that in order to deal with Possession, you should construct a deck that can gain cards useful to yourself but not your opponent, and you should avoid cards that, if Possessed, will destroy your deck. So no Ambassador, no Masquerade, no Island. Try building {{Card|Gardens}}, {{Card|Vineyard}}, or {{Card|Duchy}}/{{Card|Duke}} decks, since your opponent may be unwilling to gain those cards if he is going for Colonies or Provinces.<br />
<br />
The most common way to counter Possession, though, is with unconditional attacks. Your Possessing opponent will be unwilling to play {{Card|Sea Hag|Sea Hags}}, {{Card|Witch|Witches}}, and {{Card|Saboteur|Saboteurs}} against himself. This is especially true with Golem, since your opponent will be hesitant to play your Golems for fear of hurting himself. Attacks that involve choices are less good: Possessed {{Card|Swindler|Swindlers}} are little more than a nuisance, and Possessed {{Card|Minion|Minions}} will only help him.<br />
<br />
Other cards involving choices are also much worse when you get Possessed. Treasuries and Alchemists won’t get returned to the top of your deck. {{Card|Envoy}} becomes much better in the Possessor’s hands than your own, especially in 2-player games. {{Card|Herbalist}} and {{Card|Navigator}} (and {{Card|Courtyard}}, to a lesser extent) become massive liabilities, essentially guaranteeing you will have junk on top of your deck after the Possession. {{Card|Loan}}, which you might ordinarily decline to play in the late game, becomes every bit as bad as you always feared.<br />
<br />
{{Card|Ill-Gotten Gains}} is also quite good : when possessed it counts as copper which can gain your opponent a copper (pretty useless).<br />
<br />
A special note on {{Card|Stash}}: Stashes are particularly vulnerable to Possession because the Stash cards have identifably unique backs. Drawing several of them in hand (possibly from [[Combo: Chancellor and Stash]]) is just begging to be Possessed. In addition, if your opponent Possesses your deck on a reshuffle, your Stashes are going to the bottom of the deck.<br />
<br />
[[Duration|Durations]] are tricky. They’re great to have in your hand when being Possessed, since your opponent will be unwilling to improve your future turns. At the same time, playing Durations on the previous turn telegraphs to your opponent that you have a good hand to be Possessed. (For instance, if my opponent was going for {{Card|Tactician}}, I would simply {{Card|Haven}} my Possession from one to hand to another until she plays Tactician to discard her hand. Then I’ll gladly take the 10-card Tactician hand for myself.) <br />
<br />
Finally, try to predict when the Possession is coming. Sometimes you can tell for sure, like when your opponent played a {{Card|Scout}} on the previous turn, or you played {{Card|Cutpurse}} or {{Card|Bureaucrat}} on this turn. Even when you can’t, you can usually have a pretty good guess. Have you not yet seen it on this reshuffle? Is your opponent cackling with delight and a particularly vicious glint in her eye? Maybe you should junk up your next turn. Play the {{Card|Adventurer}} even though you already have {{Cost|11}} in hand; leave some Victory cards on your deck with the {{Card|Spy}}; use Navigator to discard good cards coming up; move your Stashes elsewhere; don’t put your Alchemists/Treasuries back on the deck.<br />
<br />
=== When to go for Possession ===<br />
Possession is a ridiculously expensive card—consider that, all else being equal, if you had bought a Silver instead of a Potion, every turn you buy Possession you could have bought a Province instead. Add to that the negative effects of having drawn Potions instead of a Silvers, and there are many situations where the best counter to Possession is not to get a Possession.<br />
<br />
In the absence of Colonies and/or other worthwhile Potion cards, then I’m unwilling to buy an early Potion just for Possession. But if my opponent builds a deck particularly vulnerable to Possession (e.g., Alchemist/Herbalist, or Ambassador), then in the mid-game I will sneak in a Potion to try to play a Possession right as his engine peaks.<br />
<br />
If Colonies are present and/or the board seems to call for me to get Potions anyway, then I will look to get Possessions, partially as a counter against my opponent’s Possessions. Colony games make Duchy/Duke, Gardens, and Vineyards decks (the main counter to Possession) less viable. In addition, Throne Room and King's Court are so incredibly strong with Possession that if I will be buying them anyway, then I will certainly go for Possession. But if my opponent starts to stock up on unconditional attacks or Victory cards, then I will shift to another strategy.<br />
<br />
=== The Mirror ===<br />
Possession mirror matches are one of the most strange things in all of Dominion. Conventional wisdom is thrown out of the window. So why are people clueless about Possession mirror matches? Instead of building up your deck, you need to build down your deck. That's the big catch-22, you need to build up your deck to get to Possession but at the same time you don't want your opponent to be able to utilize the greater efficiency of your deck. The consequence of this is insanely early greening with subsequent hard stalling. In order to prevent your opponent from mooching {{VP}} using your deck you green before they can with the knowledge that if they continue to build you will just Possess them to get points. Games like this often stall out with Duchies and Estates being grabbed left and right. Assuming that your opponent does build more and you are greening like a Mad Man, you need to ensure that your cycling is still present. Because your opponent will win if you green so hard that you are consistently missing Possession turns.<br />
<br />
=== Conclusion ===<br />
In summary, Possession is not quite a must-buy card. But more than any other card, its availability considerably warps the strategy of the board. You don’t have to buy Possession, but you do have to plan for its effect.<br />
<br />
=== Synergies/Combos ===<br />
* Your {{Card|Throne Room|Throne Rooms}} / {{Card|King's Court|King's Courts}}<br />
* Opponents’ {{Card|Ambassador|Ambassadors}} and {{Card|Masquerade|Masquerades}}<br />
* Opponents’ [[Trasher#Trash for benefit|trash-for-benefit cards]] ({{Card|Salvager}}/{{Card|Apprentice}}/{{Card|Remodel}}/{{Card|Mine}}/{{Card|Bishop}})<br />
* Opponents’ {{Card|Island|Islands}}<br />
* Opponents’ {{Card|Stash|Stashes}}<br />
* Opponents' [[Coin token|Coin tokens]]<br />
* Opponents’ cards that involve choices ({{Card|Envoy}}, {{Card|Treasury}}, {{Card|Alchemist}}), including attacks ({{Card|Minion}}, {{Card|Swindler}})<br />
* Opponents’ cards that affect the rest of their deck ({{Card|Lookout}}, {{Card|Pearl Diver}}, {{Card|Navigator}}, {{Card|Courtyard}}, {{Card|Herbalist}}, {{Card|Loan}})<br />
* Both your opponents’ and your own {{Card|Council Room|Council Rooms}} and {{Card|Governor|Governors}}<br />
* Your {{Card|Golem|Golems}}<br />
* Opponents’ duration cards (so long as you avoid playing them during the Possession)<br />
* {{Card|Bandit Camp}} is good in a Possession mirror (see [http://forum.dominionstrategy.com/index.php?topic=9377.0 here])<br />
* {{Card|Lurker}} lets you gain Possession quickly and cheaply, without the need for a Potion.<br />
<br />
=== Antisynergies ===<br />
* Opponents’ unconditional attacks ({{Card|Sea Hag}}, {{Card|Witch}}, {{Card|Militia}}, {{Card|Saboteur}}), especially when coupled with {{Card|Golem}} or {{Card|Prince}}<br />
* Opponents’ junk decks ({{Card|Gardens}}, {{Card|Vineyard}}, {{Card|Duchy}}/{{Card|Duke}})<br />
* Opponents’ {{Card|Outpost}}<br />
* Possession itself is a good counter to Possession, especially in 2-player games<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|PossessionOld|Possession}} || {{CardVersionImage|PossessionDigitalOld|Possession from Goko/Making Fun}} || The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn. || Alchemy 1st Edition || May 2010<br />
|-<br />
| {{CardVersionImage|Possession|Possession}} || {{CardVersionImage|PossessionDigital|Possession from Shuffle iT}} || The player to your left takes an extra turn after this one, in which you can see all cards they can and make all decisions for them. Any cards or {{Debt}} they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn. || 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 />
| 佔據 (pron. ''zhànjù'', lit. ''to occupy'') || || || <br />
|-<br />
!Czech <br />
| Posedlost || || || <br />
|-<br />
!Dutch <br />
| Bezeten || || || <br />
|-<br />
!Finnish <br />
| Riivaus || || || <br />
|-<br />
!French <br />
| Possession || || || <br />
|-<br />
!German <br />
| Besessenheit || {{CardVersionImage|Possession German-ASS|German language Possession}} || || Dein linker Nachbar führt einen Extra-Zug direkt nach diesem aus. Dabei siehst du alle Karten, die auch er sieht und du triffst alle Entscheidungen für ihn. alle Karten, die er nimmt oder kauft, erhältst du. Karten, die in diesem Zug entsorgt werden, werden zur Seite gelegt. Am Ende des Extra-Zuges legt der Mitspieler diese Karten auf seinen Ablagestapel.<br />
|-<br />
!Italian <br />
| Possessione || || || <br />
|-<br />
!Japanese <br />
| 支配 (pron. ''shihai'', lit. ''domination'') || || || 左隣のプレイヤーはこのターンの後に追加の1ターンを得る。そのターン、あなたはそのプレイヤーが見ることができるカードをすべて見ることができ、そのプレイヤーの代わりにすべてを決定する。また、そのプレイヤーが獲得しようとするカード・卜ークンは、あなたが代わりに獲得する。 さらに、廃棄されるそのプレイヤーのカードは脇に置き、ターン終了時に捨て札置き場に置く。 <br />
|-<br />
!Russian <br />
| Одержимость (pron. ''odyerzhimost''') || || || <br />
|-<br />
!Spanish <br />
| Posesión || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PossessionArt.jpg|thumb|right|354px|Official card art.]]<br />
Possession is the card which has the longest FAQ.<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=Originally this had you take a turn in which you drew cards from another player's deck. It was much simpler rules-wise to have them take the turn, with you stealing the cards they gain. That may sound funny given that Possession has a longer FAQ than any other card will ever have (for those of you reading this who haven't seen the rulebook: it's over a page long). The FAQ is ridiculous, but it's still a FAQ; most of the time, you are covered just reading the card, and the most common thing you will want to know is, "what if I make someone play Possession while I'm Possessing them?" (they get to possess someone, not you). But it was an exotic card that required a lot of FAQ. There was some question as to whether or not it was worth it and well I always thought it was. One other thing changed about the card: originally you possessed to the left, then to the right, and now it's left again. Wei-Hwa pointed out that going left created a kingmaker situation with Masquerade in games with 3+ players - you can make someone pass a Province to someone else. There is no kingmaker situation to the right - you make them pass the Province to you. Going right is more weird though. When Jay got the file he said, really? The player to your right? The games where it matters aren't so common, so it ended up going left after all. Watch out in games with Possession and Masquerade (yes, and Ambassador).<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 />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Possession has way too long of a FAQ and would be better in a large expansion, which Alchemy originally was. It's a card some people adore though, and reasonable except for the FAQ issue. I don't know what can be done about the FAQ but I do not look at Possession and think, oh I shouldn't have made that one. <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 />
{{Navbox Alchemy}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/Scrying_PoolScrying Pool2021-01-15T02:15:59Z<p>Ronedge02: /* Case 2: Spying your opponent’s deck */</p>
<hr />
<div>{{Infobox Card<br />
|name = Scrying Pool<br />
|cost = 2P<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Klemens Franz<br />
|text = '''+1 Action'''<br/>Each player (including you) reveals the top card of their deck and either discards it or puts it back, your choice. Then reveal cards from your deck until revealing one that isn’t an Action. Put all of those revealed cards into your hand.<br />
}}<br />
<br />
'''Scrying Pool''' is an [[Action]]–[[Attack]] card from [[Alchemy]]. When you play Scrying Pool, you first do a {{Card|Spy}}-like attack on your opponents and on your own deck, and then draw all the Action cards off the top of your deck. If all you have is Action cards, a single Scrying Pool will draw your whole deck! <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First each player reveals their top card, and discards it or puts it back, with you choosing separately for each player.<br />
* If people care about the order, go clockwise, starting with yourself.<br />
* After that, reveal cards from the top of your deck until you reveal a card that is not an Action card.<br />
* If you run out of cards without revealing a [non-]Action card, shuffle your discard pile and keep going. If you have no discard pile left either, stop there.<br />
* Put all of the Action cards you revealed from your deck into your hand, plus that first non-Action card.<br />
<br />
=== Other Rules clarifications ===<br />
* There is a typo in the official FAQ; it says "Action card" where it should say "non-Action card". That error is corrected above.<br />
* Cards with multiple types, one of which is Action, are Actions. <br />
* The only cards that go into your hand are the ones revealed as part of revealing cards until finding a non-Action; you do not get discarded cards from the first part of what Scrying Pool did, or cards from other players' decks.<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/09/12/alchemy-scrying-pool/ Article] by Powerman, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=3218.0 forum]''<br />
<br />
Scrying Pool’s strength is not immediately obvious. It is not until the first time you see someone chain together some Scrying Pools that you realize, hey, this card is pretty strong. (Also, his turns are really taking a while …) And then you start experimenting with it, and realize that in an engine deck consisting mostly of Actions, Scrying Pool essentially reads “+1 Action, draw as much as you please.” The fact that it is always guaranteed to draw one card is nice, and the Spy effect is just a bonus.<br />
<br />
But there are some traps to look out for.<br />
<br />
=== When NOT to buy Scrying Pool ===<br />
<br />
==== Case 1: Lack of plus actions or many cantrips ====<br />
Basically without a [[village (Card type)|village]] (or {{Card|King's Court}}!), Scrying Pool can be useless. Why? Because it really doesn’t matter how many {{Card|Witch|Witches}}, {{Card|Militia|Militias}}, or {{Card|Goons}} you can get in your hand if you can only play one. If the board calls for lots of actions to be played, SP will be able to get those actions in to your hand, but that does not mean they can all get played. Thus, you need a deck consisting either of many [[non-terminal]] Actions, or enough villages to support the [[terminal|terminals]] you want to play. Also, having many spammable Actions helps to increase your Action density quickly.<br />
<br />
==== Case 2: Lack of (some) [[trashing]] ====<br />
Your deck starts out with 10 non-actions, plus the potion you have to pick up, so at a minimum you will have at least 11 cards that SP doesn’t like (and usually more!). Without trashing any of them, that means for 1 of your top 2 cards to have a 75% chance of being an action (therefore drawing 2 cards), you need to have 11 actions in addition to the SP already in your hand. For a 50% chance, you need roughly 6 action cards in your deck. That means to have a 50% chance of this card being a {{Card|Laboratory}}, you need 11 actions in your deck. That is a slow build up!<br />
<br />
Now, maybe you can get by with a little lack of trashing, but Scrying Pool definitely gets swamped when it sees...<br />
<br />
==== Case 3: [[Curser|Cursers]] ====<br />
This is an obvious counter to SP because more junk means less action density. Basically for every Curse added to your deck, you need to add that many extra actions to compensate. Needless to say, {{Card|Mountebank}} is especially bad because those Coppers might as well be an extra Curse!<br />
<br />
==== Case 4: Lack of [[virtual coin]] ====<br />
Obviously if you want your deck to be mostly Actions, you want to keep your [[Treasure]] count to a minimum. But you still need to buy cards, so having a way to generate {{Cost|}} from action cards is HUGE for Scrying Pool. Without any way to generate {{Cost|}} from Actions, you have to add treasures which just further dilutes your action density.<br />
<br />
==== Case 5: Lack of +Buy ====<br />
This alone is not enough to avoid SP, but it should make you think twice. Why? First off, without an extra Buy (or gain) you can only add one Action to your deck per turn, which means building up to a good density of Actions will be slow, especially when you want to get numerous SP’s, so your Potion turns pretty much are dedicated to that early. Secondly, a SP engine is often slower than the fastest other options, so you are likely to fall behind to a good opponent. With a +Buy, this isn’t a problem because it is easy to get to {{Cost|13}} or {{Cost|16}}. But without? It can be awfully difficult to make up the lost time.<br />
<br />
==== Case 6: Very quick games ====<br />
I’m looking at you {{Card|Jack of all Trades}} (or {{Card|Wharf}})! The idea behind this being if your opponent is hitting their 4th {{Card|Province}} by turn 12, SP is just going to be too slow. So Jack of all Trades, Wharf, {{Card|Masquerade}}, or other cards which lead to very fast games do not bode very well for the SP player.<br />
<br />
With all of these out of the way, what should you look for? When should you buy a Scrying Pool?<br />
<br />
=== When to buy Scrying Pool ===<br />
<br />
==== Case 1: Cheap [[Cantrip|Cantrips]] ====<br />
Scrying Pool basically adds +1 card to all actions, because you draw the actions up until the Victory/Treasure card, so it adds 1 to your hand size. This means that your {{Card|Pearl Diver|Pearl Divers}}, {{Card|Great Hall|Great Halls}}, and {{Card|Spy|Spies}} all become {{Card|Laboratory|Laboratories}}. The best ones here are {{Card|Village}} (gives +action), {{Card|Pawn}} (can give +Buy OR +{{Cost|1}}), {{Card|Conspirator}} (gives +{{Cost|2}} and is trivial to activate) and {{Card|Haven}} (can save extra SP’s if you draw your whole deck) because they are cheap (easy to mass) and give a fringe benefit.<br />
<br />
==== Case 2: Light Trashing ====<br />
I say light trashing, because if you have really good trashing then you don’t really need the Scrying Pool to draw your deck. However, with slower/lighter trashing, SP should be enhanced more than other strategies. Good options here are {{Card|Moneylender}} and {{Card|Spice Merchant}} (getting rid of your starting coppers should be enough to quickly get through your whole deck), {{Card|Salvager}} (although getting rid of your Estates might not be enough, the +Buy is a good addition), {{Card|Forager}} (gives +Buy and some +{{Cost|}}), and {{Card|Trading Post}} (Turning your 10 starting cards into 5 {{Card|Silver|Silvers}} helps eliminate enough junk to cycle through your deck, but also gives you enough economy to buy things).<br />
<br />
==== Case 3: Hand Size Reducers ====<br />
SP is a great counter to Militia, Goons, etc. because discarding the 2 cards will rarely hurt you if you have a SP in hand, as you will quickly be drawing through your whole deck. Additionally, because you will be cycling extremely quickly, you can play YOUR Militia every turn and make your opponent play 3 card hands. Good trade off!<br />
<br />
==== Case 4: {{Card|Vault}}, {{Card|Secret Chamber}}, {{Card|Storeroom}} ====<br />
Vault (or Secret Chamber, or Storeroom) and SP are a great combination. Why? Assuming you have some +Actions/+Buy, the general strategies is to draw all of your Actions with a Scrying Pool, discard them for {{Cost|}}, and then play another SP to redraw them all. This can be repeated a few times, and then your other actions can be played out like normal, leading to huge turns.<br />
<br />
==== Case 5: {{Card|Vineyard}}s (and {{Card|Fairgrounds}}) ====<br />
The things that make SP bad are it is often slow, it needs to avoid many Treasure cards, and you have to buy a Potion. If only a card existed that combined these to give VP to allow for comebacks…<br />
<br />
Vineyards are Donald X.’s gifts to Scrying Pool players. The idea being you can fall behind, but because you will have so many actions, buying Vineyards can easily be worth as much or more than Provinces. If you can avoid Provinces altogether, it will be very difficult for most strategies to buy all 8 of them. Fairgrounds deserve an honorable mention, because any time you have a Potion cost card it is not too difficult to get them worth 6 VP, and they will almost always be worth 4 VP.<br />
<br />
==== Case 6: {{Card|Colony}}[ies] ====<br />
Colonies mean two things good for SP players: more victory points available, and a longer game. This means that it will take longer for your opponent to get their strategy together, but it will only take a SP player maybe 1 or 2 turns longer for Colonies than Provinces.<br />
<br />
=== Playing with Scrying Pool ===<br />
<br />
==== Case 1: Spying your deck ====<br />
It’s one thing to know when to buy SP, but it’s another to know how to use it. For your deck, always keep an action on top, even if you don’t plan to use it. Out of coppers but have a Moneylender on top? Don’t discard it, just draw it instead! Assuming you show a Victory card, discard it. Those are the easy ones. Treasures are a little more difficult. Coppers should almost always be discarded, as your next card should be better. Silvers/Golds… you probably shouldn’t have many of these in your deck, but if you think you ABSOLUTELY need the cash, keep it and buy the card you need. Potions, if it’s early and you need more SP’s keep it on top, otherwise discard it as it won’t do you any good.<br />
<br />
==== Case 2: Spying your opponent’s deck ====<br />
Obviously, your goal is to both skip a good card from your opponent’s deck, and leave a bad one on top. But what is a bad card? Well, it depends what strategy they’re doing. If they are doing a SP deck too, ask yourself if you would discard it from your own deck, and you should probably do the opposite. If they are going more of a [[Big Money]] deck, try and guess what their average money density is, and then get rid of it if it is higher. A good synergy with Scrying Pool is cards (namely other attacks) that benefit from knowing what is on your opponent’s deck. Have a {{Card|Saboteur}} in hand? Keep flipping your opponents cards until a Province is on top. Have a {{Card|Jester}}? Wait for a card that helps you (i.e., a good Action) and leave that on top OR put a Victory card and give them a curse. This works better than say, Spy/Jester because Scrying Pools are much, much better than Spies.<br />
<br />
==== Case 3: How many Scrying Pools to buy? ====<br />
The easy answer to say would be “as many as possible” and you can’t go wrong with getting more. However, there is an opportunity cost. With the help of {{Card|Scheme}}, or other cards to make sure you start with a SP in hand, you probably are fine with only 2-3 of them. However, as you start greening, every additional SP limits the chance of your engine stalling. Plus because it has a relatively low cost of 2P, it is easy on Province turns (assuming you have +Buy) to pick one up even late in the game.<br />
<br />
==== Case 4: When to buy Victory Cards ====<br />
With Scrying Pool, you are almost certain to fall behind a more traditional strategy early. Hopefully you will be able to set up your engine quickly so that this lead will only be ~2 provinces, but with +Buy, falling behind is not necessarily a big deal. But when should you jump into the greens? Well, with alternate Victory cards you can wait a little longer as that gives you a bigger pool of points to choose from. The exceptions being {{Card|Nobles}}, {{Card|Great Hall}}, and {{Card|Island}}, as they still count as actions so buying them early actively helps your deck as well as giving you a VP boost. But what if there are no alternate VP cards? The simple answer is there is no perfect time to green — it depends on the board. But a rule of thumb can be wait as long as you can. In general waiting to make your first green turn a double (or triple) province, is a good idea, but obviously if your opponent is going too quickly you might need to simply settle for a 1 province turn.<br />
<br />
==== Case 5: Other Potion Cards ====<br />
Obviously buying a Scrying Pool requires you having a Potion in your deck, so other Potion cards that are either too weak or slow to buy a potion on their own now become an option. {{Card|Possession}} can easily be played every turn, and the opportunity cost is much lower if you already have a Potion in your deck. Vineyards (as mentioned above) don’t require the potion buy – you already have it for the SP! Even {{Card|Transmute}} isn’t bad; it can turn Coppers into Actions and Estates into Golds; both of which are great ways to juice a SP deck. Eventually, SP decks tend to have a hand or two where either they have 1P or they want to use all their {{Cost|}} on something big (like a KC) and have a {{Cost|P}} and a +buy left over.<br />
<br />
{{Card|Apothecary}} can be good in lieu of good copper trashing, as it can clear off your non-Action cards while building your economy. Another Alchemy card that can be good with SP is {{Card|Herbalist}} — it provides a +Buy, and it lets you return your Potion to your hand early to quickly get SP’s. The Alchemy cards that don’t work well with SP are {{Card|Philosopher's Stone}} (no deck left!) and {{Card|Familiar}} (Curses!). {{Card|Alchemist}} and {{Card|Golem}} don’t hurt SP, but might not be worth the buy if you can already draw your deck.<br />
<br />
==== Case 6: Manipulating your Draw Deck ====<br />
Vault/Secret Chamber/Storeroom, as mentioned above, is one example of this. When your whole deck is drawn, and you Vault away all your Actions except one Scrying Pool, it is guaranteed to draw all those Actions right back into your hand. {{Card|Warehouse}} and other sifters play a critical role in helping you separate the Actions from the junk in your deck.<br />
=== Synergies/Combos ===<br />
* Hand Size Reducers, like {{Card|Militia}} and {{Card|Goons}}<br><br />
* {{Card|Colony}}<br><br />
* Cards that like big hands, like {{Card|Vault}}, {{Card|Secret Chamber}} and {{Card|Storeroom}}<br><br />
* Cheap non-terminal cards that produce money, especially {{Card|Conspirator}} and {{Card|Peddler}}<br><br />
* Light trashing, such as {{Card|Moneylender}}, {{Card|Trading Post}}, and {{Card|Spice Merchant}}<br><br />
* {{Card|Vineyard}}<br><br />
* Other Deck-Inspection Attacks, like {{Card|Jester}} and {{Card|Saboteur}}<br><br />
* {{Card|Outpost}}<br />
* Other Potion Cards<br><br />
* {{Card|Island}} lets you set aside unwanted dead VP cards<br><br />
* More dual-type VP cards, such as {{Card|Harem}}, {{Card|Nobles}}, and {{Card|Great Hall}}<br><br />
* {{Card|Magpie}}<br><br />
<br />
=== Antisynergies ===<br />
* Fast games, so cards such as {{Card|Jack of all Trades}}, {{Card|Masquerade}}, and {{Card|Ironworks}}<Br><br />
* Few cheap actions to pick up<Br><br />
* No +Buy/ +Actions<Br><br />
* Cursers, especially {{Card|Mountebank}}<Br><br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Scrying PoolOld|Scrying Pool}} || {{CardVersionImage|ScryingPoolDigitalOld|Scrying Pool from Goko/Making Fun}} || '''+1 Action'''. Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until you reveal one that is not an Action. Put all of your revealed cards into your hand. || Alchemy 1st Edition || May 2010<br />
|-<br />
| {{CardVersionImage|Scrying Pool|Scrying Pool}} || {{CardVersionImage|ScryingPoolDigital|Scrying Pool from Shuffle iT}} || '''+1 Action'''. Each player (including you) reveals the top card of their deck and either discards it or puts it back, your choice. Then reveal cards from your deck until revealing one that isn't an Action. Put all of the revealed cards into your hand. || 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 />
| 占卜 (pron. ''zhānbǔ'', lit. ''divination'') || || || <br />
|-<br />
!Czech <br />
| Vidění (lit. ''vision'') || {{CardLangVersionImage|Czech}} || || <br />
|-<br />
!Dutch <br />
| Visioen (lit. ''vision'') || || || <br />
|-<br />
!Finnish <br />
| Ennemalja (lit. ''omen bowl'') || || || <br />
|-<br />
!French <br />
| Bassin divinatoire || || || <br />
|-<br />
!German <br />
| Vision (lit. ''vision'') || {{CardLangVersionImage|German}} || || '''+1 Aktion'''<br>Alle Spieler (auch du) decken die oberste Karte ihres Nachziehstapels auf. Du entscheidest, welcher Spieler diese ablegen oder auf seinen Nachziehstapel zurücklegen muss. Dann deckst du so lange Karten vom Nachziehstapel auf, bis du eine Karte aufdeckst, die keine Aktionskarte ist. Nimm alle aufgedeckten Karten auf die Hand.<br />
|-<br />
!Italian <br />
| Divinazione (lit. ''divination'') || || || <br />
|-<br />
!Japanese <br />
| 念視の泉 (pron. ''nen-shi no izumi'', lit. ''fountain of thought-inspection'') || || || '''+1 アクション'''。プレイヤーは全員、山札の一番上のカードを公開し、あなたの選択により、捨て札にするか山札の上に戻す。その後、あなたはアクションカード以外のカード1枚が公開されろまで山札を上かち公開する。公開したカードをすべて手札に加えろ。<br />
|-<br />
!Russian <br />
| Гадательная Чаша (pron. ''gadatyel'naya chasha'', lit. ''oracle bowl'') || || {{CardLangVersionImage|DigitalRussian}} || '''+1 Действие'''. Каждый игрок (вы тоже) раскрывает верхнюю карту своей колоды и по вашему выбору либо сбрасывает её, либо кладёт назад. Затем раскрывайте карты с вашей колоды до тех пор, пока не раскроете карту, не являющуюся картой Действия. Положите все раскрытые карты в руку.<br />
|-<br />
!Spanish <br />
| Hidromancia (lit. ''hydromancy'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Scrying_PoolArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text={{Card|Village}} can be seen in the scrying pool.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=This started out costing {{Cost|3}}, without the {{Card|Spy}} part. That version was ridiculous. It seemed like it would work with potion in the cost though. And it did! Then an attack in the set didn't work out, and the card I wanted to replace it with wasn't an attack. The names had already been sent to the artists, due to the tight schedule; I had to pick something else in the set and graft an attack onto it, and it had to be something where the name made some sort of sense with that. Scrying Pool was that card. I grafted Spy onto it and well there it is. It's a decent fit, as the rest of the card cares about the top of your deck, and it's Spy with the spying before the drawing, which is something. It's pretty wordy though, and I didn't realize that some people would look at this and think "oh it's a Spy variant" rather than "oh it draws you lots of actions and I guess also spies." It's not just a Spy variant guys. There is a mistake in the FAQ for this card. There's the bit where it explains what happens if you run out of cards before finding your non-action, only it says "action" instead. The card itself has it right. The Korean translator found this mistake; you other translators could learn a lot from that guy. Actually I think the German translator also found something, but he found his thing in time for us to fix it. The Korean translator could learn a lot from him.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=118.0 The Secret History of the Alchemy Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=I could have dropped the attack from Scrying Pool. Scrying Pool did not originally have an attack. It got one because I felt the set should have two attacks, and the names were already in - it was a tight schedule and art was being made while I worked on the cards. "Scrying Pool" was the name that felt like it could attack, paired with a card that felt like it could attack (yes I could have replaced {{Card|Golem}} with an attack, but that was not on the table, Golem was too awesome). Now did I really need two attacks? Not enough to muck up Scrying Pool. This change made the card slower, more wordy, and less special-seeming. Before it was this cool draw-lots-of-cards thing; now it's {{Card|Spy}}, something something, some kind of Spy variant I think, I'll read the rest later. I would rather have the faster simpler cooler card. Again Spy itself is bad, it's too slow for what you get, and Scrying Pool's Spy is worse, because you've got card-drawing built-in to get you more of them.<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 />
{{Navbox Alchemy}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/ApothecaryApothecary2020-12-29T03:59:10Z<p>Ronedge02: /* Apothecary Deck Styles */</p>
<hr />
<div>{{Infobox Card<br />
|name = Apothecary<br />
|cost = 2P<br />
|type1 = Action<br />
|illustrator = Ryan Laukat<br />
|text = '''+1 Card'''<br/>'''+1 Action'''<br/>Reveal the top 4 cards of your deck. Put the Coppers and Potions into your hand. Put the rest back in any order.<br />
}}<br />
<br />
'''Apothecary''' is an [[Action]] card from [[Alchemy]]. It is a [[cantrip]], since it always gives +1 Card/+1 Action; it then lets you draw any {{Card|Copper}} or {{Card|Potion}} cards from the top 4 cards of your deck into your hand. It is great when combined with some other source of nonterminal +Cards to draw cards other than Copper and Potion; without that, an Apothecary strategy can get high-value cards early, when your deck is mostly Copper, but will stall extremely quickly. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw a card and get +1 Action first.<br />
* Then reveal the top four cards of your deck, put the revealed Coppers and Potions into your hand, and put the other cards back on your deck in any order.<br />
* You cannot choose not to take all of the Coppers and Potions.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=1374 original article] on the forums by Mean Mr Mustard''<br />
<br />
Apothecary is an elite, tricky engine card. It can contribute to strategies that end games extremely quickly, rivaling {{Card|Governor}}, {{Card|Apprentice}} and even {{Card|Chapel}}.<br />
<br />
=== Functions and Shortcomings of Apothecary ===<br />
<br />
Apothecary is a non-terminal action that allows the user to draw a card, reveal the top four cards in the deck, put all revealed Coppers and Potions into the hand and rearrange the remaining cards on top of the deck in any order, for the low cost of {{Cost|2P}}. A deck with a high proportion of Copper and Apothecaries cycles quickly and can produce great buying power but as the deck fills with other types of cards, notably [[Victory]] cards, the pure Apothecary engine slows and later will stall out once a critical mass of green cards populate the deck. Eventually, playing Apothecaries multiple times per turn will leave a clump of useless victory cards on top of the deck in a sort of {{Card|Rabble}} effect and the starting Copper will be far too spread out to constitute, by itself, a working economy. Without some other Kingdom support this scenario will develop in almost any game long before the winning amount of VP can be achieved.<br />
<br />
=== Apothecary Deck Styles ===<br />
<br />
There are a multitude of ways to play Apothecary, and as every Kingdom is virtually unique it is impossible to incorporate every possible Apothecary strategy into one definitive article. This article will instead define and discuss three broad and somewhat overlapping Apothecary-based strategies: the Fast Cash Deck, the Cycling Deck and the Engine Support Deck. Each of the deck styles plays upon different aspects of Apothecary and the rest of the Kingdom.<br />
<br />
The purpose of the Fast Cash deck is to generate {{Cost|6}} and {{Cost|7}} quickly in order to buy important high cost cards like {{Card|Goons}}, {{Card|King's Court}}, and {{Card|Mint}}. The Apothecary is not necessarily the driving engine for the long game, but rather a means to an end. The better cards become the focus of the deck, with Apothecary in a secondary role of cycling out weaker cards and forcing reshuffles. This deck can [[open]] Potion/Silver but is usually harmed by adding additional Silver. Get in, get out and use powerful early purchases to accelerate the end game.<br />
<br />
The Cycling Deck is a Copper engine strategy that uses high Apothecary density and anti-Rabble techniques to plow through accumulating piles of clutter that naturally form during heavy Apothecary use. Apothecary/{{Card|Native Village}} is an example of this style of deck, but using a mix of other Kingdom cards like {{Card|Warehouse}}, {{Card|Wishing Well}}, {{Card|Salvager}}, {{Card|Farming Village}}, {{Card|Golem}}, {{Card|Vault}}, {{Card|Coppersmith}} and {{Card|Cartographer}} can work just as well. Any Kingdom that can effectively deal with Rabble or {{Card|Ghost Ship}} should be fertile Apothecary ground. This deck opens Potion/- rather than Potion/{{Card|Silver}} but prefers to open Potion/[[Cantrip]].<br />
<br />
The Engine Support deck uses Apothecaries to prepare the way for important powerful combinations like [[Villages|Village]]/{{Card|Torturer}} or {{Card|King's Court}}/King's Court/X. Village and King's Court-based engines can be a bit unreliable and Apothecary can help stabilize a deck by removing unwanted coppers and rearranging the deck order to better serve current and future needs. This deck may open Potion/Silver or not open with Potion; buying key trashing or engine cards may take precedence. Buy the Potion before the second reshuffle or not at all.<br />
<br />
=== Apothecary Openers ===<br />
<br />
Though not always true, in many cases it is not overly beneficial to buy Silver while building an Apothecary-based deck. There are terminal and non-terminal actions that can be much better. Apothecary pairs very well with {{Card|Ambassador}} and should probably be considered the dominant strategy in most Kingdoms. Other good {{Cost|3}} openers are {{Card|Shanty Town}}, {{Card|Lookout}}, {{Card|Scheme}}, and {{Card|Steward}}. Opening Potion/Copper is suspect at best.<br />
<br />
=== Apothecary Within Alchemy ===<br />
<br />
Apothecary functions well in an Alchemy-heavy Kingdom, supporting other powerful Potion-cost cards. {{Card|Scrying Pool}} benefits from Apothecary in a couple of important ways. Apothecary allows the user to rearrange the actions for a strong Scrying Pool draw while removing the Copper that will block the draw. With an Apothecary or two it becomes fairly easy to buy both {{Card|Golem}} and {{Card|Possession}}; Golem can in turn help Apothecary by clearing out unwanted cards left on the deck and by keeping the chain going. A few Apothecaries will help an {{Card|Alchemist}} engine by seeking out the important Potion needed to top-deck Alchemists and by making it easier to draw the whole deck. Apothecary, through superior cycling, may also help win the {{Card|Familiar}} curse war and get more uses out of {{Card|University}} early in the game.<br />
<br />
=== When to Avoid Apothecary ===<br />
<br />
The number one reason to not play Apothecary is when there is a dominant strategy that does not require or want Apothecary. There are some very solid engine strategies involving cards like {{Card|Menagerie}}, {{Card|Chapel}}, {{Card|Grand Market}}, {{Card|Embassy}}, {{Card|Spice Merchant|Spice Merchants}} or {{Card|Fool's Gold}} that, depending on the Kingdom, may conflict with or be too fast for Apothecary to deal with. This is a board by board judgement call, and the ability to correctly size up a Kingdom is a distinguishing mark of the better player.<br />
<br />
There are some hard counters that should be taken into account as well. {{Card|Embargo}} can make a Potion buy dangerous. {{Card|Swindler}} may strip out Coppers and replace them with {{Card|Curse|Curses}}, {{Card|Rabble}} can complicate matters and Possession can punish a heavy Apothecary user by using the tactical advantage Apothecary grants against the Possessed by stripping out good cards while leaving behind a pile of junk for the next draw. By doing so the Possessor effectively gains a second free turn.<br />
<br />
=== In Conclusion ===<br />
<br />
While learning to master this card be prepared to lose some games. It is very easy to gain three Provinces with Apothecary but that is often enough to stop an Apothecary deck in its tracks. Being able to spot ways to overcome Apothecary's shortcomings and maximizing the tactical potential of Apothecary's multiple abilities and characteristics is the key to building solid, fast Apothecary-based decks.<br />
=== Synergies/Combos ===<br />
* Most other {{Cost|P}}-cost cards<br />
* {{Card|Cellar}}, {{Card|Warehouse}}, {{Card|Farming Village}}, {{Card|Wishing Well}}, and other ways to get green off the top of your deck<br />
* {{Card|Coppersmith}}<br />
* {{Card|Native Village}}<br />
* {{Card|Goons}}<br />
* {{Card|Beggar}}, {{Card|Cache}}<br />
<br />
=== Antisynergies ===<br />
* {{Card|Swindler}}<br />
* {{Card|Rabble}}<br />
* [[curser|cursers]] and [[looter|looters]]<br />
* {{Card|Pirate Ship}}<br />
* [[Trasher|Trashers]] like {{Card|Chapel}}, {{Event|Donate}}, and {{Card|Temple}} that trash your early coppers<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|ApothecaryOld|Apothecary}} || {{CardVersionImage|ApothecaryDigitalOld|Apothecary from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order. || Alchemy 1st Edition || May 2010<br />
|-<br />
| {{CardVersionImage|Apothecary|Apothecary}} || {{CardVersionImage|ApothecaryDigital|Apothecary from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. Reveal the top 4 cards of your deck. Put the Coppers and Potions into your hand. Put the rest back in any order. || 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 />
| 藥劑師 (pron. ''yàojì shī'') || || ||<br />
|- <br />
!Czech <br />
| Lékárník || || || <br />
|-<br />
!Dutch <br />
| Apotheker || || || <br />
|-<br />
!Finnish <br />
| Apteekkari || || || <br />
|-<br />
!French <br />
| Apothicaire || || || <br />
|-<br />
!German <br />
| Apotheker || {{CardVersionImage|Apothecary German-ASS|German language Apothecary}} || || '''+1 Karte'''<br>'''+1 Aktion'''<br>Decke die obersten 4 Karten vom Nachziehstapel auf. Nimm alle aufgedeckten Kupfer und Tränke auf die Hand. Lege die übrigen Karten in beliebiger Reihenfolge verdeckt zurück auf den Nachziehstapel.<br />
|-<br />
!Italian <br />
| Farmacista || || || <br />
|-<br />
!Japanese <br />
| 薬師 (pron. ''kusushi'', lit. ''doctor'') || || || '''+1 カードを引く'''。'''+1 アクション'''。山札の上から4枚を公開する。公開した銅貨とポーションを手札に加える。残りを好きな順番で山札の上に戻す。 <br />
|-<br />
!Russian <br />
| Аптрекарь (pron. ''aptyekar''') || || {{CardLangVersionImage|DigitalRussian}} || '''+1 Карта'''. '''+1 Действие'''. Раскройте 4 верхние карты вашей колоды. Положите раскрытые карты Меди и Зелья в руку. Положите остальные раскрытые карты назад в любом порядке.<br />
|-<br />
!Spanish <br />
| Boticario || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ApothecaryArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=The original version of this had you discard the other cards, rather than put them on your deck. Some people really disliked that. Seeing their good cards go by. This version not only solved that problem, it's better all around.<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>Ronedge02https://wiki.dominionstrategy.com/index.php/TransmuteTransmute2020-12-08T09:21:24Z<p>Ronedge02: /* When do you want Transmute? */</p>
<hr />
<div>{{Infobox Card<br />
|name = Transmute<br />
|cost = P<br />
|type1 = Action<br />
|illustrator = Claus Stephan<br />
|text = Trash a card from your hand.<br/>If it is an…<br/>Action card, gain a Duchy<br/>Treasure card, gain a Transmute<br/>Victory card, gain a Gold<br/><br />
}}<br />
<br />
'''Transmute''' is an [[Action]] card from [[Alchemy]]. It is an exotic [[trasher#Remodelers|remodeler]] which turns Actions into [[Victory]] cards, Victory cards into [[Treasure|Treasures]], and Treasures into Actions. However, since the cards it gives you are fixed ({{Card|Duchy}}, {{Card|Gold}}, and Transmute itself), it has fairly limited utility. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If you trash a {{Card|Curse}} to this, you do not get anything.<br />
* If you trash a card with more than one type to this, you get each applicable thing. For example if you trash an [[Action]]-[[Victory]] card (such as {{Card|Nobles}}, from {{Set|Intrigue|Dominion: Intrigue}}), you gain both a Duchy and a Gold.<br />
<br />
=== Other Rules clarifications ===<br />
* If you Transmute an {{Event|Inheritance|Inherited}} {{Card|Estate}}, you will gain a {{Card|Gold}} (for trashing a Victory card) and a {{Card|Duchy}} (for trashing an Action card).<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/06/07/alchemy-transmute/ Article] by chwhite, edited by theory, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=2762.0 forum]''<br />
<br />
Is there any card more unloved than Mr. Transmute, with his sad eyes and mountain man beard, futilely trying to turn lead ({{Card|Estate|Estates}}) into gold? For most people, Transmute is a card whose main ability is showing up dead last in any ranking it’s a part of:<br />
<br />
It was the worst {{Card|Potion}} card in [http://dominionstrategy.com/2011/11/05/the-five-worst-potion-cards/ theory’s front-page ranking].<br />
It won a plurality of votes in [http://forum.dominionstrategy.com/index.php?topic=1692.0 this forum topic] asking for the “worst card in Dominion”, garnering almost twice as many nods as the next most-hated cards at the time, {{Card|Duchess}} and {{Card|Thief}}.<br />
In [[List of Cards by Qvist Rankings|Qvist’s card rankings]], Transmute was not only dead last, but by a nearly unanimous vote. Only one person dared to dissent.<br />
And of course, Council Room stats bear out this general theme. Only two cards- Thief and {{Card|Counting House}}- have a worse “Win Rate With”, and Transmute is near the bottom of most other metrics as well.<br />
So, what gives? Why is Transmute thought of so poorly? Does it deserve all the scorn it gets? And when can it be useful? The fact of the matter is that Transmute is indeed a weak card, since it is so awkward and slow to buy and use. Most of the time, it’s best avoided. However, there are in fact a number of situations where it can be useful: it may not be good, but it’s better than you think.<br />
<br />
=== Why do you usually not want Transmute? ===<br />
<br />
Described by Donald X. as an “exotic [[trasher#Remodeler|Remodel]]” in the [http://forum.dominionstrategy.com/index.php?topic=118|Alchemy Secret History], Transmute is a [[trash-for-benefit]] card that (like most TFB cards) works on only one card at a time. The main thematic conceit of Transmute is that it changes the nature of the card from one type to another: Victory cards become [[Treasure]] (always {{Card|Gold}}, which is thematically fitting and also the best Treasure always in the game); Treasure becomes Actions (always Transmute, since it’s the only Action always in the game with Transmute), and Actions becomes [[Victory]] ({{Card|Duchy}}, which again is always out). It’s a cycle!<br />
<br />
Like its closest relatives {{Card|Remodel}}, {{Card|Expand}}, and {{Card|Develop}}, the benefit is “more/better cards”. It does not give cash and/or +Buy ({{Card|Trade Route}}, {{Card|Forager}}, {{Card|Salvager}}, {{Card|Moneylender}}, {{Card|Spice Merchant}}), nor +Card ({{Card|Apprentice}}, {{Card|Spice Merchant}}), nor is it VP chips and cash ({{Card|Bishop}}). All other things being equal, this is the weakest category of trasher there is. If you are trashing early, to thin your deck for an engine, then you really want a card which can get rid of multiple {{Card|Copper|Coppers}} and {{Card|Estate|Estates}} at a time, like {{Card|Chapel}}/{{Card|Remake}}/{{Card|Steward}}. Failing that, you’d prefer for the card to give you cash to make good purchases now, as Moneylender/Salvager does, or at least be non-terminal like {{Card|Upgrade}} and {{Card|Apprentice}}.<br />
<br />
So, cards in the Remodel family are generally not for early-game use, but are better in the mid-to-late game, where they can turn mediocre cards into great ones (say Developing a {{Card|Sea Hag}} into {{Card|Cartographer}}/{{Card|Silver}} after the {{Card|Curse|Curses}} are gone), or Gold into {{Card|Province}}, or burn through the {{Card|Colony}} stack to prematurely end the game with a lead. But, if you take a closer look at Transmute, you’ll see that it doesn’t have the same flexibility as Remodel and Expand, and seems to want to be used more in the early game. You can’t just get anything, you have to take what the ‘Mute gives you, and if you don’t want those things, then you don’t want the ‘Mute.<br />
<br />
The most immediately appealing use, of course, it to turn your starting Estates into Gold, making the most useless card in most decks into the most useful; it’s also an improvement of {{Cost|4}} worth of value, better than any other trash-for-benefit Action except {{Card|Rats}}. This needs to be done early, though, because otherwise you could just buy Gold. If you could pick up Transmute on Turn 1, then you’d have a good chance of turning Estate into Gold on Turns 3/4. That hypothetical card would be a strong but swingy opening in the vein of {{Card|Baron}}, which also relies on Estate collision to work.<br />
<br />
But you can’t pick it up on Turn 1, because Transmute has that most awkward cost: Potion. You need to open Potion, and then you need to throw away all the rest of the money that came with your Potion on Turns 3/4 to get the Transmute. And by then, your deck has diluted to the point that you’re very likely to draw Transmute with four coppers and wish you had just bought Silver and Gold instead, like your opponent who is pulling down {{Cost|5}} and {{Cost|6}}. Pursuing Transmute early as a source of deck-thinning and Gold gain is, like opening {{Card|Treasure Map|Treasure Maps}} without strong support, almost guaranteed to fail. The simulators have shown, in fact, that there is no way to add Transmute to an optimized [[Big Money]] strategy and gain advantage.<br />
<br />
The other options are even less appealing. Turning Treasure into more Transmutes is obviously horrible on most boards: your terminal density will skyrocket, you’d have better luck just buying stuff with Copper! Turning Actions into Duchies is a better proposition, and actually slots well into late-game use, but even that has its problems. Duchy is fine and all, but it’s no Province, and if you have the Actions to burn, chances are you’d prefer to build up to Province or Colony anyway- in general it’s money decks that want the Duchies more. In addition, you’re still left with the problem that Transmute’s potion cost is really awkward unless you have other desirable Potion cards and/or +Buy: even if you do have an Action chain that needs to grab a bunch of Duchies late, when are you going to go out of your way to get the Transmute? And using Transmute to power a {{Card|Duke}} strategy is not usually going to be the best plan: an opponent who has a deck full of Silvers will steal the Duchies underneath you, and have the money left to buy Duke afterwards.<br />
<br />
So, to review: You don’t really ever want Transmute when there’s faster trashing (which is most everything that’s not Remodel, Expand, Trade Route, and Develop). You don’t want it when there’s a fast Big Money strategy that doesn’t need trashing. You don’t want it if there’s a slow Big Money strategy- you’d rather buy no Kingdom card than Transmutes. You don’t even want it with Dukes most of the time. When would you ever want one?<br />
<br />
=== When do you want Transmute? ===<br />
<br />
Well… the first line of Transmute is “Trash a card from your hand.” Not every card is an Action, a Victory, or a Treasure. The above analysis has so far failed to mention the fourth type of card: Curse. Curses are bad. Real bad. They slow you down, kill your buying power, and your score. You want them out of your deck come hell or high water (well, maybe you can handle them if you have something like {{Card|Vault}}, or a zillion Golds, but generally this is true.) They are worse than Estate- and they are so bad that the vast majority of trash-for-benefit cards give you no benefit for them, since getting rid of that Curse is benefit enough. Apprentice gives you zero cards. Salvager gives you zero dollars. Bishop may as well be trashing the empty air. Remodel… very often will force you to take an Estate or Copper.<br />
<br />
In this company, Transmute does just as well as the rest of ‘em.<br />
<br />
If you have lots of Curses being flown about, than Transmute will have more targets: not only will it turn Estate to Gold, but if it’s the only way to turn Curse into nothing, that’s worth it too. And with Curses around, the game will slow down: you’re more likely to have {{Cost|P}} or {{Cost|1P}} hands where you can’t buy anything else, and you’ll also have enough turns such that the slow Estate-to-Gold action is actually worth it. Now if only there was another Potion card that gave out Curses, such that by opening Potion you are gaining access to not only a way to give out Curses, but a way to fix up your own deck too.<br />
<br />
Yep. {{Card|Familiar}}. Familiar is by far Transmute’s best friend. What’s even better is that, since Familiar is non-terminal, you don’t need to worry about collisions. And once the Curses run out, Familiar -> Duchy ain’t so bad either. I would go so far as to say that whenever you want to buy Familiar, you also want to buy Transmute, since the main contraindication for Transmute that is still relevant in Curse games – strong, multi-card trashing – is also a contraindication for Familiar, which is often too slow against the likes of Chapel anyway.<br />
<br />
Of course, what makes Familiar such a good partner to Transmute is that it provides the two strongest triggers for a useful Transmute – Curses and other Potion cards which you also want – in one package. There are a handful of such triggers, which either minimize the ‘Mute’s weaknesses, or make its less-useful features more useful. On sufficiently weak boards it might be worth it to go Transmute with only one of those triggers, but normally Transmute needs two or more to really shine. Here they are, with some sample games to show how the Transmute can add value to a surprisingly wide variety of decks:<br />
<br />
==== Trigger 1: Other Potion Cards (Trigger 1a: Familiar) ====<br />
<br />
The big thing about having other Potion-cost cards in the setup is that it drastically reduces the opportunity cost for Transmute, since you want that Potion anyway. If you’re building an engine with +Buy, so much the better, since than you can pick up Transmute with your other cash as well, and +Actions are also useful, to ensure that the ‘Mute can actually be played.<br />
<br />
Here is a good example of Transmute fitting into an Alchemy-heavy deck: not just Familiars, but {{Card|Golem}}, {{Card|Apothecary}}, {{Card|Alchemist}}, and {{Card|Vineyard}} are all on tap here- and {{Card|Herbalist}} for +Buy! Add in {{Card|Tournament}} and {{Card|Fairgrounds}}, and you have a long, messy, high-scoring game where Transmute is used to good effect on all four types of cards (Action, Treasure, Victory, Curse).<br />
<br />
==== Trigger 1b: Vineyard ====<br />
<br />
After Familiar, Vineyard is the second-best Potion card to pair with Transmute. The reason for this is that Vineyard decks actually want you to go Copper -> Transmute, because then you’re increasing your Action count and pumping your Vineyards; therefore, Transmute will basically always have a useful target. Get one early, and they will be fruitful and multiply.<br />
<br />
This match against JimmerFan features both Alchemist and Vineyard, and {{Card|Pawn}} for +Buy. The Transmutes are happy to hit Estate early and Copper late, and thus facilitate both {{Card|Province}}s and Vineyards. With Alchemist and Vineyard, the second potion becomes a good idea, further lowering the opportunity cost of buying the ‘Mute.<br />
<br />
In this one, ehunt shows how Vineyard-Transmute can even best a strong double-Tac {{Card|Conspirator}} deck- his six Vineyards are worth 7 VP each at the end.<br />
<br />
==== Trigger 2: Curse-givers ====<br />
<br />
Familiar isn’t the only Curse-giver which slows the game down enough to make Transmute worth it. Sometimes it can be worth it to get the Potion, to get the Transmute, primarily to clear Curses (but Gold and Duchy is also welcome), on slowish boards. If there are top-notch BM sifters and +Card effects like {{Card|Embassy}}, you don’t necessarily want to bother.<br />
<br />
Here’s one against WanderingWinder with IGG and Hag, where frankly I erred in not buying the Transmute earlier. This one also had Golem as another reason to buy Potion, and it clears me of all my Estates and Curses. Playing Transmute on Coppers also marginally increases the chance of {{Card|Menagerie}} hitting, making it less obviously bad than usual.<br />
<br />
Other cards which dramatically slow down the game can sometimes substitute for Curse as a trigger: in situations such as this 3p {{Card|Ambassador}} game, everything is slow and junky enough that Transmuting Estates into Gold, believe it or not, was the fastest way to actually get spending power.<br />
<br />
==== Trigger 3: Copper-specific trashing ====<br />
<br />
Once in a rare while, Transmute can actually be half of a dedicated early-game deck-tuning strategy, turning Estates into Gold while another card takes care of the Coppers. This strategy is probably too slow against a strong BM + X that can handle the Estates and Coppers, and is smoked by real top-level trashers. But if, for instance, Colonies are out, the slow start can actually be worth it. Then, in the late-game, the ‘Mute can sneak out a Duchy or two, which is more than you can say for {{Card|Chapel}} in most endgames.<br />
<br />
This one required opportunistic shuffling, but when you can take the first-turn {{Card|Mint}} AND still buy Potion on Turn 3, you are going to have a deck stuffed to the brim with Gold very quickly. A better example is this Potion/{{Card|Loan}} opening, which might have been slow for Provinces but was absolutely worth it in the presence of {{Card|Colony}}.<br />
<br />
==== Trigger 4: Alternate VPs, especially Duke ====<br />
<br />
In addition to Vineyard and Colony, a couple other alternate VP cards can be a reason to consider Transmute. One possibility which is generally more interesting in theory than practice is dual-type cards: Action-Victory cards give you a Gold and a Duchy, while Treasure-Victory cards give you Gold and Transmute. That “bargain” is basically never worth it for {{Card|Harem}} and hardly any better for {{Card|Nobles}}, so we can set them aside; but Gold and Duchy for a {{Card|Great Hall}} is a better deal, and might be something to be aware of, if you have other reasons to pick up those cards in the first place.<br />
<br />
Duke, on the other hand, can sometimes be facilitated by Transmuting Actions into Duchy if the conditions are right. In [http://dominion.isotropic.org/gamelog/201205/03/game-20120503-181817-b49424a7.html this game] the presence of Curse and an Inn-fueled engine is a boost to this approach, while in [http://dominion.isotropic.org/gamelog/201202/04/game-20120204-082332-830ab209.html this game], Stef builds a massive Action-happy {{Card|Scrying Pool}}-Transmute engine which gets the money necessary to buy multiple {{Card|Duke}}s on the last couple of turns from… Transmuted Gold.<br />
<br />
…<br />
<br />
Generally, if at least (preferably more than) one of these triggers are out, and none of the strong contraindications for Transmute are out (basically, superior trashing or a faster-than-usual BM strategy), it’s a card worth considering. Transmute is tricky to play, it’s among the most slow and situational cards in the Dominion universe. But good situations do exist, so cheer up mountain man!<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Familiar}}<br />
* Other game-slowing curse-givers<br />
* [[Alchemy]]-heavy setups, especially those with +Action and +Buy<br />
* {{Card|Copper}}-specific trashing<br />
* {{Card|Vineyard}}<br />
* {{Card|Great Hall}}, {{Card|Duke}}, {{Card|Colony}} (sometimes)<br />
* {{Card|Cultist}} or {{Card|Marauder}}, which might fill your deck with Ruins which you can Transmute into Duchies.<br />
<br />
=== Antisynergies ===<br />
* Most normal {{Card|Province}} games<br />
* Uncomplicated BM strategies<br />
* Alternate VP cards that aren’t {{Card|Vineyard}} or {{Card|Duke}}<br />
* Superior trashing<br />
* Fast games in general<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|TransmuteOld|Transmute}} || {{CardVersionImage|TransmuteDigitalOld|Transmute from Goko/Making Fun}} || Trash a card from your hand. If it is an... Action card, gain a Duchy. Treasure card, gain a Transmute. Victory card, gain a Gold. || Alchemy 1st Edition || May 2010<br />
|-<br />
| {{CardVersionImage|Transmute|Transmute}} || {{CardVersionImage|TransmuteDigital|Transmute from Shuffle iT}} || Trash a card from your hand. If it's an... Action card, gain a Duchy. Treasure card, gain a Transmute. Victory card, gain a Gold. || 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 />
| 煉成 (pron. ''liàn chéng'') || || ||<br />
|- <br />
!Czech <br />
| Přeměna || || ||<br />
|-<br />
!Dutch <br />
| Transformatie || || || <br />
|-<br />
!Finnish <br />
| Transmutaatio || || || <br />
|-<br />
!French <br />
| Transmutation || || || <br />
|-<br />
!German <br />
| Verwandlung || {{CardLangVersionImage|German}} || || Entsorge eine Handkarte.<br>Ist es eine...<br>Aktionskarte: Nimm dir ein Herzogtum.<br>Geldkarte: Nimm dir eine Verwandlung.<br>Punktekarten: Nimm dir ein Gold.<br />
|-<br />
!Italian <br />
| Trasmutazione || || || <br />
|-<br />
!Japanese <br />
| 変成 (pron. ''hensei'', lit. ''metamorphosis'') || || || 手札1枚を廃棄する。それが... アクションカードの場合、公領1枚を獲得する。財宝カードの場合、変成1枚を獲得する。勝利点カードの場合、金貨1枚を獲得する。(複数該当する場合、順に実行する)。<br />
|-<br />
!Russian <br />
| Превращение (pron. ''pryevrashshyeniye'') || || {{CardLangVersionImage|DigitalRussian}} || Выкиньте карту из руки. Если это была карта... Действия, получите Герцогство. Сокровища, получите Преващение. Победы, получите Золото.<br />
|-<br />
!Spanish <br />
| Transmutar || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:TransmuteArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=This slot started out with a Remodel variant that was like the middle ground between two other Remodel variants that hope one day to come out. It seemed like it must be too close to one or the other, so I replaced it with this exotic Remodel. After that the only change to this one was dropping from {{Cost|2P}} to {{Cost|P}}. When the card images were made, the question came up, should this (and Vineyard) have a {{Cost|0}} on it or what? I had never had the {{Cost|0}}. My feeling is, if there's no cost to a card at all, you need a {{Cost|0}} where the cost is, to make it clear that you mean for the card to be free. If there's a cost, you don't need that. Transmute has a cost: a potion. It didn't need a {{Cost|0}} too. Anyway we looked at it both ways and both Jay and I preferred it with no {{Cost|0}} and so no {{Cost|0}} it was.<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>Ronedge02https://wiki.dominionstrategy.com/index.php/WharfWharf2020-11-12T08:52:07Z<p>Ronedge02: /* Engines */</p>
<hr />
<div>{{Infobox Card<br />
|name = Wharf<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Duration<br />
|illustrator = Simon Samuelsson<br />
|text = Now and at the start of your next turn:<br/>'''+2 Cards''' and '''+1 Buy'''.<br />
}}<br />
<br />
'''Wharf''' is an [[Action]]-[[Duration]] card from [[Seaside]]. It is a [[terminal card draw]] card on this turn, but its duration ability is what makes it one of the best cards in Dominion — [[duration draw|drawing 2 cards at the start of your next turn]] is like having played two {{Card|Laboratory|Laboratories}}! Wharf leads to games with extremely reliable, extremely powerful engines, and it is also one of the fastest [[Big Money]] enablers. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw 2 cards and get +1 Buy when you play this, and draw another 2 Cards and get +1 Buy at the start of your next turn.<br />
<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/08/21/seaside-wharf/ original article]'' synthesized from articles by Epoch and WanderingWinder by theory.''<br />
<br />
Wharf is, bar none, the best card-drawer in the game.<br />
<br />
And on some level, that’s all you need to know. Card drawing is valuable. Wharf is the best one. It works well in all the cases that you want to draw cards. It excels, paired with [[Villages]], in a cards/actions engine. It is also extremely good, bought in moderation, with a [[Big Money]] deck, or practically any other deck.<br />
<br />
It may be a bit surprising that Wharf is the best card drawer in the game. It, after all, gives only +2 Cards, in the same category as such low-tier terminal drawers such as {{Card|Witch}}, {{Card|Steward}}, and {{Card|Vault}} (all of which are good cards, mind you, but not principally due to their ability to draw cards). Of course, Wharf gives you the +2 Cards effect twice, but the general rule in Dominion is that one big turn counts more than two little turns, so you might imagine that {{Card|Smithy}}, with its +3 Cards now, would beat Wharf, with its +4 Cards split up in two.<br />
<br />
In practice, what separates Wharf from everything else is its duration effect. A {{Card|Moat}} with a +Buy this turn is OK, not so great, but starting off next turn with the equivalent of {{Card|Worker's Village}} + {{Card|Smithy}} is a gamechanger. It’s like two {{Card|Laboratory|Labs}}, with +Buy to make it all the sweeter. And the key is that its card draw next turn is essentially non-terminal; you don’t use up your Action to get the increased handsize.<br />
<br />
As a result, Wharf is arguably the best card in the game which you cannot use to give a {{Card|Curse}} to your opponent. It’s versatile, effective in just about every kind of game, and links into all sorts of combinations. Very few decks aren’t significantly improved with Wharves.<br />
<br />
[[File:powerofwharf.png]]<br />
<br />
(can someone please explain how to interpret this graph?)<br />
<br />
=== Synergies ===<br />
<br />
It is instructive to think through things that Wharf works really well with, and what Wharf doesn’t, because it helps highlight all of Wharf’s strengths and weaknesses.<br />
<br />
Wharf pairs well with {{Card|Peddler}}. Wharf not only gives you the +Buy to take advantage of cheap Peddlers, but the fact that it’s a Duration (and therefore stays in play for two turns) means that you’ll often be able to get Peddlers for {{Cost|2}} or less.<br />
<br />
Wharf is a natural fit with {{Card|Throne Room}} and {{Card|King's Court}}. There are many reasons for this: first, and most naturally, is that with big hands, your TR’s and KC’s are more likely to hit, and more importantly, more likely to land the killing KC-KC blows. More subtly, if you draw KC-{{Card|Council Room}}, you sort of have a big turn this turn, but it’s wasted if you draw all Actions. KC-Wharf might waste this turn a little bit, but then next turn you get to start with 11 cards!<br />
<br />
Wharf works with {{Card|Cellar}} and {{Card|Warehouse}}, both of which require large hands to maximize their effectiveness. This is one of those rare times where Cellar may outperform Warehouse: Wharf’s +Buy lets you pick it up easy, and with such big handsizes you might actually want to discard more than 3 cards.<br />
<br />
Wharf is absurdly strong with special [[Treasure|Treasures]]: in particular, {{Card|Fool's Gold}}/Wharf is absolutely brutal. Wharf gives you the two things that FG wants – +buys and big handsizes. {{Card|Bank}} and Wharf love each other for very similar reasons.<br />
<br />
On the flip side, Wharf works poorly with {{Card|Menagerie}}. Menagerie really needs some early [[trashing]] to get its massive card draw, and such early trashing is unnecessary for Wharf. Plus, Menagerie’s benefit (some more cards) is not that helpful with Wharf providing all the cards you need, and the Wharf duration effect actually hurts your odds of activating the Menagerie.<br />
<br />
=== Big Money ===<br />
<br />
If you believe the simulators, and you probably should for [[Big Money]] matchups, Wharf is the 5th-best single card for Big Money, after the four top [[curser|cursers]]: {{Card|Young Witch}}, {{Card|Witch}}, {{Card|Mountebank}}, and {{Card|Sea Hag}}. (Yes, it does beat {{Card|Familiar}}. Simulations against [[Dark Ages]] [[looter|looters]] have not yet been done.) And the thing is, with most of the cursers, 1 curser into Wharf is going to be very good on such boards anyway.<br />
<br />
Now, how do you want to play Wharf for money? Well, there are actually several viable ways, depending a bit on what your opponent does. But in general (and say for a mirror), you want to get a couple Wharves before {{Card|Gold}}, pretty much no matter what, and then get a good bit of money, with a third and maybe fourth Wharf, before turning for green. In fact, it almost plays a little like an engine: in most Big Money strategies (say Smithy/BM), you want to green pretty fast — only a couple Silvers and a Gold is enough. But with Wharf, the +Buy means it’s often worthwhile to build up a tiny bit extra buying power before going green.<br />
<br />
Another key distinction is that you can get a bit more Wharves than with most terminals, because the Wharf stays in play and therefore is slightly less likely to draw other Wharves dead. And the fact that Wharf costs {{Cost|5}} is nice; most Big Money type engines really struggle with {{Cost|5}} turns.<br />
<br />
In general, there’s basically no other easy Big Money strategy that beats Wharf, and it beats most simple combos too: [[Combo: Chancellor and Stash]], [[Combo: Treasure Map and Warehouse]], [[Combo: Tactician and Vault]], etc. It even holds its own against the more complex combos: [[Combo: Hunting Party and terminal Silver]], [[Combo: Embassy and Tunnel]], [[Combo: Native Village and Bridge]]. About the only thing it can’t deal with is the [[Golden Deck]] and fast {{Card|Gardens}} [[rush|rushes]], but then few things will beat those decks.<br />
<br />
=== Engines ===<br />
<br />
The one thing that you always want with an engine is +buy. This lets you catch up with faster-to-accelerate but lower top-speed decks like Big Money. Convenient, then, that Wharf builds it right into your engine, which both enables you to buy multiple engine components in the early-mid game, and also catch up on greens in the late game. Without Wharf, you’ll have to divert from buying engine pieces to pick up {{Card|Market|Markets}}, {{Card|Pawn|Pawns}}, or possibly other suboptimal cards, in rough proportion to your engine; with Wharf, you get one free with every Wharf, a card you already wanted to stock up on. (Note that this means that Wharf engines, even more so than most engines, are likely to lead to a game ending on piles.)<br />
<br />
Like most draw cards, building an engine is not just about adding a [[Village (Card type)]] to a Wharf/Big Money deck. Wharf/Money beats {{Card|Village}}/Wharf, typically, unless that Village produces money for you or allows you to play a bunch of other Actions. But any Village that gives some money, like {{Card|Bazaar}} or {{Card|Festival}}, is going to be awesome. And {{Card|Fishing Village}}, of course, is Fishing Village. [[Combo: Fishing Village and Wharf]] is one of the most destructively dominant 2-card engine combos around.<br />
<br />
Wharf really shines with cheap Villages in general. Its +Buy means that you aren’t really “wasting” your turn when you pick up {{Card|Native Village}} and {{Card|Hamlet}}; they are cheap enough that you can often scrounge one or two up on your turns while buying other things. {{Card|Crossroads}} is a total superstar, since it both gives Actions and also takes advantage of your massive handsizes. And {{Card|Border Village}}, as always, is great for Wharf: you’ll often want to buy Wharf on {{Cost|6}} anyway, so the BV is just icing.<br />
<br />
Engine-wise also, what the card gives you is zillions more cards. Other card draw isn’t necessarily bad, but you usually want Wharf instead. Now, if it holds a good attack, a la {{Card|Margrave}} or {{Card|Ghost Ship}}, you might make an exception for a copy or two. But the bread-and-butter of the engine should almost always be Wharf, because it’s just more powerful.<br />
<br />
It’s also important to note that Wharf engines build a good bit differently than those based around other draw cards. Basically, you need fewer Villages and/or can support more other terminals. The reason for this is that you only need to actually play half of your mighty nice draw cards every turn, even while reaping the benefits of those you played last turn. So when I build a Wharf engine, I usually start Wharf-Wharf-Village-Wharf and then alternate. Well, okay, usually it’s more complicated, because I want to get other stuff, too, but you really don’t need that many Villages to support the draw part of your engine. And the +buys are very nicely and plentifully built in.<br />
<br />
As for [[trashing]], trashing somewhat helps a Wharf engine, as it does with most engines, but it really doesn’t help Wharf that much. It’s easy to end up “over-drawing”, where you don’t have anything left to draw, and trashing slows you down in the race. So you especially need your trashing to be doing work later in the game — {{Card|Remake}} and {{Card|Masquerade}} are OK, whereas {{Card|Chapel}} and {{Card|Ambassador}} less so (Ambassador especially because you might Ambassador all your stuff away only to see a Wharf/money deck absorb the Ambassador and beat you before you get your engine set up). And {{Card|Lookout}}, {{Card|Moneylender}}, {{Card|Spice Merchant}}, etc., are just not that meaningful. Especially with something like Fishing Village/Wharf, even the smallest trashing is going to set you back, and you have so much draw you won’t need it at all.<br />
<br />
What Wharf does, really, is set you up with consistently massive handsizes. Council Room may be superficially similar, but it’s more swingy and less reliable; Wharf chains essentially ensure that every turn starts with a minimum of 7 cards. Where you take your engine after that is up to you, but lots of Kingdom cards favor an engine Wharf as opposed to a money Wharf. {{Card|Coppersmith}}, {{Card|Outpost}}, attacks that you’ll be playing every turn, Bank, etc. Cards like {{Card|Minion}} and {{Card|Laboratory}} and {{Card|Tactician}} don’t really help, and if anything hurt by promoting alternative strategies. But the key is, with just about every engine, you’ll want big hands, and there is no easier route to big hands than with Wharf.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Throne Room}} / {{Card|King's Court}}<br />
* {{Card|Peddler}}<br />
* {{Card|Cellar}}/{{Card|Warehouse}}<br />
* {{Card|Bank}}, {{Card|Fool's Gold}}<br />
* {{Card|Fishing Village}}, {{Card|Crossroads}}, other cheap [[Villages]]<br />
* Just about [[Card|everything]]<br />
=== Antisynergies ===<br />
* {{Card|Hunting Party}}, {{Card|Laboratory}}, {{Card|Minion}}, [[terminal card draw]]<br />
* {{Card|Tactician}}<br />
* [[Trashing]]<br />
* {{Card|Menagerie}}<br />
* Mega-[[rush]] strategies, like [[Combo:Ironworks and Gardens]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|WharfOld|Wharf}} || {{CardVersionImage|WharfDigitalOld|Wharf from Goko/Making Fun}} || Now and at the start of your next turn: '''+2 Cards'''. '''+1 Buy'''. || Seaside 1st Edition || October 2009<br />
|-<br />
| {{CardVersionImage|Wharf|Wharf}} || {{CardVersionImage|WharfDigital|Wharf from Shuffle iT}} || Now and at the start of your next turn: '''+2 Cards''' and '''+1 Buy'''. || Seaside [[Second Edition|2nd Edition]] || July 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 碼頭 (pron. ''mǎtóu'') || || || <br />
|- <br />
!Czech <br />
| Loděnice (lit. ''shipyard'') || || || <br />
|-<br />
!Dutch <br />
| Scheepswerf (lit. ''shipyard'') || || || <br />
|-<br />
!Finnish <br />
| Laituri || || || <br />
|-<br />
!French <br />
| Quai || || ||<br />
|-<br />
!German <br />
| Werft || {{CardLangVersionImage|German}} || || '''+2 Karten'''<br>'''+1 Kauf'''<br>Zu Beginn deines nächsten Zuges:<br>+'''2 Karten'''<br>+'''1 Kauf'''<br />
|-<br />
!Italian <br />
| Molo || || || <br />
|-<br />
!Japanese <br />
| 船着場 (pron. ''funatsuki-ba'') || || || 現在とあなたの次のターンの開始時に、'''+2 カードを引く'''、'''+1 購入'''。<br />
|-<br />
!Korean <br />
| 부두 (pron. ''budu'') || || || <br />
|-<br />
!Polish <br />
| Nabrzeże || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Верфь (pron. ''vyerf''') || || {{CardLangVersionImage|DigitalRussian}} || Сейчас и в начале вашего следующего хода: '''+2 Карты'''. '''+1 Покупка'''.<br />
|-<br />
!Spanish <br />
| Muelle || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:WharfArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The original version didn't have the +1 Buy. It got that to compare more favorably to {{Card|Merchant Ship}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 The Secret History of the Seaside Cards]<br />
}}<br />
<br />
{{Navbox Seaside}}<br />
{{Navbox Cards}}</div>Ronedge02https://wiki.dominionstrategy.com/index.php/WharfWharf2020-11-12T08:46:56Z<p>Ronedge02: /* Engines */</p>
<hr />
<div>{{Infobox Card<br />
|name = Wharf<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Duration<br />
|illustrator = Simon Samuelsson<br />
|text = Now and at the start of your next turn:<br/>'''+2 Cards''' and '''+1 Buy'''.<br />
}}<br />
<br />
'''Wharf''' is an [[Action]]-[[Duration]] card from [[Seaside]]. It is a [[terminal card draw]] card on this turn, but its duration ability is what makes it one of the best cards in Dominion — [[duration draw|drawing 2 cards at the start of your next turn]] is like having played two {{Card|Laboratory|Laboratories}}! Wharf leads to games with extremely reliable, extremely powerful engines, and it is also one of the fastest [[Big Money]] enablers. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw 2 cards and get +1 Buy when you play this, and draw another 2 Cards and get +1 Buy at the start of your next turn.<br />
<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/08/21/seaside-wharf/ original article]'' synthesized from articles by Epoch and WanderingWinder by theory.''<br />
<br />
Wharf is, bar none, the best card-drawer in the game.<br />
<br />
And on some level, that’s all you need to know. Card drawing is valuable. Wharf is the best one. It works well in all the cases that you want to draw cards. It excels, paired with [[Villages]], in a cards/actions engine. It is also extremely good, bought in moderation, with a [[Big Money]] deck, or practically any other deck.<br />
<br />
It may be a bit surprising that Wharf is the best card drawer in the game. It, after all, gives only +2 Cards, in the same category as such low-tier terminal drawers such as {{Card|Witch}}, {{Card|Steward}}, and {{Card|Vault}} (all of which are good cards, mind you, but not principally due to their ability to draw cards). Of course, Wharf gives you the +2 Cards effect twice, but the general rule in Dominion is that one big turn counts more than two little turns, so you might imagine that {{Card|Smithy}}, with its +3 Cards now, would beat Wharf, with its +4 Cards split up in two.<br />
<br />
In practice, what separates Wharf from everything else is its duration effect. A {{Card|Moat}} with a +Buy this turn is OK, not so great, but starting off next turn with the equivalent of {{Card|Worker's Village}} + {{Card|Smithy}} is a gamechanger. It’s like two {{Card|Laboratory|Labs}}, with +Buy to make it all the sweeter. And the key is that its card draw next turn is essentially non-terminal; you don’t use up your Action to get the increased handsize.<br />
<br />
As a result, Wharf is arguably the best card in the game which you cannot use to give a {{Card|Curse}} to your opponent. It’s versatile, effective in just about every kind of game, and links into all sorts of combinations. Very few decks aren’t significantly improved with Wharves.<br />
<br />
[[File:powerofwharf.png]]<br />
<br />
(can someone please explain how to interpret this graph?)<br />
<br />
=== Synergies ===<br />
<br />
It is instructive to think through things that Wharf works really well with, and what Wharf doesn’t, because it helps highlight all of Wharf’s strengths and weaknesses.<br />
<br />
Wharf pairs well with {{Card|Peddler}}. Wharf not only gives you the +Buy to take advantage of cheap Peddlers, but the fact that it’s a Duration (and therefore stays in play for two turns) means that you’ll often be able to get Peddlers for {{Cost|2}} or less.<br />
<br />
Wharf is a natural fit with {{Card|Throne Room}} and {{Card|King's Court}}. There are many reasons for this: first, and most naturally, is that with big hands, your TR’s and KC’s are more likely to hit, and more importantly, more likely to land the killing KC-KC blows. More subtly, if you draw KC-{{Card|Council Room}}, you sort of have a big turn this turn, but it’s wasted if you draw all Actions. KC-Wharf might waste this turn a little bit, but then next turn you get to start with 11 cards!<br />
<br />
Wharf works with {{Card|Cellar}} and {{Card|Warehouse}}, both of which require large hands to maximize their effectiveness. This is one of those rare times where Cellar may outperform Warehouse: Wharf’s +Buy lets you pick it up easy, and with such big handsizes you might actually want to discard more than 3 cards.<br />
<br />
Wharf is absurdly strong with special [[Treasure|Treasures]]: in particular, {{Card|Fool's Gold}}/Wharf is absolutely brutal. Wharf gives you the two things that FG wants – +buys and big handsizes. {{Card|Bank}} and Wharf love each other for very similar reasons.<br />
<br />
On the flip side, Wharf works poorly with {{Card|Menagerie}}. Menagerie really needs some early [[trashing]] to get its massive card draw, and such early trashing is unnecessary for Wharf. Plus, Menagerie’s benefit (some more cards) is not that helpful with Wharf providing all the cards you need, and the Wharf duration effect actually hurts your odds of activating the Menagerie.<br />
<br />
=== Big Money ===<br />
<br />
If you believe the simulators, and you probably should for [[Big Money]] matchups, Wharf is the 5th-best single card for Big Money, after the four top [[curser|cursers]]: {{Card|Young Witch}}, {{Card|Witch}}, {{Card|Mountebank}}, and {{Card|Sea Hag}}. (Yes, it does beat {{Card|Familiar}}. Simulations against [[Dark Ages]] [[looter|looters]] have not yet been done.) And the thing is, with most of the cursers, 1 curser into Wharf is going to be very good on such boards anyway.<br />
<br />
Now, how do you want to play Wharf for money? Well, there are actually several viable ways, depending a bit on what your opponent does. But in general (and say for a mirror), you want to get a couple Wharves before {{Card|Gold}}, pretty much no matter what, and then get a good bit of money, with a third and maybe fourth Wharf, before turning for green. In fact, it almost plays a little like an engine: in most Big Money strategies (say Smithy/BM), you want to green pretty fast — only a couple Silvers and a Gold is enough. But with Wharf, the +Buy means it’s often worthwhile to build up a tiny bit extra buying power before going green.<br />
<br />
Another key distinction is that you can get a bit more Wharves than with most terminals, because the Wharf stays in play and therefore is slightly less likely to draw other Wharves dead. And the fact that Wharf costs {{Cost|5}} is nice; most Big Money type engines really struggle with {{Cost|5}} turns.<br />
<br />
In general, there’s basically no other easy Big Money strategy that beats Wharf, and it beats most simple combos too: [[Combo: Chancellor and Stash]], [[Combo: Treasure Map and Warehouse]], [[Combo: Tactician and Vault]], etc. It even holds its own against the more complex combos: [[Combo: Hunting Party and terminal Silver]], [[Combo: Embassy and Tunnel]], [[Combo: Native Village and Bridge]]. About the only thing it can’t deal with is the [[Golden Deck]] and fast {{Card|Gardens}} [[rush|rushes]], but then few things will beat those decks.<br />
<br />
=== Engines ===<br />
<br />
The one thing that you always want with an engine is +buy. This lets you catch up with faster-to-accelerate but lower top-speed decks like Big Money. Convenient, then, that Wharf builds it right into your engine, which both enables you to buy multiple engine components in the early-mid game, and also catch up on greens in the late game. Without Wharf, you’ll have to divert from buying engine pieces to pick up {{Card|Market|Markets}}, {{Card|Pawn|Pawns}}, or possibly other suboptimal cards, in rough proportion to your engine; with Wharf, you get one free with every Wharf, a card you already wanted to stock up on. (Note that this means that Wharf engines, even more so than most engines, are likely to lead to a game ending on piles.)<br />
<br />
Like most draw cards, building an engine is not just about adding a [[Village (Card type)]] to a Wharf/Big Money deck. Wharf/Money beats {{Card|Village}}/Wharf, typically, unless that Village produces money for you or allows you to play a bunch of other Actions. But any Village that gives some money, like {{Card|Bazaar}} or {{Card|Festival}}, is going to be awesome. And {{Card|Fishing Village}}, of course, is Fishing Village. [[Combo: Fishing Village and Wharf]] is one of the most destructively dominant 2-card engine combos around.<br />
<br />
Wharf really shines with cheap Villages in general. Its +Buy means that you aren’t really “wasting” your turn when you pick up {{Card|Native Village}} and {{Card|Hamlet}}; they are cheap enough that you can often scrounge one or two up on your turns while buying other things. {{Card|Crossroads}} is a total superstar, since it both gives Actions and also takes advantage of your massive handsizes. And {{Card|Border Village}}, as always, is great for Wharf: you’ll often want to buy Wharf on {{Cost|6}} anyway, so the BV is just icing.<br />
<br />
Engine-wise also, what the card gives you is zillions more cards. Other card draw qua card draw isn’t necessarily bad, but you usually want Wharf instead. Now, if it holds a good attack, a la {{Card|Margrave}} or {{Card|Ghost Ship}}, you might make an exception for a copy or two. But the bread-and-butter of the engine should almost always be Wharf, because it’s just more powerful.<br />
<br />
It’s also important to note that Wharf engines build a good bit differently than those based around other draw cards. Basically, you need fewer Villages and/or can support more other terminals. The reason for this is that you only need to actually play half of your mighty nice draw cards every turn, even while reaping the benefits of those you played last turn. So when I build a Wharf engine, I usually start Wharf-Wharf-Village-Wharf and then alternate. Well, okay, usually it’s more complicated, because I want to get other stuff, too, but you really don’t need that many Villages to support the draw part of your engine. And the +buys are very nicely and plentifully built in.<br />
<br />
As for [[trashing]], trashing somewhat helps a Wharf engine, as it does with most engines, but it really doesn’t help Wharf that much. It’s easy to end up “over-drawing”, where you don’t have anything left to draw, and trashing slows you down in the race. So you especially need your trashing to be doing work later in the game — {{Card|Remake}} and {{Card|Masquerade}} are OK, whereas {{Card|Chapel}} and {{Card|Ambassador}} less so (Ambassador especially because you might Ambassador all your stuff away only to see a Wharf/money deck absorb the Ambassador and beat you before you get your engine set up). And {{Card|Lookout}}, {{Card|Moneylender}}, {{Card|Spice Merchant}}, etc., are just not that meaningful. Especially with something like Fishing Village/Wharf, even the smallest trashing is going to set you back, and you have so much draw you won’t need it at all.<br />
<br />
What Wharf does, really, is set you up with consistently massive handsizes. Council Room may be superficially similar, but it’s more swingy and less reliable; Wharf chains essentially ensure that every turn starts with a minimum of 7 cards. Where you take your engine after that is up to you, but lots of Kingdom cards favor an engine Wharf as opposed to a money Wharf. {{Card|Coppersmith}}, {{Card|Outpost}}, attacks that you’ll be playing every turn, Bank, etc. Cards like {{Card|Minion}} and {{Card|Laboratory}} and {{Card|Tactician}} don’t really help, and if anything hurt by promoting alternative strategies. But the key is, with just about every engine, you’ll want big hands, and there is no easier route to big hands than with Wharf.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Throne Room}} / {{Card|King's Court}}<br />
* {{Card|Peddler}}<br />
* {{Card|Cellar}}/{{Card|Warehouse}}<br />
* {{Card|Bank}}, {{Card|Fool's Gold}}<br />
* {{Card|Fishing Village}}, {{Card|Crossroads}}, other cheap [[Villages]]<br />
* Just about [[Card|everything]]<br />
=== Antisynergies ===<br />
* {{Card|Hunting Party}}, {{Card|Laboratory}}, {{Card|Minion}}, [[terminal card draw]]<br />
* {{Card|Tactician}}<br />
* [[Trashing]]<br />
* {{Card|Menagerie}}<br />
* Mega-[[rush]] strategies, like [[Combo:Ironworks and Gardens]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|WharfOld|Wharf}} || {{CardVersionImage|WharfDigitalOld|Wharf from Goko/Making Fun}} || Now and at the start of your next turn: '''+2 Cards'''. '''+1 Buy'''. || Seaside 1st Edition || October 2009<br />
|-<br />
| {{CardVersionImage|Wharf|Wharf}} || {{CardVersionImage|WharfDigital|Wharf from Shuffle iT}} || Now and at the start of your next turn: '''+2 Cards''' and '''+1 Buy'''. || Seaside [[Second Edition|2nd Edition]] || July 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 碼頭 (pron. ''mǎtóu'') || || || <br />
|- <br />
!Czech <br />
| Loděnice (lit. ''shipyard'') || || || <br />
|-<br />
!Dutch <br />
| Scheepswerf (lit. ''shipyard'') || || || <br />
|-<br />
!Finnish <br />
| Laituri || || || <br />
|-<br />
!French <br />
| Quai || || ||<br />
|-<br />
!German <br />
| Werft || {{CardLangVersionImage|German}} || || '''+2 Karten'''<br>'''+1 Kauf'''<br>Zu Beginn deines nächsten Zuges:<br>+'''2 Karten'''<br>+'''1 Kauf'''<br />
|-<br />
!Italian <br />
| Molo || || || <br />
|-<br />
!Japanese <br />
| 船着場 (pron. ''funatsuki-ba'') || || || 現在とあなたの次のターンの開始時に、'''+2 カードを引く'''、'''+1 購入'''。<br />
|-<br />
!Korean <br />
| 부두 (pron. ''budu'') || || || <br />
|-<br />
!Polish <br />
| Nabrzeże || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Верфь (pron. ''vyerf''') || || {{CardLangVersionImage|DigitalRussian}} || Сейчас и в начале вашего следующего хода: '''+2 Карты'''. '''+1 Покупка'''.<br />
|-<br />
!Spanish <br />
| Muelle || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:WharfArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The original version didn't have the +1 Buy. It got that to compare more favorably to {{Card|Merchant Ship}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 The Secret History of the Seaside Cards]<br />
}}<br />
<br />
{{Navbox Seaside}}<br />
{{Navbox Cards}}</div>Ronedge02