https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=Rubikbeggar&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-28T13:44:26ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/Black_CatBlack Cat2020-04-18T19:16:35Z<p>Rubikbeggar: /* Official FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Black Cat<br />
|cost = 2<br />
|set = Menagerie<br />
|type1 = Action<br />
|type2 = Attack<br />
|type3 = Reaction<br />
|illustrator = Marco Morte<br />
|text = '''+2 Cards'''<br>If it isn't your turn, each other player gains a Curse.<br />
|text2 = When another player gains a Victory card, you may play this from your hand.<br />
}}<br />
<br />
'''Black Cat''' is an [[Action]]-[[Attack]]-[[Reaction]] card from {{Set|Menagerie (expansion)|Menagerie}}. It lets you [[curser|curse]] all your opponents when one of them gains a [[Victory]] card.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this on your turn, you draw 2 cards.<br />
* When you play it on another player's turn - usually only possible via its [[reaction]] - you draw 2 cards, and then everyone else gains a {{Card|Curse}}, in turn order starting with the player whose turn it is.<br />
* When anyone else gains a [[Victory]] card - whether or not it is your turn - you may play this from your 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 />
| {{CardVersionImage|Black Cat|Black Cat}} || {{CardLangVersionImage|d=1}} || '''+2 Cards'''<br>If it isn't your turn, each other player gains a Curse.<hr>When another player gains a Victory card, you may play this from your hand. || Menagerie || March 2020<br />
|}<br />
<br />
=== Other language versions ===<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
Black Cat is the only [[Attack]]-[[Reaction]] card, and the only [[Kingdom]] Attack card costing less than {{Cost|3}}.<br />
=== Preview ===<br />
{{Quote|Text={{Set|Menagerie (expansion)|Menagerie}} has two minor themes I didn't mention yet. Surprise! The first one is [[reaction]] cards; there are five of them. Five! Four of them do the trick {{Card|Sheepdog}} did of letting you play them at an unusual time; Black Cat is one of those. It's a {{card|Witch}} they have to activate for you. I will just point out now: when they gain a {{card|Province}} and that lets you use Black Cat, the other players gain {{Card|Curse|Curses}} and that lets them use {{Card|Sheepdog|Sheepdogs}}.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20144.0 Menagerie Previews 5: More Cards]<br />
}}<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The second [[reaction]] in the set. I wanted a black cat! Probably it would [[Curser|curse]] people? Could it be blue? I got all those things. At first it triggered on their gain and you discarded it to Curse them. It wasn't good enough. Shifting it to being played also let it be an [[Attack]]; {{Card|Moat}} couldn't stop the discarded version.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/OutpostOutpost2020-02-17T18:24:44Z<p>Rubikbeggar: /* Other Rules clarifications */</p>
<hr />
<div>{{Infobox Card<br />
|name = Outpost<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Duration<br />
|illustrator = Claus Stephan<br />
|text = If this is the first time you played an Outpost this turn, and the previous turn wasn't yours, then take an extra turn after this one, and you only draw 3 cards for your next hand.<br />
}}<br />
<br />
'''Outpost''' is an [[Action]]-[[Duration]] card from [[Seaside]]. When played, it lets you take an [[extra turn]]—albeit an extra turn where you draw fewer cards. This is good if you have a way to guarantee that this extra turn is still pretty good even with only three cards, but weak if you end up having mediocre extra turns. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Outpost only does anything the first time you play it in a turn, and only if the previous turn was another player's (meaning, you are not already taking an extra turn). <br />
* If these conditions are met, you take an extra turn, and only draw 3 cards for your next hand rather than 5 (thus usually only having 3 cards in hand on the extra turn). <br />
* Except for the smaller starting hand, the extra turn is a normal turn. <br />
* If you play e.g. {{Card|Merchant Ship}} in the same turn as Outpost, the extra turn will be when you get the +{{Cost|2}} from Merchant Ship. <br />
* Extra turns do not count towards the tiebreaker of which tied player had fewer turns.<br />
=== Other Rules clarifications ===<br />
* Remember that the extra turn is completely normal (if it happens); it is the turn in which you play Outpost which is different, in that you only draw three cards during cleanup. <br />
** This makes Outpost an exception to the basic rule that Duration cards are discarded from play during the Clean-up phase of the last turn on which they "do something"; Outpost doesn't do anything ''on'' the extra turn it creates, but it is not cleaned up until the end of the extra turn regardless.<br />
* Interactions with {{Card|Possession}} are difficult: remember that when your opponent Possesses you, he makes you take an extra turn, and makes all decisions for you. <br />
** So, if your opponent plays a Possession, then makes you play an Outpost during that Possessed turn, they will get to see the three cards you draw; then you will take your 3-card Outpost extra turn, since that will only be your second turn in a row; and then you will take your regular turn. <br />
** If your opponent plays two Possessions, you take two extra turns from them. If your opponent then makes you play an Outpost on the second Possessed turn, nothing happens, as the "previous turn wasn't yours" condition is not met, and Outpost will be discarded at the end of that turn.<br />
** If your opponent plays two (or more) Possessions and makes you play an Outpost during the first Possessed turn, you decide when to take the extra turn from Outpost, since this decision takes place between turns; you can take an extra turn with only 3 cards after the first Possessed turn, or you can choose to have the second Possessed turn happen first (with a 3 card hand), in which case you will take your Outpost turn (with a full 5 card hand) after that (or after any other Possessed turns you allow to happen in the meantime).<br />
* Playing {{Card|Throne Room}} (or [[Throne Room variant|similar cards]]) on Outpost would seem to do nothing, but the Throne Room will still have to stay out with the Outpost as long as it does. <br />
* Playing any Outposts beyond the first one on a turn does nothing, and extra Outposts will be discarded from play before you take your extra turn.<br />
* If you buy {{event|Mission}} on the same turn you play Outpost, you can choose whether the Mission turn or the Outpost turn happens first; whichever one does will start with a 3 card hand, while the other will start with a 5 card hand.<br />
<br />
== Strategy Article ==<br />
There isn't a comprehensive strategy article for Outpost.<br />
<br />
Outpost is a card that can be quite bad in some circumstances, but that combos with quite a few cards, and can be dominating with the right support. Outpost depends on some way of guaranteeing that the extra 3-card turn will be good. In a [[Big Money]] type deck, or a rush strategies like {{Card|Gardens}} or {{Card|Duke}}/{{Card|Duchy}}, the 3-card turn is likely to be quite poor, and the {{Cost|5}} spent on Outpost is probably better spent on any number of other terminal actions, possibly even cheaper cards like {{Card|Smithy}}.<br />
<br />
[[Duration]] cards can give you a modest next-turn bonus, both in terms of [[virtual coin]] ({{Card|Lighthouse}}, {{Card|Merchant Ship}}, {{Card|Fishing Village}}) or card draw ({{Card|Wharf}}, {{Card|Caravan}}) to ensure that your Outpost turn is better than a typical 3-card turn. [[Seaside]] also has other ways of setting up your Outpost turn like {{Card|Native Village}} or {{Card|Treasury}}. Cantrips that provide virtual coin, such as {{Card|Peddler}} or {{Card|Market}} can work well with Outpost, but Treasury is stronger because it is reliable. These methods, however, are still not using outpost's full potential. Outpost can sometimes be harmful when used with durations--if you miss a key price point on your Outpost turn, the durations will end on that turn rather than carrying through into your next 5-card turn.<br />
<br />
[[Engine|Engines]] that are able to draw their deck every turn, even starting from a 3-card hand, make Outpost turns just as valuable as a regular turn. Draw-up-to-X engines, like those based on {{Card|Library}} or {{Card|Watchtower}} also make the turn as good as a typical turn, so long as one is able to draw both a village and drawing card. {{Card|Minion}} decks also work well with Outpost: so long as at least one Minion is drawn, the second turn is about as good as any other.<br />
<br />
{{Card|Scheme}} is a very good card to include in decks with Outpost, as it can guarantee certain cards to end up in the Outpost hand. This can help ensure deck drawing by top-decking a village and/or card drawer. {{Card|Haven}} is another good option to send a card to the Outpost turn; although it does not allow one to play the sent card this turn, it increases the hand size for the next turn. Haven can smooth out engines using Outpost, but because it reduces the handsize by one on the current turn, too many of them can harm some decks.<br />
<br />
Outpost goes nicely with cards that gain [[Coin tokens|coin tokens]]. It's much better to sock away two coin tokens during an Outpost turn than to have {{Cost|2}} to spend, and of course you can spend your coin tokens during your Outpost turn as well if you need a little help to pay for a card you want to buy.<br />
<br />
Outpost is usually a poor first purchase of a {{Cost|5}} cost-card; early in the game the Outpost turn is likely to be very weak, and the early purchase of this card can slow down a deck. In most decks, only buying one Outpost is necessary. Engines that reliably draw the whole deck cannot benefit from a second outpost, and most decks where one might be tempted to buy two Outposts would be unlikely to benefit enough from the outpost to begin with to make it worth the [[opportunity cost]].<br />
<br />
Outpost works very well with an active {{Card|Prince}}. You get the Princed Action at the start of your Outpost turn. If the Princed card is something powerful like {{Card|Smithy}} or {{Card|Remodel}}, it can render the reduced hand size almost irrelevant. (Like all Durations, Outpost itself does not work with Prince even if you reduce its cost to allow Prince to set it aside.)<br />
=== Synergies/Combos ===<br />
* [[Duration|Durations]]<br />
* Cards which set up your next turn: {{Card|Treasury}}, {{Card|Alchemist}}, and, to a lesser extent, {{Card|Courtyard}}<br />
* A large {{Card|Native Village}} mat<br />
* Cards that can easily recover from small handsize: {{Card|Minion}}, {{Card|Library}} and other draw-up-to-N cards, {{Card|Menagerie}}<br />
* {{Card|Scheme}}<br />
* {{Card|Minion}}<br />
* {{Card|Scrying Pool}}<br />
* Cards that gain [[Coin tokens|coin tokens]]<br />
* {{Card|Prince}} with a good action set aside<br />
*{{card|Save}}<br />
<br />
=== Antisynergies ===<br />
* [[Big Money]] or rush strategies<br />
* {{Card|Silver}}-based strategies are likely to have mediocre Outpost turns<br />
* {{Card|Possession}} does not work well with Outpost and makes people go look up FAQs and still not understand what's supposed to happen and why<br />
* {{Card|Swamp Hag}}, {{Card|Enchantress}} and {{Card|Haunted Woods}} will work against you for two turns.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|OutpostOld|Outpost}} || {{CardVersionImage|OutpostDigitalOld|Outpost from Goko/Making Fun}} || You only draw 3 cards (instead of 5) in this turn’s Clean-up phase. Take an extra turn after this one. This can’t cause you to take more than two consecutive turns. || Seaside 1st Edition || October 2009<br />
|-<br />
| {{CardVersionImage|Outpost|Outpost}} || {{CardVersionImage|OutpostDigital|Outpost from Shuffle iT}} || If this is the first time you played an Outpost this turn, and the previous turn wasn't yours, then take an extra turn after this one, and you only draw 3 cards for your next hand. || 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 !! Notes<br />
|-<br />
!Chinese <br />
| 前哨 (pron. ''qiánshào'') || || || || <br />
|- <br />
!Czech <br />
| Strážnice (lit. ''guardhouse'') || || || || <br />
|-<br />
!Dutch <br />
| Voorpost || || || || <br />
|-<br />
!Finnish <br />
| Rannikkoasema (lit. ''coastal station'') || || || || <br />
|-<br />
!French <br />
| Avant-poste || || || || <br />
|-<br />
!German <br />
| Aussenposten || {{CardVersionImage|Outpost German-ASS|German language Outpost}} || || Ziehe in der Aufräumphase nur 3 statt 5 Karten nach.<br>Führe dann einen weiteren Zug (maximal ein Extrazug pro Zug) aus. || HiG translation error : "In the following Clean-up draw only 3 cards. Afterwards take immediately another turn. You can take only one extra turn this way."<br>ASS translation error : "In the Clean-up draw 3 cards instead of 5. Take then immediately an additional turn (maximum one extra turn per turn)."<br />
|-<br />
!Italian <br />
| Avamposto || || || || <br />
|-<br />
!Japanese <br />
| 前哨地 (pron. ''zenshō-chi'') || || || これがこのターンに使用した最初の前哨地で、直前のターンがあなたのものでない場合、クリーンアップフェイズに3枚のみカードを引き、このターンの後に追加の1ターンを得る。 ||<br />
|-<br />
!Korean <br />
| 전진기지 (pron. ''jeonjingiji'') || || || || <br />
|-<br />
!Polish <br />
| Przyczółek (lit. ''bridgehead'') || {{CardLangVersionImage|Polish}} || || || <br />
|-<br />
!Russian <br />
| Аванпост (pron. ''avanpost'') || || {{CardLangVersionImage|DigitalRussian}} || Если вы играете Аванпост в певый раз за этот ход, и предыдущий ход не был вашим, тогда получите дополинтельный ход после текущего, и вы тянете только 3 карты для вашей следующей руки. || <br />
|-<br />
!Spanish <br />
| Puesto Avanzado || || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:OutpostArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This underwent a bunch of changes to the text, while keeping the functionality fairly close. The issues were 1) it had to not be too confusing; 2) it couldn't let you get infinite turns; 3) in fact even 3-4 turns in a row is no good; 4) it had to have clear and fair interactions with Throne Room and Tactician. Throne Room was tricky. There was an evening where I spent a few hours discussing possible wordings with Chris West, and at one point it was like, man, this is work. Those of you who think game design is all good times: sometimes you have to spend hours rewording Outpost. Anyway the best possible wording was to have you take a normal turn, but discard 2 cards at the start of it. That was just too powerful though. I tried not having an anti-recursion clause once and immediately got infinite turns with it. I also tried having you draw 2 fewer cards for each extra turn. In the end it got a brutal "This can't cause you to take more than 2 consecutive turns." That just guarantees no shenanigans.<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 />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Outpost could be simpler. Ideally it would have you discard 2 at the start of your next turn, rather than having the wonky Clean-up-modifying effect it has. There was not enough time between when I realized that and when the card had to be finalized.<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 Seaside}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/CatapultCatapult2018-07-03T23:50:38Z<p>Rubikbeggar: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Catapult<br />
|cost = 3<br />
|set = Empires<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Matthias Catrein<br />
|text = +{{Cost|1}}<br>Trash a card from your hand. If it costs {{Cost|3}} or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.<br />
}}<br />
<br />
'''Catapult''' is an [[Action]]-[[Attack]] card from [[Empires]]. It is a [[trasher]] that can function as a [[handsize attack]] or a [[curser]]; which Attack effects happen (or both) depend on the card being trashed. It is a [[split pile]] card, with 5 copies of Catapult sitting on top of {{Card|Rocks}}; Rocks are designed to be the optimal trashing target to get the most Attack value out of Catapult.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If the card you trash is a treasure, each other player discards down to 3 cards in hand; if the card you trash costs {{Cost|3}} or more, each other player gains a Curse; if it is both (e.g. {{Card|Silver}}), both things happen; if it is neither, neither thing happens. <br />
* If you have no cards in hand left to trash, neither thing happens.<br />
=== Other Rules clarifications ===<br />
* If you Catapult an {{Event|Inheritance|Inherited}} {{Card|Estate}}, the Estate is in the trash and, thus, no longer yours when Catapult checks its type; therefore when you trash an Estate Inheriting {{Card|Crown}}, the other players would not discard down to 3 cards.<br />
==Strategy==<br />
<br />
Catapult is a fairly good card, if you know how to use it, that is. It may seem that buying all five Catapults, then getting the {{Card|Rocks}}, is the best thing to do. After all, trashing Rocks with Catapult makes your opponents discard ''and'' gain a {{Card|Curse}}. The problem with this, however, is that having five Catapults in your deck isn't all that good, because you'll run out of cards to trash, leaving you with five Catapults and hardly any money. Unless at least one other person is buying Catapults, it's usally best to only get two and forego the Rocks. Opening Catapult-Catapult allows you to trash your {{Card|Copper|junk}} while hurting your opponents at the same time. This strategy is good enough to beat [[Big Money]]. Later on, when you've trash all your Coppers, you can use one Catapult to trash your other Catapult, because you probably won't be needing it any more. Sometimes it's best to keep your Catapults even after you've trashed your Copper:<br />
<br />
*If the {{Card|Fortress|Fortresses}} are in the Kingdom, you may even want 5 Catapults, because you can have a very slim deck (thanks to the Catapults), playing Fortresses until you only have one left, then play your Catapults to Curse x3~5 your opponents each turn. This empties the Curses fairly quickly and makes it really hard for your opponents to recover. In fact, in a Kingdom with Fortress and Catapult, the winner may well be decided by the repartition of the Catapults. As a side note, if there's {{Event|Inheritance}} too, just rush like crazy for it and choose Catapult, then you'll have as many as you want.<br />
<br />
*{{Card|Masterpiece}} and {{Card|Talisman}}. These cards can get you a ''lot'' of {{Card|Silver|Silvers}}, allowing you to keep trashing them without ever running out while hurting your opponents quite a bit, because Silvers are [[Treasure]] cards, and they cost {{Cost|3}}.<br />
<br />
*{{Event|Delve}}, and {{Event|Conquest}} can also get you plenty of Silvers, though perhaps not as many as Talisman or Masterpiece.(Conquest also gives you the {{VP}} bonus, however.) <br />
<br />
*If {{Event|Tomb}} is in the game, then you get a bonus {{VP}} for every card you trash with Catapult, turning it into a winning strategy (as long as your opponent isn't playing a {{Card|Chapel}} [[engine]]).<br />
===Synergies/Combos===<br />
<br />
*{{Card|Rocks}}<br />
*Lots of {{Card|Silver}}<br />
*{{Event|Tomb}}<br />
*{{Card|Fortress}}<br />
<br />
===Antisynergies===<br />
<br />
*If {{Card|Mountebank}} is in the game, it's probably better to get it instead of Catapult.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Catapult|Catapult}} || {{CardVersionImage|CatapultDigital|Catapult from Shuffle iT}} || +{{Cost|1}}. Trash a card from your hand. If it costs {{Cost|3}} or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand. || Empires || June 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch <br />
| Katapult || || || <br />
|-<br />
!Finnish <br />
| Katapultti || || || <br />
|-<br />
!French <br />
| Catapulte || || || <br />
|-<br />
!German <br />
| Katapult || {{CardPNGImage|Catapult_German|German language Catapult}} || || '''+{{Cost|1}}'''<br>Entsorge eine Handkarte. Wenn diese {{Cost|3}} oder mehr kostet, muss sich jeder Mitspieler einen Fluch nehmen. Wenn es eine Geldkarte ist, muss jeder Mitspieler Karten ablegen, bis er nur noch 3 Karten auf der Hand hat.<br />
|-<br />
!Japanese <br />
| 投石機 (pron. ''tōseki-ki'') || || || +{{Cost|1}}。手札1枚を廃棄する。それがコスト{{Cost|3}}以上の場合、他のプレイヤーは全員、呪い1枚を獲得する。財宝カードの場合、他のプレイヤーは全員、手札が3枚になるように捨て札にする。(両方に該当する場合、全買が獲得した後に、全買が捨て札にする)。 <br />
|-<br />
!Polish <br />
| Katapulta || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Катапульта (pron. ''katapul'ta'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:CatapultArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=At long last, we have the Dominion Catapult. Well it's been a great run guys. And it doesn't even let you throw something at the board. Catapult hurts the other players based on what you throw I mean trash; if you trash a Treasure they discard, if you trash a card for {{Cost|3}}+ they get Cursed, and if a card has both attributes they both discard and get a Curse, yeeha. It's like a rodeo in here.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15373.0 Empires Previews #2: Split Piles]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=I tried to come up with flavor that would be good for split piles. The main thing to do was one thing that leads to another thing somehow (rather than one card changing into another, like some cards in the past). But one idea on the list was a Catapult and Rocks and well, who can resist naming a card Rocks. Catapult initially gave the Cursing bonus on cards costing {{Cost|4}} or more, but at one point I lowered the cards to costing {{Cost|2}} and {{Cost|3}}, and then kept Catapult working on {{Cost|3}}'s when I switched it back to costing {{Cost|3}} itself.<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>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/CatapultCatapult2018-07-03T23:32:47Z<p>Rubikbeggar: /* Synergies/Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Catapult<br />
|cost = 3<br />
|set = Empires<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Matthias Catrein<br />
|text = +{{Cost|1}}<br>Trash a card from your hand. If it costs {{Cost|3}} or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.<br />
}}<br />
<br />
'''Catapult''' is an [[Action]]-[[Attack]] card from [[Empires]]. It is a [[trasher]] that can function as a [[handsize attack]] or a [[curser]]; which Attack effects happen (or both) depend on the card being trashed. It is a [[split pile]] card, with 5 copies of Catapult sitting on top of {{Card|Rocks}}; Rocks are designed to be the optimal trashing target to get the most Attack value out of Catapult.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If the card you trash is a treasure, each other player discards down to 3 cards in hand; if the card you trash costs {{Cost|3}} or more, each other player gains a Curse; if it is both (e.g. {{Card|Silver}}), both things happen; if it is neither, neither thing happens. <br />
* If you have no cards in hand left to trash, neither thing happens.<br />
=== Other Rules clarifications ===<br />
* If you Catapult an {{Event|Inheritance|Inherited}} {{Card|Estate}}, the Estate is in the trash and, thus, no longer yours when Catapult checks its type; therefore when you trash an Estate Inheriting {{Card|Crown}}, the other players would not discard down to 3 cards.<br />
==Strategy==<br />
<br />
Catapult is a fairly good card, if you know how to use it, that is. It may seem that buying all five Catapults, then getting the {{Card|Rocks}}, is the best thing to do. After all, trashing Rocks with Catapult makes your opponents discard ''and'' gain a {{Card|Curse}}. The problem with this, however, is that having five Catapults in your deck isn't all that good, because you'll run out of cards to trash, leaving you with five Catapults and hardly any money. Unless at least one other person is buying Catapults, it's usally best to only get two and forego the Rocks. Opening Catapult-Catapult allows you to trash your {{Card|Copper|junk}} while hurting your opponents at the same time. This strategy is good enough to beat [[Big Money]]. Later on, when you've trash all your Coppers, you can use one Catapult to trash your other Catapult, because you probably won't be needing it any more. Sometimes it's best to keep your Catapults even after you've trashed your Copper:<br />
<br />
*{{Card|Masterpiece}} and {{Card|Talisman}}. These cards can get you a ''lot'' of {{Card|Silver|Silvers}}, allowing you to keep trashing them without ever running out while hurting your opponents quite a bit, because Silvers are [[Treasure]] cards, and they cost {{Cost|3}}.<br />
<br />
*{{Event|Delve}}, and {{Event|Conquest}} can also get you plenty of Silvers, though perhaps not as many as Talisman or Masterpiece.(Conquest also gives you the {{VP}} bonus, however.) <br />
<br />
*If {{Event|Tomb}} is in the game, then you get a bonus {{VP}} for every card you trash with Catapult, turning it into a winning strategy (as long as your opponent isn't playing a {{Card|Chapel}} [[engine]]).<br />
===Synergies/Combos===<br />
<br />
*{{Card|Rocks}}<br />
*Lots of {{Card|Silver}}<br />
*{{Event|Tomb}}<br />
*{{Card|Fortress}}<br />
<br />
===Antisynergies===<br />
<br />
*If {{Card|Mountebank}} is in the game, it's probably better to get it instead of Catapult.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Catapult|Catapult}} || {{CardVersionImage|CatapultDigital|Catapult from Shuffle iT}} || +{{Cost|1}}. Trash a card from your hand. If it costs {{Cost|3}} or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand. || Empires || June 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch <br />
| Katapult || || || <br />
|-<br />
!Finnish <br />
| Katapultti || || || <br />
|-<br />
!French <br />
| Catapulte || || || <br />
|-<br />
!German <br />
| Katapult || {{CardPNGImage|Catapult_German|German language Catapult}} || || '''+{{Cost|1}}'''<br>Entsorge eine Handkarte. Wenn diese {{Cost|3}} oder mehr kostet, muss sich jeder Mitspieler einen Fluch nehmen. Wenn es eine Geldkarte ist, muss jeder Mitspieler Karten ablegen, bis er nur noch 3 Karten auf der Hand hat.<br />
|-<br />
!Japanese <br />
| 投石機 (pron. ''tōseki-ki'') || || || +{{Cost|1}}。手札1枚を廃棄する。それがコスト{{Cost|3}}以上の場合、他のプレイヤーは全員、呪い1枚を獲得する。財宝カードの場合、他のプレイヤーは全員、手札が3枚になるように捨て札にする。(両方に該当する場合、全買が獲得した後に、全買が捨て札にする)。 <br />
|-<br />
!Polish <br />
| Katapulta || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Катапульта (pron. ''katapul'ta'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:CatapultArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=At long last, we have the Dominion Catapult. Well it's been a great run guys. And it doesn't even let you throw something at the board. Catapult hurts the other players based on what you throw I mean trash; if you trash a Treasure they discard, if you trash a card for {{Cost|3}}+ they get Cursed, and if a card has both attributes they both discard and get a Curse, yeeha. It's like a rodeo in here.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15373.0 Empires Previews #2: Split Piles]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=I tried to come up with flavor that would be good for split piles. The main thing to do was one thing that leads to another thing somehow (rather than one card changing into another, like some cards in the past). But one idea on the list was a Catapult and Rocks and well, who can resist naming a card Rocks. Catapult initially gave the Cursing bonus on cards costing {{Cost|4}} or more, but at one point I lowered the cards to costing {{Cost|2}} and {{Cost|3}}, and then kept Catapult working on {{Cost|3}}'s when I switched it back to costing {{Cost|3}} itself.<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>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/EnchantressEnchantress2018-06-22T17:57:58Z<p>Rubikbeggar: /* Antisynergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = Enchantress<br />
|cost = 3<br />
|set = Empires<br />
|type1 = Action<br />
|type2 = Attack<br />
|type3 = Duration<br />
|illustrator = Claus Stephan<br />
|text = Until your next turn, the first time each other player plays an Action card on their turn, they get '''+1 Card''' and '''+1 Action''' instead of following its instructions.<br>At the start of your next turn,<br>'''+2 Cards'''<br />
}}<br />
<br />
'''Enchantress''' is an [[Action]]-[[Attack]]-[[Duration]] card from [[Empires]]. It is a [[turn-worsening attack]] that turns the first Action each other player plays on their turns into a simple [[cantrip]], although it does not change effects below dividing lines. It is also provides [[duration draw|extra +cards on your next turn]]. It is the first card to change effects on other players' cards.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Players revealing a card like {{Card|Moat}} when this is played have to do it right then, not later, even though the attack will not hurt them until their turn. <br />
* The first Action each other player plays, just on their next turn, will give them +1 Card +1 Action instead of what it would have normally done. <br />
* This does not affect abilities below a dividing line; they still function. <br />
* For example a player playing {{Card|Sacrifice}} would get +1 Card +1 Action and not do anything Sacrifice normally does; a player playing {{Card|Groundskeeper}} would get +1 Card +1 Action and would still get {{VP}} for gaining Victory cards. <br />
* It can be helpful to turn the affected card sideways, to remember that it did not do what it normally does. <br />
* Enchantress does not affect card abilities from cards played on previous turns; for example if an opponent plays Enchantress and you have an {{Card|Archive}} out from a previous turn, on your turn you will first get a card from your Archive as normal, and then the first Action card actually played on that turn will be affected by Enchantress. <br />
* If Enchantress affects a {{Card|Crown}} played in a Buy phase, its player gets +1 Card +1 Action, but has no way to use the +1 Action, since it is their Buy phase (but it might matter e.g. if the player buys {{Card|Villa}}).<br />
<br />
=== Other Rules clarifications ===<br />
* If a player under the effect of an Enchantress takes one or more extra turns, the first Action played on each of those turns is also turned into a cantrip.<br />
* The Enchantress effect does not stack.<br />
* Enchantress does not change anything about the card, just prevents on-play instructions on the card from being carried out properly. So cards that are Enchanted can still prompt [[Reaction]]s, such as {{Card|Moat}}, still carry out all [[Adventures tokens]] effects, such as from {{Event|Training}}, and can be replayed by {{Card|Royal Carriage}} to carry out their normal card text.<br />
* Cards that only have +1 Card, +1 Action above their dividing line, like {{Card|Highway}}, are essentially unaffected by Enchantress.<br />
<br />
== Strategy ==<br />
=== Preview Analysis ===<br />
''[http://forum.dominionstrategy.com/index.php?topic=15393.0 Original article] by Elestan''<br />
<br />
Enchantress is an Action-Attack-Duration card introduced in Empires, which pairs a unique attack effect with deferred [[non-terminal draw]] in the style of {{Card|Haunted Woods}}. Channeling the legacy of the Odyssey's Circe, or Arthurian Niviane, the Enchantress negates each other player's first Action card each turn by reducing it to a simple [[cantrip]]. Fortunately, multiple Enchantress attacks do not stack. Duration cards subject to Enchantress' effect will be cleaned up at the end of the turn, as they have no pending effect to keep them in play. Token effects, while-in-play effects, on-buy, on-gain, and on-trash effects are all unaffected.<br />
<br />
Enchantress' attack cuts deepest in the early game, when players often only have one Action card to play; countering that action can reduce early {{Cost|5}} turns to {{Cost|4}} or less, or block critical early plays of [[trasher]]s such as {{Card|Chapel}} or {{Card|Steward}}. {{Card|Prince|Princes}} and {{Event|Summon|Summons}} are quite vulnerable to the Enchantress, since they will usually be your first action play, and [[Village (card category)|Village]]-based [[engine]]s have difficulty getting started under her influence.<br />
<br />
As interesting as its attack may be, Enchantress' true power arguably rests in its deferred draw, which allows the player to spend an action on the current turn to start their next turn with extra cards, in a manner similar to {{Card|Gear}}. As with other deferred draw cards, alternating plays of two Enchantresses allows a sustained handsize increase, and keeps the enchantment running continuously. The presence of discard attacks makes Enchantress particularly compelling, as such attacks both complement and are countered by her abilities.<br />
<br />
Players who see their opponent open with Enchantress may want to plan their opening buys to ensure that they don't suffer an early setback. Silver, while a bit on the boring side, is immune to her charms. Alternatively, opening double-terminal (potentially double-Enchantress) becomes a bit less risky, since an Enchantress in play makes action collision desirable instead of dire. One of the best counters to Enchantress is to simply increase your deck's Action density with sacrificial low-cost Actions, if you have the buys to pick them up; {{Card|Pawn}} or {{Card|Pearl Diver}} aren't greatly diminished by the enchantment, and {{Card|Great Hall}} counters it completely. If you have some deck manipulation available, tracking your opponents' Enchantresses so that you can avoid getting your best actions countered may be worth the effort. Later in the game, as action densities increase, the effectiveness of Enchantress' attack usually starts to wane, becoming more of an annoyance than a serious hindrance.<br />
<br />
In summary, Enchantress is a potent card for its low price, working as an effective early-game delaying tactic, while simultaneously providing semi-nonterminal draw to boost your deck's economy and velocity.<br />
=== Antisynergies ===<br />
* [[Ruins]]<br />
* {{Card|Highway}}<br />
* {{Card|Lighthouse}}<br />
* {{Card|Peasant}}<br />
* {{Card|Herbalist}}<br />
* {{Card|Merchant Guild}}<br />
<br />
=== Counter ===<br />
* {{Card|Page}}<br />
* {{Card|Pawn}}<br />
* {{Card|Pearl Diver}}<br />
* {{Card|Urchin}}<br />
* {{Card|Great Hall}}<br />
* {{Card|Groundskeeper}}<br />
* {{Card|Bridge Troll}}<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Enchantress|Enchantress}} || {{CardVersionImage|EnchantressDigital|Enchantress from Shuffle iT}} || Until your next turn, the first time each other player plays an Action card on their turn, they get '''+1 Card''' and '''+1 Action''' instead of following its instructions. At the start of your next turn, '''+2 Cards'''. || Empires || June 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch <br />
| Tovenares || || || <br />
|-<br />
!Finnish <br />
| Lumoajatar || || || <br />
|-<br />
!French<br />
| Magicienne (lit. ''female magician'') || || ||<br />
|-<br />
!German <br />
| Zauberin || {{CardPNGImage|Enchantress_German|German language Enchantress}} || || Bis zu deinem nächsten Zug dürfen alle Mitspieler die Anweisungen der ersten ausgespielten Aktionskarte in ihrem Zug nicht ausführen. Sie erhalten stattdessen:<br>'''+1 Karte''' und '''+1 Aktion'''.<br>Zu Beginn deines nächsten Zuges:<br>'''+2 Karten'''<br />
|-<br />
!Japanese <br />
| 女魔術師 (pron. ''on'na majutsu-shi'', lit. ''female magician'') || || || あなたの次のターンまで、他のプレイヤーが自分のターン最初のアクションカードを使用するとき、そのプレイヤーはその指示の代わりに'''+1 カードを引く'''、'''+1アクション'''を得る。あなたの次のターンの開始時、'''+2 カードを引く'''。 <br />
|-<br />
!Polish <br />
| Czarodziejka || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Заклинательница (pron. ''zaklinatyel'nitsa'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:EnchantressArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview Story ===<br />
{{Quote<br />
|Text=''The self-styled {{Card|Prince}} of {{Card|Giant|Giants}} squinted down at the tiny red-haired figure before him. "What you say?" he rumbled, setting a few cascades of pebbles tumbling down the nearby hillside. He shouldn't be talking to anyone, he knew; the Master had sent him down this {{Card|highway}} with strict orders to squash anyone approaching.<br />
<br />
''"Most magnificent of titans", the woman purred, stroking a slender hand over one of his massive calves. "I beg you not to harm me...I merely came to offer you a meal; you must be famished after your long watch."<br />
<br />
''The giant leaned down, nostrils flaring as he sniffed, and his stomach growled. Suddenly he felt as though he hadn't fed in days. "Eat you?" he grunted. His meals weren't usually so cooperative, but he wasn't going to complain. She did smell good.<br />
<br />
''A lilting peal of laughter filled his ears. "Oh no, sir giant!" The woman gestured toward the side of the road, where a massive cauldron bubbled merrily. A couple of pigs snuffled through the undergrowth nearby, and he thought he caught the scent of roasting pork. "Please, won't you try my stew?" Seeing him eying the pigs, she smiled. "And after you finish the stew, you can enjoy my pigs to your heart's content."<br />
<br />
''Why hadn't he noticed those before? The question vanished almost as quickly as it appeared, wafting away as the rich aroma of the stew sent his mouth watering. Grunting, he leaned his club against the hillside and lumbered off to enjoy the meal. He could always squash her after dinner.<br />
|Name=[http://forum.dominionstrategy.com/index.php?action=profile;u=2397 Elestan]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15393.0 Empires Bonus Preview #4: Enchantress]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=A late card, replacing another attack. I quickly tweaked the resources and the wording, but the premise worked immediately.<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>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/Royal_CarriageRoyal Carriage2018-06-10T13:13:44Z<p>Rubikbeggar: </p>
<hr />
<div>{{Infobox Card<br />
|name = Royal Carriage<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|type2 = Reserve<br />
|illustrator = Kelli Stakenas<br />
|text = '''+1 Action'''<br/>Put this on your Tavern mat.<br />
|text2 = Directly after you finish playing an Action card, if it's still in play, you may call this, to replay that Action.<br />
}}<br />
<br />
'''Royal Carriage''' is an [[Action]]-[[Reserve]] card from [[Adventures]]. It is a [[Throne Room variant]] that can be saved for the right moment, and is the only such card that multiple copies of can be used on the same card.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you get +1 Action and put it on your Tavern mat. It stays on your mat until you call it, directly after [[resolve|resolving]] a played Action card that is still in play. <br />
* Royal Carriage cannot respond to Actions that are no longer in play, such as a Reserve card that was put on the Tavern mat, or a card that trashed itself (like a {{Card|Raze}} used to trash itself). <br />
* When called, Royal Carriage causes you to replay the card you just played. <br />
* You can call multiple Royal Carriages to replay the same Action multiple times (provided the Action is still in play). <br />
* You completely resolve the Action before deciding whether or not to use Royal Carriage on it. <br />
* If you use Royal Carriage to replay a Duration card, Royal Carriage will stay in play until the Duration card is discarded from play, to track the fact that the Duration card has been played twice.<br />
<br />
=== Other rules clarifications ===<br />
* Although Reserve cards are in play after being [[call|called]], calling one does not count as "resolving" it for the purposes of Royal Carriage; you can't call a Reserve card and then call Royal Carriage to replay it. Similarly, with Duration cards, you call Royal Carriage after resolving the Duration card's on-play effects; you don't wait for the next turn.<br />
* Royal Carriage can be called on a {{Card|Crown}} played during your Buy phase, and a {{Card|Werewolf}} played during your [[Night]] phase.<br />
<br />
== Strategy ==<br />
There is no strategy article for Royal Carriage, but the card has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14975.0 forum.]<br />
<br />
Royal Carriage is a {{Card|Throne Room}} variant, effectively doubling the effects of another Action card. Other than most [[Reserve]] cards, Royal Carriage is not much slower than its non-Reserve counterparts, it just needs to be played in a slightly roundabout way: play Royal Carriage, play the card you want to double, then call the Carriage to double it. As it turns out, this is actually advantageous; if, after resolving the other action card, you decide you actually don't want to double its effects after all, that's also okay - the Carriage stays on the Tavern mat until you do need it. If you draw a Throne Room or {{Card|King's Court}} without any other Action cards at all, you're sad; with Royal Carriage, you just save it for next turn. This flexibility is its main advantage over Throne Room.<br />
<br />
There are also some other tricks that can be done with Royal Carriage. For example, it is the only Throne Room variant that can multiply {{Card|Prince|Princed}} cards. It's also the only one that can be called multiple times on the same card; saving a stack of Royal Carriages (say, 7) on your Tavern Mat and then playing a single {{Card|Bridge}} lets you [[piledriving|piledrive]] the {{card|Province}}s. On the other hand, it's impossible to successfully call Royal Carriage on a Royal Carriage. Therefore, the insane Throne/King trees that sometimes arise in action-dense [[engine]] decks cannot be achieved with Royal Carriage. You may even call Royal Carriage in the Buy phase to multiply {{Card|Crown}}.<br />
<br />
Its main disadvantage is its higher cost; in Dominion, {{cost|5}} is a lot more than {{cost|4}}, since it will be significantly harder to achieve in a lot of decks in the early game. However, it should be noted that Royal Carriage's cost doesn't actually make it compete with other {{cost|5}} cards that much. Buying a Carriage instead of the second copy of the {{cost|5}} action card you want is almost always better, especially if it's [[terminal]], since it prevents [[collision]].<br />
<br />
=== Synergies ===<br />
* [[Combo: Royal Carriage and Bridge]]<br />
* Other stackable payload cards: {{Card|Coppersmith}}, {{Card|Miser}}<br />
* Strong, densely powered action cards: {{Card|Lost City}}, {{Card|Grand Market}}<br />
* The increased flexibility makes it good with offensive attacks such as {{Card|Mountebank}} or {{Card|Saboteur}}, since it doesn't have to collide<br />
<br />
=== Antisynergies ===<br />
* Cards with a 'while in play'-clause: {{Card|Highway}}, {{Card|Goons}}<br />
* One-shots: {{Card|Feast}}, {{Card|Embargo}}, {{Card|Pillage}}<br />
* Other [[Reserve]] cards<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Royal CarriageOld|Royal Carriage}} || {{CardVersionImage|Royal CarriageDigitalOld|Royal Carriage from Goko/Making Fun}} || '''+1 Action'''. Put this on your Tavern mat.<br>Directly after resolving an Action, if it's still in play, you may call this, to replay that Action. || Adventures 1st Edition || April 2015<br />
|-<br />
| {{CardVersionImage|Royal Carriage|Royal Carriage}} || {{CardVersionImage|Royal CarriageDigital|Royal Carriage from Shuffle iT}} || '''+1 Action'''. Put this on your Tavern mat.<br>Directly after you finish playing an Action card, if it's still in play, you may call this, to replay that Action. || 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 />
| Koninklijke koets || || || <br />
|-<br />
!Finnish <br />
| Kuninkaalliset vaunut || || || <br />
|-<br />
!French <br />
| Cortège royal (lit. ''royal procession'') || || || <br />
|-<br />
!German <br />
| Königliche Kutsche || || || '''+1 Aktion'''<br>Lege diese Karte auf dein Wirtshaustableau.<br>Sofort nachdem du eine Aktionskarte ausgeführt hast, die danach noch im Spiel ist, darfst du diese Karte von deinem Tableau aufrufen. Wenn du das tust:<br>Führe die Aktion noch einmal aus.<br />
|-<br />
!Japanese <br />
| 御料車 (pron. ''goryō-sha'', lit. ''official state car'') || || || '''+1 アクション'''。 これをあなたの酒場マットの上に置く。アクションカード1枚の使用を解決した直後、それが場に残っている場合、再度使用するために、これを呼び出してもよい。<br />
|-<br />
!Russian <br />
| Королевская Карета (pron. ''korolyevskaya karyeta'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
Royal Carriage can be called during your Buy phase for {{Card|Crown}}, and during your [[Night]] phase for {{Card|Werewolf}}, making it the only Throne Room variant that can be used on a Night card, and the only Throne Room variant that can be used in three different phases.<br />
[[Image:Royal_CarriageArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=A [[Dark Ages]] outtake. We always liked it, but it needed a mat. It has a mat here and well that's pretty much the story. I briefly had a bad wording that could let you go infinite, and fixing it made it even more like the Dark Ages version.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/MineMine2018-06-10T13:12:25Z<p>Rubikbeggar: </p>
<hr />
<div>{{Infobox Card<br />
|name = Mine<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to {{Cost|3}} more than it.<br />
}}<br />
<br />
'''Mine''' is an [[Action]] card from the [[Base]] set. It is a [[trash for benefit]] card which allows you to trash your {{Card|Copper|Coppers}} to gain {{Card|Silver|Silvers}} and trash your {{Card|Silver|Silvers}} to gain {{Card|Gold|Golds}}. It can also trash and gain other [[Kingdom]] [[treasure|treasures]]. Since it gains the treasures directly to your hand, you get to use it immediately, and you get the benefit of the improved treasure for the rest of the game. Mine is best when you have a way to play it often or when there are other treasures besides Silver and Gold that you want. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You can, for example, trash a Copper to gain a Silver, or trash a Silver to gain a Gold. <br />
* The Treasure you gain comes from the [[Supply]] and is put into your hand; you can play it for the same turn. <br />
* If you do not have a Treasure to trash, you do not gain one.<br />
<br />
=== Other Rules clarifications ===<br />
<br />
* You could also trash a Treasure to gain the same Treasure or a cheaper one.<br />
==First edition==<br />
In the first edition of Dominion, Mine's text did not include "you may": trashing a Treasure was mandatory if Mine was played. Donald X. Vaccarino revised the card because that offered no provision for keeping the player honest: if a player claimed that they had no Treasure in hand, and that was why they weren't activating Mine's ability, there was no way for their opponents to verify that this was the case. This rarely made a difference in gameplay, however.<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/07/09/dominion-mine/ Article] by greatexpectations with additional analysis from LastFootnote, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=3012.0 forum]''<br />
<br />
=== A Favorite Card of Mine ===<br />
Let’s be honest here: Mine is probably most famous for being the card everyone confuses with {{Card|Mint}}. A similar name, similar Treasure-related behavior, and the same {{Cost|5}} price point will do this. Unfortunately, Mine’s reputation doesn’t get much better past that, considering:<br />
<br />
* It comes from the largely bland Base Dominion set, achieving the honor of being arguably the worst trash for benefit card of the set.<br />
* Council Room’s Popular Buys ranks it as the 28th worst card by Win Rate With, and the 8th worst at the {{Cost|5}} price point.<br />
* The forum user base [[List_of_Cards_by_Qvist_Rankings|ranked]] it as one of the worst cards at the {{Cost|5}} price point.<br />
<br />
Mine is very often an ignorable card, but as with many other middling/bad cards, in the kingdoms where it actually is useful it can be the star of the show. Much of Mine’s intrigue is due to its fairly unique ability of gaining a card directly in hand. It is this ability which likely bumps Mine from the {{Cost|4}} to the {{Cost|5}} price point. This allows you the benefit of not only improving your deck but also improving your current hand.<br />
<br />
The first thing to note, most obviously, is that Mine is mostly best in “money” games, as opposed to “[[engine]]” games where you rely on Actions to generate your money. Of course, a Mine can be a nice supplement to an engine, to boost your additional buying power and allow you to spend your buys on engine parts rather than Treasure, but it is generally a side luxury at best.<br />
<br />
=== Repeated Play ===<br />
Mine is typically at its best when it can be played repeatedly. You can achieve this with {{Card|Caravan}}/{{Card|Laboratory}} stacks, {{Card|Hunting Party}}/{{Card|Golem}} decks, {{Card|King's Court}}/{{Card|Throne Room}}, or conventional large draw decks. Besides the obvious improvements to your deck in the long run, repeated play offers the benefits of not having to waste your buys to improve your economy. Because the upgraded card goes directly into your hand, you can not only improve your economy you can do so immediately.<br />
<br />
One way to think about this is that Mine improves all of your future reshuffles. The more reshuffles you will subsequently have, the more valuable Mine becomes in the long run. In the extreme case, at the end of the game, Mine is little more than a Copper. In the best case, at the start of a game, Mine offers tremendous long-term potential.<br />
<br />
Therefore, to maximize Mine’s benefit, you either need to play it multiple times each reshuffle (using King's Court or Throne Room), or accelerate your reshuffling (with Caravan/Laboratory, Hunting Party, etc.).<br />
{{Card|Crown}} and {{Card|Royal Carriage}} deserve a special mention here. Obviously, Crown is a perfect addition for a Mine deck, seeing as it can either copy your Mine when you draw them together or copy the Golds/Silvers your deck is flooded with. But Royal Carriage has the ability to wait for your Mine(s) to be drawn. And if you only need two Mine effects on that turn—for example if you have only two Silvers—, then call a single RC, saving the others for another time.<br />
<br />
The very best way to repeatedly play Mine is with [[sifter|sifters]] like {{Card|Cellar}} and {{Card|Warehouse}}. They are cheap, do not necessarily enable alternative powerful engines (like King's Court or Hunting Party), and enable a lot of deck reshuffles quickly, so you can get your newly Mined Treasures that much faster. But they have a second big advantage…<br />
<br />
=== When a few Gold is more desirable than a lot of Silver ===<br />
In the absence of special Treasure cards, Mine does two things. It turns Copper into Silver and it turns Silver into Gold. As has been pointed out before (I believe by WanderingWinder), Copper isn’t a terrible card in [[Big Money]] games. Moreover, Silver is easy to obtain. You start the game being able to hit {{Cost|3}} very reliably. So trashing a Copper in order to gain a Silver is pretty mediocre.<br />
<br />
Gold, on the other hand, is harder to obtain. If there’s one thing that Mine does well, it’s fill your deck with Gold. Therefore as Gold becomes more desirable, so does Mine. Given a big-money type game, there are three basic things that make Gold more desirable: the availability of sifters, discard attacks that allow you to choose what you discard, and trash-for-benefit cards that allow you to convert Gold into Provinces.<br />
<br />
Sifters are the big one. Cellar, Warehouse, {{Card|Cartographer}}, {{Card|Stables}}, etc. all allow you to play your Mine often and then allow you to pick the Gold you’ve accumulated out of the Coppers and Estates left in your deck. Laboratory variants can also help you play Mine more often, but that alone isn’t enough reason to choose Mine over other terminal Actions. You want to play almost all of your power terminals as often as possible. Mine does “stack” more than most terminals, gaining more benefit the earlier and more often you play it, like a Curse-giver. But that alone may not be enough reason to buy it. On the other hand, Lab variants and sifters complement each other very well, so if Mine, a sifter, and non-terminal draw are all available, that’s even more reason to consider Mine.<br />
<br />
Your opponent’s discard attacks are the next big reason to buy Mine. In a big money game with {{Card|Militia|Militias}} being played, Gold becomes much more valuable: a hand of Silver-Silver-Silver-Silver-Estate can’t buy a Province after being Militia’d, but Gold-Gold-Silver-Estate-Estate can. At the same time, however, Militia makes Gold much more difficult to obtain. Mine helps you amass Gold quickly without having to hit {{Cost|6}} in hand. In a 2-player game, you can’t just ignore Militia in favor of Mine. If you don’t slow your opponent down, they’ll usually win despite your Mine. However, a combination of the two cards can work. Also, if you’re playing a multiplayer game and your opponents are both buying Militias, Mine becomes much more desirable as you can let them snipe at each other while you accumulate Gold.<br />
<br />
Perhaps Mine’s biggest tragedy is that these two enablers are mutually exclusive. If your opponents are buying discard attacks, you don’t want sifters.<br />
<br />
As for trash-for-benefit cards, I don’t think that needs much explanation. Mine supplies you with the Gold, and with {{Card|Remodel}} or {{Card|Governor}}, you can quickly convert them into Provinces.<br />
<br />
=== Alternate Treasure Cards ===<br />
Both {{Card|Platinum}} and {{Card|Potion|Potions}} can give Mine a huge boost. The jump from Gold to Platinum is massive, and because of this Mine will always be more attractive on {{Card|Colony}} boards than {{Card|Province}} boards. Similarly, as this article points out, Mine is useful on [[Alchemy]] heavy boards because of its flexibility into and out of the race for Potion cost-cards. For example, in an {{Card|Alchemist}} chain, you can convert your Treasures to/from Potions as needed to keep the chain going.<br />
<br />
Mine’s power can be extended to most other alternate treasure cards as well. {{Card|Horn of Plenty}}, {{Card|Venture}}, {{Card|Hoard}}, and {{Card|Harem}} are all very attractive targets for Mine with a Silver in hand. Additionally, [[Hinterlands]] was very kind to Mine, offering both {{Card|Ill-Gotten Gains}} and {{Card|Fool's Gold}}. Mine lets you turn silver into IGG, IGG into another IGG, or IGG into Gold, all of which are strong options. Mine/Fool's Gold is a pretty solid (+4) opening according to [http://councilroom.com/openings Best/Worst Openings], allowing Mine to turn your early Copper into a Fool's Gold in hand.<br />
<br />
=== How To Play Mine ===<br />
Mine can offer some tricky decisions when it comes to choosing what exactly you want to upgrade. Should I swap Copper for Silver, or Silver for Gold? In general, Silver to Gold is probably the better move. Here are a couple of guidelines for helping to make that decision:<br />
<br />
* If it is a Colony board, you should prioritize upgrading S->G over C->S. Your ultimate target is Platinum, so you will want the best chance of later upgrading Gold->Plat<br />
* If it is a board with discard attacks, you should prioritize S->G over C->S. You will be working with smaller hand sizes and you will want the larger bang for your buck.<br />
* {{Card|Swindler}} makes things difficult. You don’t want to lose your Coppers to {{Card|Curse|Curses}}, but at the same time Gold is often immune to the {{Card|Swindler}} attack. This will be board dependent.<br />
* C->S should probably be prioritized on {{Card|Jester}} boards. You do not want to be fed more Copper, but you also do not want your opponent to grab free Gold. A similar suggestion can apply with {{Card|Smugglers}}.<br />
* In general, S->G is better for your deck, but C->S maximizes the number of potential Mine targets. I rarely find myself without a target for my Mine, so unless there is a good reason otherwise, I will usually upgrade to the highest cost Treasure possible. If you find yourself Mining C->S all the time, you should consider that maybe you shouldn't have gotten the Mine in the first place.<br />
<br />
=== Conclusion ===<br />
Mine’s real problem is that it is an assistant for a relatively slow strategy. On many boards, there is often a more explosive strategy that will beat out Mine’s long-term benefits. But given the right conditions, Mine can give you a long-term buying power advantage over your opponent.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Colony}} games.<br />
* Sifters ({{Card|Cellar}}, {{Card|Warehouse}}) <br />
* Repeated play ({{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Hunting Party}}, {{Card|Golem}})<br />
* Alternate treasures besides Copper, Silver, Gold (including both {{Card|Platinum}} and {{Card|Potion}}).<br />
* {{Card|King's Court}} / {{Card|Throne Room}}<br />
* {{Card|Grand Market}}<br />
<br />
=== Antisynergies ===<br />
* Heavy trashing<br />
* Other strong {{Cost|5}} Terminals<br />
* Strong engines<br />
* Copper-based strategies<br />
* Fast games<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MineOld|Mine}} || {{CardVersionImage|MineDigitalOld|Mine from Goko/Making Fun}} || Trash a Treasure card from your hand. Gain a Treasure card costing up to {{Cost|3}} more; put it into your hand. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Mine|Mine}} || {{CardVersionImage|MineDigital|Mine from Shuffle iT}} || You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to {{Cost|3}} more than it. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese <br />
| 礦坑 (pron. ''kuàngkēng'') || || || || <br />
|- <br />
!Czech <br />
| Důl || || || || <br />
|-<br />
!Dutch <br />
| Mijn || || || || <br />
|-<br />
!Finnish <br />
| Kaivos || || || || <br />
|-<br />
!French <br />
| Mine || || || || <br />
|-<br />
!German <br />
| Mine || {{CardLangVersionImage|German}} || || Du darfst eine Geldkarte aus der Hand entsorgen. Nimm eine Geldkarte auf die Hand, die bis zu {{Cost|3}} mehr kostet. || <br />
|-<br />
!Hungarian <br />
| Bánya || || || || <br />
|-<br />
!Italian <br />
| Miniera || || || || <br />
|-<br />
!Japanese <br />
| 鉱山 (pron. ''kōzan'') || || || 手札の財宝カード1枚を廃棄してもよい。 それよりコストが最大{{Cost|3}}高い財宝カード1枚を手札に獲得する。||<br />
|-<br />
!Korean <br />
| 광산 (pron. ''gwangsan'') || || || || <br />
|-<br />
!Norwegian <br />
| Gruve || || || || <br />
|-<br />
!Polish <br />
| Kopalnia || {{CardLangVersionImage|Polish}} || || || <br />
|-<br />
!Romanian <br />
| Mină || || || || <br />
|-<br />
!Russian <br />
| Рудник (pron. ''rudnik'') || || {{CardLangVersionImage|Russian|d=1}} || Вы можете выкинуть Сокровище из руки. Получите в руку Сокровище не более чем на {{Cost|3}} дороже выкинутого. || <br />
|-<br />
!Spanish <br />
| Mina || || || || Doesn't have the 'up to' of 'Gain a Treasure card costing ''up to'' {{Cost|3}} more' (''Gana una carta de Tesoro que cueste {{Cost|3}} más.'' v. ''Gana una carta de Tesoro que cueste '''hasta''' {{Cost|3}} más.'')<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MineArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=Of the 10 Actions in the first game ever of Dominion, this has changed the least. It always cost {{Cost|5}}, and always let you trade Copper for Silver or Silver for Gold. The only difference is that now it phrases this as "gain a Treasure costing up to 3 more," as if someday there might be other treasures that this would also work with. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/Noble_BrigandNoble Brigand2017-08-14T04:14:17Z<p>Rubikbeggar: /* In other languages */</p>
<hr />
<div>{{Infobox Card<br />
|name = Noble Brigand<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Joshua Stewart<br />
|text = +{{Cost|1}}<br/>When you buy or play this, each other player reveals the top 2 cards of their deck, trashes a revealed Silver or Gold you choose, discards the rest, and gains a Copper if they didn't reveal a Treasure. You gain the trashed cards.<br />
}}<br />
<br />
'''Noble Brigand''' is an [[Action]]–[[Attack]] card from [[Hinterlands]]. It is both a [[Treasure]] [[trashing attack]] like {{Card|Thief}}, allowing you to steal your opponents' {{Card|Silver}} and {{Card|Gold}}, and a [[junking attack]], distributing {{Card|Copper}} to opponents with Treasure-light decks. It is widely regarded by fans as an "improved" version of Thief—whereas Thief is regarded as weak because it can trash opponents' Copper (benefitting them, not the player who played Thief), and provides no immediate bonus for the turn on which it is played, Noble Brigand lacks both those weaknesses.<br />
<br />
Noble Brigand is also the only Attack card that affects opponents immediately when it is bought.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you get +{{Cost|1}}. <br />
* When you play this and also when you buy it, each other player reveals the top two cards of their deck, trashes a Silver or Gold they revealed that you choose, and discards the rest.<br />
* Each of these players that did not reveal a Treasure at all gains a Copper from the [[Supply]], putting it into their discard pile.<br />
* Finally, you gain all of the Silvers and Golds trashed this way. <br />
* This cannot trash any Treasures except Silver or Gold.<br />
* Gaining a Noble Brigand without buying it does not cause this ability to happen.<br />
* Noble Brigand is an Attack card, and when you announce it, players can use cards like {{Card|Moat}} in response. <br />
* However, buying a Noble Brigand is not "playing an Attack card," and so cards like Moat cannot respond to that.<br />
=== Other Rules clarifications ===<br />
* Revealing {{Card|Trader}} to gain a Silver instead of a Noble Brigand when you buy one does not prevent the on-buy effect from happening.<br />
<br />
== Strategy Article ==<br />
''Originally based on the article by timchen on the [http://forum.dominionstrategy.com/index.php?topic=2160.msg33759#msg33759 forum]''<br />
<br />
The initial buzz of the card is basically "Wow! {{Card|Thief}} is officially admitted as an under-powered card!" This is quite a sound statement, as Noble Brigand is pretty much better in every way except one:<br />
<br />
Thief trashes {{Card|Copper}} and helps your opponent. Noble Brigand does not; it even stuffs Coppers to your opponent. Thief offers no immediate benefit to yourself; there is +{{Cost|1}} from the Noble Brigand. Thief only works when you reshuffle and draw it, but Noble Brigand acts a full reshuffle earlier, right at when you buy it. The only potential downfall is that he cannot steal Kingdom Treasures and {{Card|Platinum}}.<br />
<br />
With so many reinforcements, however, the Noble Brigand still has significant drawbacks. It is still a terminal action that does not draw any card. It provides less [[virtual money]] than {{Card|Militia}}, and does not attack as reliably either. An early Noble Brigand may flip the opponent's coppers and may prove to slow yourself down from that Gold or {{Cost|5}} card a bit too much and accelerate your opponent at the same time. Therefore, it is not a card you will always consider to buy. <br />
<br />
The case where Noble Brigand shines is against a standard [[Big Money]]-like Province deck - a deck whose income mostly comes from large numbers of Silvers and Golds. In this case, every successful Noble Brigand hit sets your opponent back by nearly a full turn, and there is a high chance of a successful hit since most things your opponent buys are valid Brigand targets. According to the simulators, Noble Brigand is actually a very good Big Money enabler when bought in bulk - consistent Noble Brigand plays will rob the opponent of the Golds and Silvers which are the lifeblood of a Big Money deck. Simulators will significantly overrate this card, since the further your opponent gets from a formulaic "Silver->Gold->Province" the worse the Brigand will be. Nevertheless, whenever you see your opponent spending most of their buys on Silver/Gold, you should consider Noble Brigand, and if you spend most of your buys on Silver/Gold you should expect that well-timed Noble Brigand buys by your opponent will rob you of quite a bit of that cash. <br />
<br />
There is a niche use of the card as a opener. When you are second player with {{Cost|4}} in hand in your first turn and when the first player has bought a silver, you will have 1/3 chance of getting that Silver and trigger a reshuffle with the initial crappy cards at the same time. It is fun to use and see it work, but when it doesn't, you are facing quite an uphill battle. The situation improves significantly with more players though, and it helps negate the disadvantage of the third or the fourth player quite a bit. They still have to have {{Cost|4}} in their first hand though.<br />
<br />
Similar to Thief, the Noble Brigand can be quite important in a {{Card|Chapel}} game with no virtual money. But it proves to be a lot more dangerous in this case. To an unsuspecting opponent, getting one of his critical Silvers or Golds can be fatal. And you don't need to buy it and use it, so he has no alert prior to the attack. Also the on-buy attack cannot be stopped. In addition, one can allow to buy multiple Noble Brigands to keep the pressure in such game, as extras can be Chapeled away. <br />
<br />
That's probably it. There is no magic to make the card suddenly powerful. I like what Donald said about the card though: it is designed to be fun. It is indeed fun to attack when you are buying a card, especially when it does not force a degenerate game like {{Card|Ill-Gotten Gains}} does. For myself, better yet, it is just powerful enough to try to win using it, and still underpowered enough that when I lose with it I won't be mad about my own luck.<br />
=== Synergies/Combos ===<br />
* Effective against opponents playing a [[BM]] strategy.<br />
* {{Card|Chapel}}<br />
* {{Card|Gold}}<br />
* {{Card|Silver}}<br />
* Deck inspection attacks<br />
=== Antisynergies ===<br />
* Powerful terminals<br />
* Non Silver or Gold treasures<br />
* Cards that offer virtual coins<br />
* Opponents' {{Card|Tunnel|Tunnels}}<br />
* {{Card|Rabble}}<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:NobleBrigandDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:Noble_BrigandArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Language !! Name !! Text !! Notes<br />
|-<br />
| || || Czech || Zbojník (lit. ''bandit'') || ||<br />
|-<br />
| || || Dutch || Nobele bandiet || ||<br />
|-<br />
| || || Finnish || Jalo maantierosvo || ||<br />
|-<br />
| || || French || Noble brigand || +{{Cost|1}} Lorsque vous achetez ou jouez cette carte, tous vos adversaires dévoilent les 2 premières cartes de leur deck. Si une carte Or ou Argent est dévoilée, ils en écartent une, de votre choix, et défaussent l'autre. Ceux qui n'ont pas dévoilé de Trésor reçoivent un Cuivre. Vous recevez les cartes écartées. || French translation error. The text means : "When you buy or play this, all your opponents reveal the top 2 cards of their deck. If a Gold or Silver card is revealed, they trash one of your choice and discard the other. Those who didn't reveal any Treasure gain a Copper. You gain the trashed cards." It means that players who revealed neither a Silver nor a Gold put the revealed cards back on top of their deck.<br />
|-<br />
| || || German || Edler Räuber || || <br />
|-<br />
| || || Italian || Ladro Gentiluomo (lit. ''gentleman thief'') || ||<br />
|-<br />
| || || Japanese || 義賊 (pron. ''gizoku'', lit. ''gentleman thief'') || ||<br />
|-<br />
| || || Russian || Благородный Разбойник (pron. ''blagorodny razboynik'') || ||<br />
|-<br />
| || || Spanish || Bandido Honrado || ||<br />
|}<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=First the set had a {{Card|Thief}} variant that gave you {{Cost|}} instead of the Treasures. It only gave you {{Cost|}} for one of the Treasures, to keep it from going nuts with multiple players. So if the best Treasure you trashed was Silver, you got +{{Cost|2}}. Well this has wording problems. Some Treasures make variable amounts or do weird things. At the same time, it was weak. So it died.<br />
<br />
I replaced it with a card I stole from a [[Dark Ages|later set]]. "A later set." There are only two sets after this one, and one of them is a latecomer with its own special thing going on. When I say "a later set," I mean the 8th set, which was originally the 4th set, back before I showed Dominion to RGG, when there were only five expansions (then [[Hinterland]] and [[Seaside]] were split up, and [[Alchemy]] and [[Cornucopia]] were split up, and that accounts for seven). You might think, with all the cards I stole from "a later set," that it would be hurting for cards, but man, it is not. Anyway. I stole this from "a later set."<br />
<br />
The premise is of course Robin Hood. Steals from the rich (those with {{Card|Silver}} and {{Card|Gold}}), gives to the poor (those with no Treasures at all). Ignores the middle-class (those showing Copper or special Treasures) (yes the middle class includes those with Platinum, Robin Hood does not realize how valuable Platinum is okay, he lives in a forest, they don't even have Platinum there). By not trashing Coppers, it avoids being horrible, and it can even give out Coppers, although don't expect that to be too common except you know against decks that trash their Coppers.<br />
<br />
Noble Brigand comes right out of the gates attacking. This was a fun thing that I wanted on more attacks but it only survived here and on {{Card|Ill-Gotten Gains}} (technically not an attack, but we all know a Witch when we see one). Maybe it's for the best that you'll never experience the joy of a when-gain discard-based attack just sitting there, promising that any hand you draw might be taken away, even if no-one has even bought the card yet.<br />
<br />
Noble Brigand triggers on buying, not gaining. This was because you could get situations that forced you to play all further attacks in slow-mo. {{Card|Jester}} is a good example. I play Jester, I hit your Noble Brigand, oh I want one of those. Only, everyone else has already revealed their card for Jester, no-one is wasting time. I know some of the cards Brigand will hit. Maybe normally I wouldn't take Brigand, I'd make you take another one, only, there's a Gold showing over there. Okay we have to play Jester in slow-mo this game to get rid of this situation. And well that's no fun. So, it triggers on buying.<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>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/DuplicateDuplicate2017-08-11T01:01:04Z<p>Rubikbeggar: /* Synergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = Duplicate<br />
|cost = 4<br />
|set = Adventures<br />
|type1 = Action<br />
|type2 = Reserve<br />
|illustrator = Ryan Laukat<br />
|text = Put this on your Tavern mat.<br />
|text2 = When you gain a card costing up to {{Cost|6}}, you may call this, to gain a copy of that card.<br />
}}<br />
<br />
'''Duplicate''' is an [[Action]]-[[Reserve]] from [[Adventures]]. Only putting itself on your Tavern mat when played, it can be [[call|called]] to [[gainer|gain]] a copy of a card you gain costing up to {{Cost|6}}, making it a sort of more flexible {{Card|Talisman}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you put it on your Tavern mat. It stays on your mat until you call it. <br />
* You can call it when gaining a card costing up to {{Cost|6}}, and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as {{Card|Teacher}}.<br />
* Duplicate can be called during other players' turns when you gain cards; for example, another player might buy {{Card|Messenger}} and choose to have each player gain an {{Card|Estate}}, and you could Duplicate that Estate. <br />
* You can call multiple Duplicates to gain multiple copies of the same card. <br />
* Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn.<br />
=== Other rules clarifications ===<br />
* Cards with {{Cost|P}} or {{Debt}} in their cost cannot be Duplicated.<br />
<br />
== Strategy ==<br />
There is no strategy article for Duplicate, but the card has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14658.0 forum.]<br />
<br />
Duplicate is a gainer that can gain cards up to {{cost|6}}, which is pretty insane. To balance it, it's a [[Reserve]] card, which slows it down a bit and makes it miss more [[shuffle]]s, and it can only gain copies of cards you were already buying or gaining some other way. Its closest relative is probably {{Card|Smugglers}}, except Duplicate copies your own card instead of your opponent's card, and it does so at a moment you prefer, making it more flexible. It can also be compared to {{Card|Talisman}}, which also doubles a card you buy; the differences here are that Duplicate is terminal and doesn't give you money, but it can gain more expensive cards that can also be [[Victory]] cards.<br />
<br />
Duplicate is strong in the late game: it can suddenly force a [[three-pile ending]] against unsuspecting opponents, and it can gain a pile of {{Card|Duchy|Duchies}} to take a big lead and/or end the game. However, it is not always easy to see when you need to stack your Duplicates on the Tavern mat and when you call them to gain cards earlier on. Leaving your Duplicates on the mat too often might make you miss other key cards, but always calling Duplicates can lead to terminal [[collision]] late in the game, making you unable to perform the tricks mentioned above.<br />
<br />
=== Synergies ===<br />
* {{Card|Champion}}, {{Card|Teacher}} and {{Event|Lost Arts}} solve the issue of Duplicate being [[terminal]]<br />
* Cost reducers, especially {{Card|Highway}}, make gaining {{Card|Province}}s and even {{Card|Colony|Colonies}} possible<br />
* {{Card|Border Village}} and {{Card|Haggler}} make gaining a lot of stuff even easier<br />
* {{Card|Watchtower}}, {{Event|Summon}} and {{Card|Royal Seal}} get Duplicate into play quickly<br />
* {{Card|Duke}} makes gaining Duchies extra strong<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:DuplicateDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:DuplicateArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Dutch: Duplicaat<br />
* Finnish: Kopio (lit. ''copy'')<br />
* French: Copie (lit. ''copy'')<br />
* German: Duplikat<br />
* Japanese: 複製 (pron. ''fukusei'', lit. ''duplication'')<br />
* Polish: Duplikat (note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Дублирование (pron. ''dublirovaniye'', lit. ''duplication'')<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=Duplicate duplicates something. That name just tells the whole story. You buy a {{Card|Laboratory|Lab}}; you Duplicate it, two Labs. You gain a {{Card|Gold}} from {{Card|Hero}}; you Duplicate it, two Golds. Whatever you are getting, you probably want more of them. Late in the game, Duplicate {{Card|Duchy|Duchies}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12865 Adventures Previews #2 - Guide, Duplicate, Coin of the Realm]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=Originally this cost {{Cost|5}}. It didn't need to and so there it is at {{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 />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/DuplicateDuplicate2017-08-11T01:00:32Z<p>Rubikbeggar: /* Synergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = Duplicate<br />
|cost = 4<br />
|set = Adventures<br />
|type1 = Action<br />
|type2 = Reserve<br />
|illustrator = Ryan Laukat<br />
|text = Put this on your Tavern mat.<br />
|text2 = When you gain a card costing up to {{Cost|6}}, you may call this, to gain a copy of that card.<br />
}}<br />
<br />
'''Duplicate''' is an [[Action]]-[[Reserve]] from [[Adventures]]. Only putting itself on your Tavern mat when played, it can be [[call|called]] to [[gainer|gain]] a copy of a card you gain costing up to {{Cost|6}}, making it a sort of more flexible {{Card|Talisman}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you put it on your Tavern mat. It stays on your mat until you call it. <br />
* You can call it when gaining a card costing up to {{Cost|6}}, and gain another copy of that card. The gained card comes from the Supply and is put into your discard pile; Duplicate cannot gain non-supply cards such as {{Card|Teacher}}.<br />
* Duplicate can be called during other players' turns when you gain cards; for example, another player might buy {{Card|Messenger}} and choose to have each player gain an {{Card|Estate}}, and you could Duplicate that Estate. <br />
* You can call multiple Duplicates to gain multiple copies of the same card. <br />
* Duplicate is discarded during the Clean-up of the turn you call it, whether or not it is your turn.<br />
=== Other rules clarifications ===<br />
* Cards with {{Cost|P}} or {{Debt}} in their cost cannot be Duplicated.<br />
<br />
== Strategy ==<br />
There is no strategy article for Duplicate, but the card has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14658.0 forum.]<br />
<br />
Duplicate is a gainer that can gain cards up to {{cost|6}}, which is pretty insane. To balance it, it's a [[Reserve]] card, which slows it down a bit and makes it miss more [[shuffle]]s, and it can only gain copies of cards you were already buying or gaining some other way. Its closest relative is probably {{Card|Smugglers}}, except Duplicate copies your own card instead of your opponent's card, and it does so at a moment you prefer, making it more flexible. It can also be compared to {{Card|Talisman}}, which also doubles a card you buy; the differences here are that Duplicate is terminal and doesn't give you money, but it can gain more expensive cards that can also be [[Victory]] cards.<br />
<br />
Duplicate is strong in the late game: it can suddenly force a [[three-pile ending]] against unsuspecting opponents, and it can gain a pile of {{Card|Duchy|Duchies}} to take a big lead and/or end the game. However, it is not always easy to see when you need to stack your Duplicates on the Tavern mat and when you call them to gain cards earlier on. Leaving your Duplicates on the mat too often might make you miss other key cards, but always calling Duplicates can lead to terminal [[collision]] late in the game, making you unable to perform the tricks mentioned above.<br />
<br />
=== Synergies ===<br />
* {{Card|Champion}}, {{Card|Teacher}} and {{Event|Lost Arts}} solve the issue of Duplicate being [[terminal]]<br />
* Cost reducers, especially {{Card|Highway}}, make gaining {{Card|Province}}s and even {{Card|Colony}}s possible<br />
* {{Card|Border Village}} and {{Card|Haggler}} make gaining a lot of stuff even easier<br />
* {{Card|Watchtower}}, {{Event|Summon}} and {{Card|Royal Seal}} get Duplicate into play quickly<br />
* {{Card|Duke}} makes gaining Duchies extra strong<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:DuplicateDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:DuplicateArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Dutch: Duplicaat<br />
* Finnish: Kopio (lit. ''copy'')<br />
* French: Copie (lit. ''copy'')<br />
* German: Duplikat<br />
* Japanese: 複製 (pron. ''fukusei'', lit. ''duplication'')<br />
* Polish: Duplikat (note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Дублирование (pron. ''dublirovaniye'', lit. ''duplication'')<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=Duplicate duplicates something. That name just tells the whole story. You buy a {{Card|Laboratory|Lab}}; you Duplicate it, two Labs. You gain a {{Card|Gold}} from {{Card|Hero}}; you Duplicate it, two Golds. Whatever you are getting, you probably want more of them. Late in the game, Duplicate {{Card|Duchy|Duchies}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12865 Adventures Previews #2 - Guide, Duplicate, Coin of the Realm]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=Originally this cost {{Cost|5}}. It didn't need to and so there it is at {{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 />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/Death_CartDeath Cart2017-08-06T19:47:02Z<p>Rubikbeggar: /* Synergies/Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Death Cart<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Looter<br />
|illustrator = Marco Morte<br />
|text = +{{Cost|5}}<br />You may trash an Action card from your hand. If you don't, trash this.<br />
|text2 = When you gain this, gain two Ruins.<br />
<br />
}}<br />
<br />
'''Death Cart''' is an [[Action]]–[[Looter]] card from [[Dark Ages]]. When played, it gives +{{Cost|5}}; but it forces you to trash another Action card, or trashes itself if you cannot. It also conveniently gives you two [[Ruins]] which make for good Actions to trash, if you can draw them with the Death Cart. <br />
<br />
Death Cart is the only Looter that is not a [[junking attack]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play Death Cart, you get +{{Cost|5}}, and either trash an Action card from your hand, or trash the Death Cart. <br />
* If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. <br />
* A card with multiple types, one of which is Action, is an Action card.<br />
* When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 [[Ruins]]. You just take the top 2, whatever they are. <br />
* If there are not enough Ruins left, take as many as you can. <br />
* The Ruins come from the Supply and are put into your discard pile. <br />
* The other players get to see which ones you got. <br />
* The player gaining Death Cart is the one who gains Ruins; if {{Card|Possession}} (from [[Alchemy]]) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. <br />
* If you use {{Card|Trader}} (from [[Hinterlands]]) to take a Silver instead of a Death Cart, you do not gain any Ruins. <br />
* It doesn't matter whose turn it is; if you use {{Card|Ambassador}} (from [[Seaside]]) to give Death Carts to each other player, those players also gain Ruins. <br />
* Passing cards with {{Card|Masquerade}} (from [[Intrigue]]) does not count as gaining them.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
See [http://forum.dominionstrategy.com/index.php?topic=8749.0 here] for a Death Cart strategy article.<br />
<br />
{{Cost|5}} is seriously a lot of money, so if you have a way to keep getting cheap junk for Death Cart to trash and a way to match the Death Cart up with the cheap junk, it's a superb money source. It can make for a great [[Treasure]]-less [[engine]], where you get coin for playing 1-2 Death Carts each turn, trashing either [[Ruins]] or cheap [[cantrip|cantrips]] like {{Card|Vagrant}} or {{Card|Pearl Diver}}.<br />
<br />
However, Death Cart is not a good buy early in the game. When you rely on shuffle luck to match up your Death Cart with your Ruins, there's a high chance of missing, and the two extra cards severely slow down your cycling. <br />
<br />
And when you play Death Cart many times, you'll need a way to replenish its fuel - +Buy is the easiest, since Ruins will always be available, but {{Card|Fortress}} and {{Card|Rats}} also serve the same function. <br />
=== Synergies/Combos ===<br />
* {{Card|Fortress}} can provide endless fuel for Death Cart.<br />
* [[engine|engines]] can match up the Death Cart with its fuel. <br />
* Death Cart counters other [[Looter|Looters]] hard - the extra Ruins become a benefit and not a drawback! <br />
* {{Card|Rats}} can provide free Death Cart fodder, turning your {{Card|Copper|Coppers}} and [[Shelters]] into Actions.<br />
* {{Card|Market Square}} is extremely good with Death Cart, as it is with any other [[trasher]]. Death Cart/Market Square is probably one of the few good Death Cart openings.<br />
* If you have {{Card|Watchtower}} in hand, you can buy a Death Cart, trash one Ruins, and topdeck Death Cart and the other Ruins. This gives you all of Death Cart's benefit and none of the problems you normally have in lining up your Death Cart and your Ruins.<br />
* {{Card|Cultist}} : First you give the Ruins to your opponents, and then you buy Death Cart without Ruins and trash the Cultists for +{{Cost|5}} and +3 cards.<br />
<br />
=== Antisynergies ===<br />
* [[Curser|Cursers]] will make it extremely difficult to match up your Death Cart with your Actions.<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:DeathCartDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:Death_CartArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Czech: Pohřební kára<br />
* Dutch: Dodenkar<br />
* Finnish: Ruumisvaunu<br />
* French: Charrette de cadavres<br />
* German: Leichenkarren<br />
* Japanese: 死の荷車 (pron. ''shi no niguruma'')<br />
* Korean: 시체운반수레 (pron. ''siche-unbansule'')<br />
* Polish: Trupi wóz (note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Труповозка (pron. ''trupovozka'')<br />
* Spanish: Carro de los Muertos<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This card exists to provide a way to give yourself Ruins. So that people don't just hate it, it gives you a use for the Ruins it comes with, a use so good that you almost feel like coming with Ruins is a plus. This has a when-gain ability, like those Hinterlands cards. My initial plan was to do these here and there in the sets after Hinterlands, back when Hinterlands was half of the 2nd expansion. That didn't work out, seeing as how Hinterlands is 6th, but well here's another when-gain card anyway.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/TraderTrader2017-08-02T19:30:49Z<p>Rubikbeggar: /* Synergies/Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Trader<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Reaction<br />
|illustrator = Lorraine Schleter<br />
|text = Trash a card from your hand. Gain a Silver per {{Cost|1}} it costs.<br />
|text2 = When you would gain a card, you may reveal this from your hand, to instead gain a Silver.<br />
}}<br />
'''Trader''' is an [[Action]]-[[Reaction]] card from [[Hinterlands]]. It allows you to replace any card you would gain with {{Card|Silver}}, and trash cards from your hand to gain more Silver. It is a particularly good defense against junking [[Attack|Attacks]] such as {{Card|Mountebank}} and {{Card|Ambassador}}, as you will gain a flood of Silver, instead of whatever junk they intended to give you.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, trash a card from your hand, and if you did, gain a number of Silvers equal to the cost of that card in {{Cost}}. <br />
* The Silvers come from the [[Supply]] and are put into your discard pile. <br />
* You only gain Silvers if you trashed a card. <br />
* If you trash a card costing {{Cost|0}}, such as {{Card|Copper}}, you will gain zero Silvers. <br />
* You can trash Silver if you want; you will gain three Silvers for it normally. <br />
* If costs are different, such as due to playing {{Card|Highway}}, then Trader will give you a different number of Silvers, based on the current costs. <br />
* For example if you play Highway and then Trader, trashing an Estate, you will only gain one Silver. <br />
* If you trash a card with {{Cost|P}} in its cost, from [[Alchemy|Dominion: Alchemy]], you do not get anything for the {{Cost|P}}, just for the {{Cost}} that the card cost.<br />
* Trader is also a Reaction. <br />
* When you gain a card, whether due to buying it or gaining it some other way, you may reveal Trader from your hand to instead gain a Silver from the Supply. <br />
* If you do this, you gain a Silver, not the card you would have gained; if something would have happened due to gaining the other card, it does not happen, because you did not gain it.<br />
* For example if you buy {{Card|Ill-Gotten Gains}} but use Trader to gain Silver instead, no-one will gain a {{Card|Curse}}. <br />
* However if something happens when you buy a card, that will still happen if you replace gaining the card with gaining Silver. <br />
* For example you can buy {{Card|Farmland}}, trash a card from your hand and gain one costing {{Cost|2}} more, then use Trader to gain Silver rather than Farmland. <br />
* If the card you were going to gain was not going to your discard pile, the Silver still goes to your discard pile; if the card you were going to gain did not come from the Supply, the Silver still comes from the Supply. <br />
* If there are no Silvers left in the Supply, you can still reveal Trader when you gain a card and gain nothing instead of the card you would have gained. <br />
* If you are told to gain a card that has no copies left, you cannot use Trader to instead gain a Silver.<br />
=== Other Rules clarifications ===<br />
* If you use {{Card|Ironworks}} to try to gain a card, but reveal Trader to gain a {{Card|Silver}} instead, the Ironworks does not give you any bonus(es) for the card you didn't actually gain. The same logic applies to a number of cards: see the [[Blue dog rule]].<br />
<br />
== Strategy Article ==<br />
''Originally posted by DrFlux in the [http://forum.dominionstrategy.com/index.php?topic=2947 forum]''<br />
<br />
Trader is a strange card. Typically [[trasher|trashers]] are most useful in engine decks, where getting rid of {{Card|Estate|Estates}} and {{Card|Copper|Coppers}} will lead to drawing your combo pieces together. However, Trader is somewhere between mediocre and awful in these cases, as it only trashes one card, and the {{Card|Silver|Silvers}} you gain can be nearly as unwanted. Trader should NOT be thought of as a trasher, but as a way to flood your deck with Silver. Who wants tons of Silver? [[Big Money|Money decks]] and only money decks.<br />
<br />
The obvious place to use Trader is in Cursing games, as it is a clear case of a reaction that can actively punish your opponent for their cruel ways. It is important to realize that if you are attempting to beat [[Curser|Cursers]] with trader, that flooding your deck with Silver can be as important as the reaction ability. This leads to the second use of Trader, which is in slow [[Alt-VP]] games, particularly {{Card|Feodum}}, {{Card|Duke}}, or {{Card|Gardens}}. <br />
<br />
Feodum/Trader is an obvious synergy - buy two or three Traders on early turns, and then try to trash Estates, Silvers, Traders and maybe a {{Card|Gold}} or even a {{Card|Province}} to flood your deck with Silvers while buying ultra-powered Feodums. Its important to note that Terminal collision is not a big problem, as you can trash Trader to Trader. Since all you need is two Silvers or a Silver and two Coppers to buy Feodum, you should be golden. Trashing a Feodum with Trader gives 7(!) Silvers, which is something to keep in mind. <br />
<br />
Duke/Trader plays similarly, and about as well as Duke/{{Card|Horse Traders}}. You may want to buy and then trash an early Gold or even a Province to flood your deck with Silvers, so that all that [[Victory]] chaff doesn't matter. It's a little harder to reach {{Cost|5}} than {{Cost|4}}, but only by a copper. <br />
<br />
The final case where Trader can shine is with cards that give on-buy benefit, such as {{Card|Farmland}}, {{Card|Noble Brigand}}, etc. Its important to note that unlike more flexible "[[trash for benefit]]" options like {{Card|Remodel}}, you have to actually WANT lots of Silver for this to be worthwhile.<br />
<br />
It is difficult to provide stats on Trader, as the simulators do not model it well AT ALL, as it is difficult to play correctly. Sometimes you want to trash Silver or Gold early to build up more Silver, but when to skip this in order to buy something expensive is case dependent.<br />
<br />
For this reason it is difficult to rank how different strategies rate against Trader. Trader-only strategies beat {{Card|Sea Hag}} and {{Card|Familiar}} consistently, as both of those cards are slow and provide little other benefit than cursing. With the strongest [[curser|cursers]] -- {{Card|Witch}} and {{Card|Mountebank}}, the games are a close [[slog]], and I suspect Trader-Silver leading into eventually 2 cursers may be optimal. Interestingly, Trader's silver gaining ability dilutes the density of the Traders themselves, making sneaking curses in easier than one might expect. Try to track your opponents Traders - if its turn five and they haven't played it, you may want to skip playing your Mountebank if you can afford it. This is even more true with Ill-Gotten Gains/Trader boards, where you will typically want to buy something other than IGG if your opponent may have a Trader. IGG/Trader is very good for similar reasons as Duke/Trader. Here is a good example of a game featuring all three, and me trying to dance around my opponents Trader http://councilroom.com/game?game_id=game-20120302-160726-afbde46f.html. In general, Trader loves Duchies, and you can start buying them earlier than usual because of all that silver. Conversely, Trader hates Colonies, as it dilutes the density of those Golds and {{Card|Platinum|Platinums}} that you need to buy your Colonies.<br />
<br />
The final use of Trader is in [[Big Money]] without any curses or interesting green cards. In this case it works like a much weaker {{Card|Jack of all Trades}}, trashing your Estates and giving you silver, but not providing you the full 5 cards that Jack gives you to work with. For this reason, it is rarely the strongest BM option. Trader-Silver into a draw card like {{Card|Smithy}} is passable but swingy, as you really need to draw Estates with your trader for it to be a worthwhile purchase.<br />
<br />
This brings us to my biggest discovery during writing this article. Opening Trader+{{Card|Courtyard}} is awesome. Much better than Courtyard alone. Courtyard allows you to match up your Trader with your Estates much more consistently, and its nice to be able to buy an extra Courtyard if you have {{Cost|2}} left after Trader-ing. Playing solitaire, it can consistently get 4 Provinces in 12-13 turns, with a lot of staying power due to all the Silver in the deck. Courtyard-Jack works in a similar way and produces similar results, but you already knew Jack was good.<br />
<br />
Other little combos with Trader include things that give you more Copper, or more buys. {{Card|Margrave}}+Trader is passable, as you can use your extra buy to get a Silver in the case of terminal collision. It gets 4 provinces in about 15 turns, with a lot of variance, mostly due to Trader hooking up with Estates or not. {{Card|Cache}} can be good if you are lucky enough to get Trader+{{Cost|5}}. Finally, {{Card|Wishing Well}} can help you get Trader+Estate, and can be very likely to pick up extra Silver later. Most of these last tricks are probably not enough to make you want to go Trader by themselves, but you should keep your eye out for them if other conditions are good for Trader.<br />
<br />
As a final note, rare occasions do occur where you have an [[engine]] and are drawing your deck consistently, but you need more money. You risk killing your combo in the long term, but you can use Trader to provide yourself with a lot of money quickly, either with multiple buys or trashing.<br />
=== Synergies/Combos ===<br />
* {{Card|Courtyard}}<br />
* [[Curser|Cursing]] Games (especially slow ones like {{Card|Familiar}})<br />
* {{Card|Ill-Gotten Gains}}<br />
* [[Alt-VP|Alternate Victory Cards]] (especially {{Card|Feodum}}, {{Card|Duke}} and {{Card|Gardens}})<br />
* Cards with on-gain benefits you might not need anymore ({{Card|Border Village}}, {{Card|Inn}})<br />
* {{Card|Cache}}, {{Card|Beggar}}, {{Card|Wishing Well}}, {{Card|Margrave}}, and extra buys in general<br />
<br />
=== Antisynergies ===<br />
* [[Engine]] Games<br />
* Games where you need a "key" card like {{Card|Tournament}}<br />
* Stronger [[Big Money]] Options<br />
* {{Card|Colony}} games<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:TraderOld.jpg|First edition version<br />
File:TraderDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:TraderArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Czech: Kramář (lit. ''shopkeeper'')<br />
* Dutch: Handelaar<br />
* Finnish: Kaupustelija (lit. ''hawker'')<br />
* French: Troqueuse (Note: explicitly feminine)<br />
* German: Fahrender Händler (lit. ''traveling trader'')<br />
* Italian: Commerciante<br />
* Japanese: 交易人 (pron. ''kōekinin'')<br />
* Russian: Торговец (pron. ''torgovyets'')<br />
* Spanish: Comerciante<br />
** The Spanish version has 'When you gain a card...' instead of 'When you ''would'' gain a card...'.<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=Trader turns something into a pile of {{Card|Silver|Silvers}}. A {{Card|Copper}} or {{Card|Curse}} just goes away, but an {{Card|Estate}} gets you two Silvers, and a {{Card|Border Village}} gets you six. Silver itself can be exchanged for three Silvers; this Trader is a shrewd bargainer.<br />
<br />
<br />
Trader also lets you respond to [[gain|gaining]] a card, giving you a Silver instead. So you can take a Silver instead of that Curse a {{Card|Witch}} was going to give you (leaving the Curse on the pile, unlike how Watchtower works), or even just use an extra [[buy]] on a Copper but take a Silver instead. It doesn't matter how many Traders you reveal how many times, you still just get one Silver instead of the original card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://boardgamegeek.com/thread/710637/previews-1 Hinterlands Previews #1]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This is two cards welded together. The bottom part was originally its own card, in the original 4th expansion. It went through many versions that tried to be good enough. It had +2 Cards on top; it was a Treasure worth {{Cost|1}}; it was a pure Reaction with a when-gain trigger (similar to {{Card|Secret Chamber|Secret Chamber's}} reaction). In the end it could not carry a card by itself and so I stuck it on another card that it fit well with. That other card, the top part, I made specifically to replace {{Card|Apprentice}}. When it turned out Alchemy would be a small set, I wanted something slam-dunk awesome for it that cost {{Cost|5}} and had some useful interaction with Potion, and chose {{Card|Apprentice}}, which was in this set. Obviously {{Card|Apprentice}} does all sorts of cool things with Hinterlands cards. So when I took it out, I wanted to replace it with something else in the Salvager family that I hadn't done yet. Gain a pile of Silvers, there you go.<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>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/TraderTrader2017-08-02T19:27:26Z<p>Rubikbeggar: /* Strategy Article */</p>
<hr />
<div>{{Infobox Card<br />
|name = Trader<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Reaction<br />
|illustrator = Lorraine Schleter<br />
|text = Trash a card from your hand. Gain a Silver per {{Cost|1}} it costs.<br />
|text2 = When you would gain a card, you may reveal this from your hand, to instead gain a Silver.<br />
}}<br />
'''Trader''' is an [[Action]]-[[Reaction]] card from [[Hinterlands]]. It allows you to replace any card you would gain with {{Card|Silver}}, and trash cards from your hand to gain more Silver. It is a particularly good defense against junking [[Attack|Attacks]] such as {{Card|Mountebank}} and {{Card|Ambassador}}, as you will gain a flood of Silver, instead of whatever junk they intended to give you.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, trash a card from your hand, and if you did, gain a number of Silvers equal to the cost of that card in {{Cost}}. <br />
* The Silvers come from the [[Supply]] and are put into your discard pile. <br />
* You only gain Silvers if you trashed a card. <br />
* If you trash a card costing {{Cost|0}}, such as {{Card|Copper}}, you will gain zero Silvers. <br />
* You can trash Silver if you want; you will gain three Silvers for it normally. <br />
* If costs are different, such as due to playing {{Card|Highway}}, then Trader will give you a different number of Silvers, based on the current costs. <br />
* For example if you play Highway and then Trader, trashing an Estate, you will only gain one Silver. <br />
* If you trash a card with {{Cost|P}} in its cost, from [[Alchemy|Dominion: Alchemy]], you do not get anything for the {{Cost|P}}, just for the {{Cost}} that the card cost.<br />
* Trader is also a Reaction. <br />
* When you gain a card, whether due to buying it or gaining it some other way, you may reveal Trader from your hand to instead gain a Silver from the Supply. <br />
* If you do this, you gain a Silver, not the card you would have gained; if something would have happened due to gaining the other card, it does not happen, because you did not gain it.<br />
* For example if you buy {{Card|Ill-Gotten Gains}} but use Trader to gain Silver instead, no-one will gain a {{Card|Curse}}. <br />
* However if something happens when you buy a card, that will still happen if you replace gaining the card with gaining Silver. <br />
* For example you can buy {{Card|Farmland}}, trash a card from your hand and gain one costing {{Cost|2}} more, then use Trader to gain Silver rather than Farmland. <br />
* If the card you were going to gain was not going to your discard pile, the Silver still goes to your discard pile; if the card you were going to gain did not come from the Supply, the Silver still comes from the Supply. <br />
* If there are no Silvers left in the Supply, you can still reveal Trader when you gain a card and gain nothing instead of the card you would have gained. <br />
* If you are told to gain a card that has no copies left, you cannot use Trader to instead gain a Silver.<br />
=== Other Rules clarifications ===<br />
* If you use {{Card|Ironworks}} to try to gain a card, but reveal Trader to gain a {{Card|Silver}} instead, the Ironworks does not give you any bonus(es) for the card you didn't actually gain. The same logic applies to a number of cards: see the [[Blue dog rule]].<br />
<br />
== Strategy Article ==<br />
''Originally posted by DrFlux in the [http://forum.dominionstrategy.com/index.php?topic=2947 forum]''<br />
<br />
Trader is a strange card. Typically [[trasher|trashers]] are most useful in engine decks, where getting rid of {{Card|Estate|Estates}} and {{Card|Copper|Coppers}} will lead to drawing your combo pieces together. However, Trader is somewhere between mediocre and awful in these cases, as it only trashes one card, and the {{Card|Silver|Silvers}} you gain can be nearly as unwanted. Trader should NOT be thought of as a trasher, but as a way to flood your deck with Silver. Who wants tons of Silver? [[Big Money|Money decks]] and only money decks.<br />
<br />
The obvious place to use Trader is in Cursing games, as it is a clear case of a reaction that can actively punish your opponent for their cruel ways. It is important to realize that if you are attempting to beat [[Curser|Cursers]] with trader, that flooding your deck with Silver can be as important as the reaction ability. This leads to the second use of Trader, which is in slow [[Alt-VP]] games, particularly {{Card|Feodum}}, {{Card|Duke}}, or {{Card|Gardens}}. <br />
<br />
Feodum/Trader is an obvious synergy - buy two or three Traders on early turns, and then try to trash Estates, Silvers, Traders and maybe a {{Card|Gold}} or even a {{Card|Province}} to flood your deck with Silvers while buying ultra-powered Feodums. Its important to note that Terminal collision is not a big problem, as you can trash Trader to Trader. Since all you need is two Silvers or a Silver and two Coppers to buy Feodum, you should be golden. Trashing a Feodum with Trader gives 7(!) Silvers, which is something to keep in mind. <br />
<br />
Duke/Trader plays similarly, and about as well as Duke/{{Card|Horse Traders}}. You may want to buy and then trash an early Gold or even a Province to flood your deck with Silvers, so that all that [[Victory]] chaff doesn't matter. It's a little harder to reach {{Cost|5}} than {{Cost|4}}, but only by a copper. <br />
<br />
The final case where Trader can shine is with cards that give on-buy benefit, such as {{Card|Farmland}}, {{Card|Noble Brigand}}, etc. Its important to note that unlike more flexible "[[trash for benefit]]" options like {{Card|Remodel}}, you have to actually WANT lots of Silver for this to be worthwhile.<br />
<br />
It is difficult to provide stats on Trader, as the simulators do not model it well AT ALL, as it is difficult to play correctly. Sometimes you want to trash Silver or Gold early to build up more Silver, but when to skip this in order to buy something expensive is case dependent.<br />
<br />
For this reason it is difficult to rank how different strategies rate against Trader. Trader-only strategies beat {{Card|Sea Hag}} and {{Card|Familiar}} consistently, as both of those cards are slow and provide little other benefit than cursing. With the strongest [[curser|cursers]] -- {{Card|Witch}} and {{Card|Mountebank}}, the games are a close [[slog]], and I suspect Trader-Silver leading into eventually 2 cursers may be optimal. Interestingly, Trader's silver gaining ability dilutes the density of the Traders themselves, making sneaking curses in easier than one might expect. Try to track your opponents Traders - if its turn five and they haven't played it, you may want to skip playing your Mountebank if you can afford it. This is even more true with Ill-Gotten Gains/Trader boards, where you will typically want to buy something other than IGG if your opponent may have a Trader. IGG/Trader is very good for similar reasons as Duke/Trader. Here is a good example of a game featuring all three, and me trying to dance around my opponents Trader http://councilroom.com/game?game_id=game-20120302-160726-afbde46f.html. In general, Trader loves Duchies, and you can start buying them earlier than usual because of all that silver. Conversely, Trader hates Colonies, as it dilutes the density of those Golds and {{Card|Platinum|Platinums}} that you need to buy your Colonies.<br />
<br />
The final use of Trader is in [[Big Money]] without any curses or interesting green cards. In this case it works like a much weaker {{Card|Jack of all Trades}}, trashing your Estates and giving you silver, but not providing you the full 5 cards that Jack gives you to work with. For this reason, it is rarely the strongest BM option. Trader-Silver into a draw card like {{Card|Smithy}} is passable but swingy, as you really need to draw Estates with your trader for it to be a worthwhile purchase.<br />
<br />
This brings us to my biggest discovery during writing this article. Opening Trader+{{Card|Courtyard}} is awesome. Much better than Courtyard alone. Courtyard allows you to match up your Trader with your Estates much more consistently, and its nice to be able to buy an extra Courtyard if you have {{Cost|2}} left after Trader-ing. Playing solitaire, it can consistently get 4 Provinces in 12-13 turns, with a lot of staying power due to all the Silver in the deck. Courtyard-Jack works in a similar way and produces similar results, but you already knew Jack was good.<br />
<br />
Other little combos with Trader include things that give you more Copper, or more buys. {{Card|Margrave}}+Trader is passable, as you can use your extra buy to get a Silver in the case of terminal collision. It gets 4 provinces in about 15 turns, with a lot of variance, mostly due to Trader hooking up with Estates or not. {{Card|Cache}} can be good if you are lucky enough to get Trader+{{Cost|5}}. Finally, {{Card|Wishing Well}} can help you get Trader+Estate, and can be very likely to pick up extra Silver later. Most of these last tricks are probably not enough to make you want to go Trader by themselves, but you should keep your eye out for them if other conditions are good for Trader.<br />
<br />
As a final note, rare occasions do occur where you have an [[engine]] and are drawing your deck consistently, but you need more money. You risk killing your combo in the long term, but you can use Trader to provide yourself with a lot of money quickly, either with multiple buys or trashing.<br />
=== Synergies/Combos ===<br />
* {{Card|Courtyard}}<br />
* [[Curser|Cursing]] Games (especially slow ones like {{Card|Familiar}})<br />
* {{Card|Ill-Gotten Gains}}<br />
* [[Alt-VP|Alternate Victory Cards]] (especially {{Card|Feodum}}, {{Card|Duke}} and {{Card|Gardens}})<br />
* Cards with on-gain benefits you might not need anymore ({{Card|Border Village}}, {{Card|Inn}})<br />
* {{Card|Cache}}, {{Card|Wishing Well}}, {{Card|Margrave}}, and extra buys in general<br />
=== Antisynergies ===<br />
* [[Engine]] Games<br />
* Games where you need a "key" card like {{Card|Tournament}}<br />
* Stronger [[Big Money]] Options<br />
* {{Card|Colony}} games<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:TraderOld.jpg|First edition version<br />
File:TraderDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:TraderArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Czech: Kramář (lit. ''shopkeeper'')<br />
* Dutch: Handelaar<br />
* Finnish: Kaupustelija (lit. ''hawker'')<br />
* French: Troqueuse (Note: explicitly feminine)<br />
* German: Fahrender Händler (lit. ''traveling trader'')<br />
* Italian: Commerciante<br />
* Japanese: 交易人 (pron. ''kōekinin'')<br />
* Russian: Торговец (pron. ''torgovyets'')<br />
* Spanish: Comerciante<br />
** The Spanish version has 'When you gain a card...' instead of 'When you ''would'' gain a card...'.<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=Trader turns something into a pile of {{Card|Silver|Silvers}}. A {{Card|Copper}} or {{Card|Curse}} just goes away, but an {{Card|Estate}} gets you two Silvers, and a {{Card|Border Village}} gets you six. Silver itself can be exchanged for three Silvers; this Trader is a shrewd bargainer.<br />
<br />
<br />
Trader also lets you respond to [[gain|gaining]] a card, giving you a Silver instead. So you can take a Silver instead of that Curse a {{Card|Witch}} was going to give you (leaving the Curse on the pile, unlike how Watchtower works), or even just use an extra [[buy]] on a Copper but take a Silver instead. It doesn't matter how many Traders you reveal how many times, you still just get one Silver instead of the original card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://boardgamegeek.com/thread/710637/previews-1 Hinterlands Previews #1]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This is two cards welded together. The bottom part was originally its own card, in the original 4th expansion. It went through many versions that tried to be good enough. It had +2 Cards on top; it was a Treasure worth {{Cost|1}}; it was a pure Reaction with a when-gain trigger (similar to {{Card|Secret Chamber|Secret Chamber's}} reaction). In the end it could not carry a card by itself and so I stuck it on another card that it fit well with. That other card, the top part, I made specifically to replace {{Card|Apprentice}}. When it turned out Alchemy would be a small set, I wanted something slam-dunk awesome for it that cost {{Cost|5}} and had some useful interaction with Potion, and chose {{Card|Apprentice}}, which was in this set. Obviously {{Card|Apprentice}} does all sorts of cool things with Hinterlands cards. So when I took it out, I wanted to replace it with something else in the Salvager family that I hadn't done yet. Gain a pile of Silvers, there you go.<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>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/StorytellerStoryteller2017-08-01T03:51:53Z<p>Rubikbeggar: /* Preview Analysis */</p>
<hr />
<div>{{Infobox Card<br />
|name = Storyteller<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = '''+1 Action'''<br/>+{{Cost|1}}<br/>Play up to 3 Treasures from your hand. Pay all of your {{Cost}}; +1 Card per {{Cost}} paid.<br />
}}<br />
<br />
'''Storyteller''' is an [[Action]] from [[Adventures]]. It is a [[Lab variant]] that turns the {{Cost}} you've fielded so far this turn into card [[draw]]. It also lets you play up to 3 [[Treasure|Treasures]] first to rack up some {{Cost}}, which can allow for some interesting tricks with kingdom Treasures.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This lets you play Treasures in your Action phase. They go into play and produce {{Cost}}, just like Treasures played in the Buy phase. <br />
* Then Storyteller turns all of your {{Cost}} into +Cards; for each {{Cost|1}} you have you lose the {{Cost|1}} and get +1 Card. <br />
* For example if you had {{Cost|4}}, you lose the {{Cost|4}} and draw 4 cards. This makes you lose all {{Cost}} you have so far that turn, including the {{Cost}} you get from playing the Treasures, the +{{Cost|1}} Storyteller gives you directly, and any {{Cost}} you made earlier in the turn. <br />
* You can track that the Treasures have been "spent" by putting them under the Storyteller. <br />
* {{Cost|P}}, produced by {{Card|Potion|Potions}} from Alchemy, is not {{Cost}} and so is not lost and does not get you any cards.<br />
<br />
=== Other rules clarifications ===<br />
* Treasures that play other Treasures ({{Card|Venture}} and {{Card|Counterfeit}}) allow you to play more than three Treasures for Storyteller.<br />
<br />
== Strategy ==<br />
=== Preview Analysis ===<br />
''[http://forum.dominionstrategy.com/index.php?topic=12855.0 Original article] by WanderingWinder''<br />
<br />
First, a couple of notes for clarity: You don't have to play treasures if you don't want to, but you DO have to spend all the {{Cost}} you've collected over the course of the turn, including the money from the Treasures you're playing, the {{Cost}} from this card, as well as any you've made from previous Actions. <br />
<br />
''Full disclosure: I haven't tested or played with this card at all, so this is an article of conjecture and of theory-crafting not one built from experience.''<br />
<br />
The first thing I noticed when I saw this card was that it was another way, besides {{Card|Black Market}}, of getting Treasures in play during the Action phase. Now, some of the Black Market [[Combo|Combos]] - mostly draw-to-X variants, and {{Card|Tactician}}, - aren't "on" here. But some of them – {{Card|Quarry}}+[[gainer]], using {{Card|Horn of Plenty}} mid-turn - still do work.<br />
<br />
Anyway, these are only fringe benefits - the pet tricks I love and relish, but not, I am guessing, the bulk of what the card's work is. That, namely, is to turn cash into cards. {{Card|Copper|Coppers}} turn into [[cantrip|cantrips]], {{Card|Silver|Silvers}} turn into {{Card|Laboratory|labs}}, and {{Card|Gold|Golds}} turn into double labs. This is, in general, an improvement in every case. And all of this is on a card which is a cantrip by itself. The drawback, of course, is that if you are using this to draw your deck, you are sapping some of the money out of that deck. Still, this really gets your draw going quickly, which is especially potent in the early stages of the game.<br />
<br />
Most cards are fairly simple to play once they're in your deck - you just play all your [[Village (card category)|villages]] and [[non-terminal|non-terminals]] first, draw cards before non-draw, and go. But I expect this card will be very tricky to play during the mid- and late-game. You need to know exactly how much money to funnel into it to get the draw you need (need to know how much draw you need for that as well) while still making sure you have enough money left to buy what you need come end of turn. I also want to point out potential anti-synergies with [[Peddler variant|Peddler variants]] (and {{Card|Conspirator}} variants): it may look like this is non-terminal draw/[[sifter|sifting]] (and it is), and that cantrip-money-based decks seem to love that kind of card. Normally they do, but if you draw this card late in your turn, you might be forced into not playing it at all, because it would sap you of too much money. You can mitigate that some by simply feeding fewer/worse treasures into this, but it's not as much of a pure success as it might at first glance seem.<br />
<br />
Ultimately this IS a sifter, with a little bit of non-terminal draw thrown in. Discarding Coppers with this is like {{Card|Cellar}} plus a card; more expensive treasures get you a little more.<br />
<br />
What kinds of decks want this? Well, [[engine|engines]] would prefer other sifters once they are running, since this one costs economy, but Storyteller does help a lot in getting them running, and this is generally a higher-priority issue. It's worth noting that strong [[trasher|trashing]] will probably more or less obsolete the need for Storytelling.<br />
<br />
[[Terminal draw]] [[Big Money]] will obviously not like this. The same is true of [[slog|slogs]], since unlike other sifters, this can't get rid of non-Treasures. Decks which are somewhere between money decks and engines - decks where treasure is good but you'd really like to play a key action or a couple of key actions very often - seem like ideal homes for this card. Those decks exist now, but they rarely get a chance to shine, being squeezed by often-more-powerful engines and often-faster Big Money strategies. Perhaps Storyteller will allow them to shine more often. In general, you want your [[payload]] to be something which is happening at the end of your turn, and not interspersed in the middle. Treasure has this quality, but it’s not the only thing. Many mega-turn strategies like {{Card|Bridge}} and Horn Of Plenty don’t care about traditional money. They’ll work particularly nicely with Storyteller. A special case of a deck where treasure is good but in which you'd like to cycle pretty quickly to use your key cards is a Feodum deck, with silver-gainers like {{Card|Trader}}, {{Card|Amulet}} or {{Card|Artificer}}. Indeed, as the silver density increases, you will have much more trouble playing the gainers you still want to play. That's where Storyteller comes in! As you get more silvers and Storytellers (with good trashing, a ST for 5-7 silvers should do — it was tested), you can play all of your STs with 3 silvers — a whopping +7 cards, enough to draw your other STs and your deck with it! Then use your gainers and buy a Feodum. As a side note, a chain of Artificer (draw a Silver, discard two Silvers and a Feodum to topdeck a Silver) gains Silvers at {{Cost|2}} (even though really less powerful than to overbuy {{Event|Delve}}). Another advantage of ST is when your Silver-gainer is Amulet, whose only flaw as one is the number of reshuffle it misses, and that is corrected if you draw your whole deck each turn.<br />
<br />
<br />
As for strength, I am going to guess that this card will end up being powerful, but {{Cost|5}} is a price-point with a high bar. Ultimately, we're dealing with a situational card here, so on the right board, in the right spot, it will be something you want to jump on hard, but other times it will not have the impact required for its cost. In other words, the exact thing which is my favorite kind of card.<br />
<br />
=== Synergies and Combos===<br />
* {{Card|Forager}}<br />
* {{Card|Artificer}}, {{Card|Vault}} and other discard for benefit will like the sheer amount of cards this can provide.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Merchant}}<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:StorytellerDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:StorytellerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Dutch: Verteller<br />
* Finnish: Tarinankertoja<br />
* French: Conteuse (Note: explicitly feminine)<br />
* German: Geschichtenerzähler (Note: explicitly masculine)<br />
* Japanese: 語り部 (pron. ''kataribe'')<br />
* Russian: Сказочник (pron. ''skazochnik'')<br />
<br />
=== Secret History ===<br />
{{Quote|Text=I tried paying {{Cost}} for cards long ago, in [[Prosperity]]. Prosperity at the time had a few ways to pay {{Cost}} for things. It didn't work out then, and in fact I dropped that sub-theme. In the intervening years I have done that type of thing as discarding cards or treasures, because it's simpler. A couple things in this set approached being something like Storyteller, and one day it congealed. I tried a few different sizes of it, including a [[Reserve]] version, before settling on this one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/StorytellerStoryteller2017-08-01T01:40:44Z<p>Rubikbeggar: /* Synergies and Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Storyteller<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = '''+1 Action'''<br/>+{{Cost|1}}<br/>Play up to 3 Treasures from your hand. Pay all of your {{Cost}}; +1 Card per {{Cost}} paid.<br />
}}<br />
<br />
'''Storyteller''' is an [[Action]] from [[Adventures]]. It is a [[Lab variant]] that turns the {{Cost}} you've fielded so far this turn into card [[draw]]. It also lets you play up to 3 [[Treasure|Treasures]] first to rack up some {{Cost}}, which can allow for some interesting tricks with kingdom Treasures.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This lets you play Treasures in your Action phase. They go into play and produce {{Cost}}, just like Treasures played in the Buy phase. <br />
* Then Storyteller turns all of your {{Cost}} into +Cards; for each {{Cost|1}} you have you lose the {{Cost|1}} and get +1 Card. <br />
* For example if you had {{Cost|4}}, you lose the {{Cost|4}} and draw 4 cards. This makes you lose all {{Cost}} you have so far that turn, including the {{Cost}} you get from playing the Treasures, the +{{Cost|1}} Storyteller gives you directly, and any {{Cost}} you made earlier in the turn. <br />
* You can track that the Treasures have been "spent" by putting them under the Storyteller. <br />
* {{Cost|P}}, produced by {{Card|Potion|Potions}} from Alchemy, is not {{Cost}} and so is not lost and does not get you any cards.<br />
<br />
=== Other rules clarifications ===<br />
* Treasures that play other Treasures ({{Card|Venture}} and {{Card|Counterfeit}}) allow you to play more than three Treasures for Storyteller.<br />
<br />
== Strategy ==<br />
=== Preview Analysis ===<br />
''[http://forum.dominionstrategy.com/index.php?topic=12855.0 Original article] by WanderingWinder''<br />
<br />
First, a couple of notes for clarity: You don't have to play treasures if you don't want to, but you DO have to spend all the {{Cost}} you've collected over the course of the turn, including the money from the Treasures you're playing, the {{Cost}} from this card, as well as any you've made from previous Actions. <br />
<br />
''Full disclosure: I haven't tested or played with this card at all, so this is an article of conjecture and of theory-crafting not one built from experience.''<br />
<br />
The first thing I noticed when I saw this card was that it was another way, besides {{Card|Black Market}}, of getting Treasures in play during the Action phase. Now, some of the Black Market [[Combo|Combos]] - mostly draw-to-X variants, and {{Card|Tactician}}, - aren't "on" here. But some of them – {{Card|Quarry}}+[[gainer]], using {{Card|Horn of Plenty}} mid-turn - still do work.<br />
<br />
Anyway, these are only fringe benefits - the pet tricks I love and relish, but not, I am guessing, the bulk of what the card's work is. That, namely, is to turn cash into cards. {{Card|Copper|Coppers}} turn into [[cantrip|cantrips]], {{Card|Silver|Silvers}} turn into {{Card|Laboratory|labs}}, and {{Card|Gold|Golds}} turn into double labs. This is, in general, an improvement in every case. And all of this is on a card which is a cantrip by itself. The drawback, of course, is that if you are using this to draw your deck, you are sapping some of the money out of that deck. Still, this really gets your draw going quickly, which is especially potent in the early stages of the game.<br />
<br />
Most cards are fairly simple to play once they're in your deck - you just play all your [[Village (card category)|villages]] and [[non-terminal|non-terminals]] first, draw cards before non-draw, and go. But I expect this card will be very tricky to play during the mid- and late-game. You need to know exactly how much money to funnel into it to get the draw you need (need to know how much draw you need for that as well) while still making sure you have enough money left to buy what you need come end of turn. I also want to point out potential anti-synergies with [[Peddler variant|Peddler variants]] (and {{Card|Conspirator}} variants): it may look like this is non-terminal draw/[[sifter|sifting]] (and it is), and that cantrip-money-based decks seem to love that kind of card. Normally they do, but if you draw this card late in your turn, you might be forced into not playing it at all, because it would sap you of too much money. You can mitigate that some by simply feeding fewer/worse treasures into this, but it's not as much of a pure success as it might at first glance seem.<br />
<br />
Ultimately this IS a sifter, with a little bit of non-terminal draw thrown in. Discarding Coppers with this is like {{Card|Cellar}} plus a card; more expensive treasures get you a little more.<br />
<br />
What kinds of decks want this? Well, [[engine|engines]] would prefer other sifters once they are running, since this one costs economy, but Storyteller does help a lot in getting them running, and this is generally a higher-priority issue. It's worth noting that strong [[trasher|trashing]] will probably more or less obsolete the need for Storytelling.<br />
<br />
[[Terminal draw]] [[Big Money]] will obviously not like this. The same is true of [[slog|slogs]], since unlike other sifters, this can't get rid of non-Treasures. Decks which are somewhere between money decks and engines - decks where treasure is good but you'd really like to play a key action or a couple of key actions very often - seem like ideal homes for this card. Those decks exist now, but they rarely get a chance to shine, being squeezed by often-more-powerful engines and often-faster Big Money strategies. Perhaps Storyteller will allow them to shine more often. In general, you want your [[payload]] to be something which is happening at the end of your turn, and not interspersed in the middle. Treasure has this quality, but it’s not the only thing. Many mega-turn strategies like {{Card|Bridge}} and Horn Of Plenty don’t care about traditional money. They’ll work particularly nicely with Storyteller.<br />
<br />
As for strength, I am going to guess that this card will end up being powerful, but {{Cost|5}} is a price-point with a high bar. Ultimately, we're dealing with a situational card here, so on the right board, in the right spot, it will be something you want to jump on hard, but other times it will not have the impact required for its cost. In other words, the exact thing which is my favorite kind of card.<br />
=== Synergies and Combos===<br />
* {{Card|Forager}}<br />
* {{Card|Artificer}}, {{Card|Vault}} and other discard for benefit will like the sheer amount of cards this can provide.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Merchant}}<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:StorytellerDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:StorytellerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Dutch: Verteller<br />
* Finnish: Tarinankertoja<br />
* French: Conteuse (Note: explicitly feminine)<br />
* German: Geschichtenerzähler (Note: explicitly masculine)<br />
* Japanese: 語り部 (pron. ''kataribe'')<br />
* Russian: Сказочник (pron. ''skazochnik'')<br />
<br />
=== Secret History ===<br />
{{Quote|Text=I tried paying {{Cost}} for cards long ago, in [[Prosperity]]. Prosperity at the time had a few ways to pay {{Cost}} for things. It didn't work out then, and in fact I dropped that sub-theme. In the intervening years I have done that type of thing as discarding cards or treasures, because it's simpler. A couple things in this set approached being something like Storyteller, and one day it congealed. I tried a few different sizes of it, including a [[Reserve]] version, before settling on this one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/StorytellerStoryteller2017-08-01T01:38:07Z<p>Rubikbeggar: /* Synergies and Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Storyteller<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = '''+1 Action'''<br/>+{{Cost|1}}<br/>Play up to 3 Treasures from your hand. Pay all of your {{Cost}}; +1 Card per {{Cost}} paid.<br />
}}<br />
<br />
'''Storyteller''' is an [[Action]] from [[Adventures]]. It is a [[Lab variant]] that turns the {{Cost}} you've fielded so far this turn into card [[draw]]. It also lets you play up to 3 [[Treasure|Treasures]] first to rack up some {{Cost}}, which can allow for some interesting tricks with kingdom Treasures.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This lets you play Treasures in your Action phase. They go into play and produce {{Cost}}, just like Treasures played in the Buy phase. <br />
* Then Storyteller turns all of your {{Cost}} into +Cards; for each {{Cost|1}} you have you lose the {{Cost|1}} and get +1 Card. <br />
* For example if you had {{Cost|4}}, you lose the {{Cost|4}} and draw 4 cards. This makes you lose all {{Cost}} you have so far that turn, including the {{Cost}} you get from playing the Treasures, the +{{Cost|1}} Storyteller gives you directly, and any {{Cost}} you made earlier in the turn. <br />
* You can track that the Treasures have been "spent" by putting them under the Storyteller. <br />
* {{Cost|P}}, produced by {{Card|Potion|Potions}} from Alchemy, is not {{Cost}} and so is not lost and does not get you any cards.<br />
<br />
=== Other rules clarifications ===<br />
* Treasures that play other Treasures ({{Card|Venture}} and {{Card|Counterfeit}}) allow you to play more than three Treasures for Storyteller.<br />
<br />
== Strategy ==<br />
=== Preview Analysis ===<br />
''[http://forum.dominionstrategy.com/index.php?topic=12855.0 Original article] by WanderingWinder''<br />
<br />
First, a couple of notes for clarity: You don't have to play treasures if you don't want to, but you DO have to spend all the {{Cost}} you've collected over the course of the turn, including the money from the Treasures you're playing, the {{Cost}} from this card, as well as any you've made from previous Actions. <br />
<br />
''Full disclosure: I haven't tested or played with this card at all, so this is an article of conjecture and of theory-crafting not one built from experience.''<br />
<br />
The first thing I noticed when I saw this card was that it was another way, besides {{Card|Black Market}}, of getting Treasures in play during the Action phase. Now, some of the Black Market [[Combo|Combos]] - mostly draw-to-X variants, and {{Card|Tactician}}, - aren't "on" here. But some of them – {{Card|Quarry}}+[[gainer]], using {{Card|Horn of Plenty}} mid-turn - still do work.<br />
<br />
Anyway, these are only fringe benefits - the pet tricks I love and relish, but not, I am guessing, the bulk of what the card's work is. That, namely, is to turn cash into cards. {{Card|Copper|Coppers}} turn into [[cantrip|cantrips]], {{Card|Silver|Silvers}} turn into {{Card|Laboratory|labs}}, and {{Card|Gold|Golds}} turn into double labs. This is, in general, an improvement in every case. And all of this is on a card which is a cantrip by itself. The drawback, of course, is that if you are using this to draw your deck, you are sapping some of the money out of that deck. Still, this really gets your draw going quickly, which is especially potent in the early stages of the game.<br />
<br />
Most cards are fairly simple to play once they're in your deck - you just play all your [[Village (card category)|villages]] and [[non-terminal|non-terminals]] first, draw cards before non-draw, and go. But I expect this card will be very tricky to play during the mid- and late-game. You need to know exactly how much money to funnel into it to get the draw you need (need to know how much draw you need for that as well) while still making sure you have enough money left to buy what you need come end of turn. I also want to point out potential anti-synergies with [[Peddler variant|Peddler variants]] (and {{Card|Conspirator}} variants): it may look like this is non-terminal draw/[[sifter|sifting]] (and it is), and that cantrip-money-based decks seem to love that kind of card. Normally they do, but if you draw this card late in your turn, you might be forced into not playing it at all, because it would sap you of too much money. You can mitigate that some by simply feeding fewer/worse treasures into this, but it's not as much of a pure success as it might at first glance seem.<br />
<br />
Ultimately this IS a sifter, with a little bit of non-terminal draw thrown in. Discarding Coppers with this is like {{Card|Cellar}} plus a card; more expensive treasures get you a little more.<br />
<br />
What kinds of decks want this? Well, [[engine|engines]] would prefer other sifters once they are running, since this one costs economy, but Storyteller does help a lot in getting them running, and this is generally a higher-priority issue. It's worth noting that strong [[trasher|trashing]] will probably more or less obsolete the need for Storytelling.<br />
<br />
[[Terminal draw]] [[Big Money]] will obviously not like this. The same is true of [[slog|slogs]], since unlike other sifters, this can't get rid of non-Treasures. Decks which are somewhere between money decks and engines - decks where treasure is good but you'd really like to play a key action or a couple of key actions very often - seem like ideal homes for this card. Those decks exist now, but they rarely get a chance to shine, being squeezed by often-more-powerful engines and often-faster Big Money strategies. Perhaps Storyteller will allow them to shine more often. In general, you want your [[payload]] to be something which is happening at the end of your turn, and not interspersed in the middle. Treasure has this quality, but it’s not the only thing. Many mega-turn strategies like {{Card|Bridge}} and Horn Of Plenty don’t care about traditional money. They’ll work particularly nicely with Storyteller.<br />
<br />
As for strength, I am going to guess that this card will end up being powerful, but {{Cost|5}} is a price-point with a high bar. Ultimately, we're dealing with a situational card here, so on the right board, in the right spot, it will be something you want to jump on hard, but other times it will not have the impact required for its cost. In other words, the exact thing which is my favorite kind of card.<br />
=== Synergies and Combos===<br />
* {{Card|Forager}}<br />
* {{Card|Artificer}}<br />
<br />
=== Antisynergies ===<br />
* {{Card|Merchant}}<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:StorytellerDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:StorytellerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Dutch: Verteller<br />
* Finnish: Tarinankertoja<br />
* French: Conteuse (Note: explicitly feminine)<br />
* German: Geschichtenerzähler (Note: explicitly masculine)<br />
* Japanese: 語り部 (pron. ''kataribe'')<br />
* Russian: Сказочник (pron. ''skazochnik'')<br />
<br />
=== Secret History ===<br />
{{Quote|Text=I tried paying {{Cost}} for cards long ago, in [[Prosperity]]. Prosperity at the time had a few ways to pay {{Cost}} for things. It didn't work out then, and in fact I dropped that sub-theme. In the intervening years I have done that type of thing as discarding cards or treasures, because it's simpler. A couple things in this set approached being something like Storyteller, and one day it congealed. I tried a few different sizes of it, including a [[Reserve]] version, before settling on this one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/StorytellerStoryteller2017-08-01T01:37:33Z<p>Rubikbeggar: /* Synergies and Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Storyteller<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = '''+1 Action'''<br/>+{{Cost|1}}<br/>Play up to 3 Treasures from your hand. Pay all of your {{Cost}}; +1 Card per {{Cost}} paid.<br />
}}<br />
<br />
'''Storyteller''' is an [[Action]] from [[Adventures]]. It is a [[Lab variant]] that turns the {{Cost}} you've fielded so far this turn into card [[draw]]. It also lets you play up to 3 [[Treasure|Treasures]] first to rack up some {{Cost}}, which can allow for some interesting tricks with kingdom Treasures.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This lets you play Treasures in your Action phase. They go into play and produce {{Cost}}, just like Treasures played in the Buy phase. <br />
* Then Storyteller turns all of your {{Cost}} into +Cards; for each {{Cost|1}} you have you lose the {{Cost|1}} and get +1 Card. <br />
* For example if you had {{Cost|4}}, you lose the {{Cost|4}} and draw 4 cards. This makes you lose all {{Cost}} you have so far that turn, including the {{Cost}} you get from playing the Treasures, the +{{Cost|1}} Storyteller gives you directly, and any {{Cost}} you made earlier in the turn. <br />
* You can track that the Treasures have been "spent" by putting them under the Storyteller. <br />
* {{Cost|P}}, produced by {{Card|Potion|Potions}} from Alchemy, is not {{Cost}} and so is not lost and does not get you any cards.<br />
<br />
=== Other rules clarifications ===<br />
* Treasures that play other Treasures ({{Card|Venture}} and {{Card|Counterfeit}}) allow you to play more than three Treasures for Storyteller.<br />
<br />
== Strategy ==<br />
=== Preview Analysis ===<br />
''[http://forum.dominionstrategy.com/index.php?topic=12855.0 Original article] by WanderingWinder''<br />
<br />
First, a couple of notes for clarity: You don't have to play treasures if you don't want to, but you DO have to spend all the {{Cost}} you've collected over the course of the turn, including the money from the Treasures you're playing, the {{Cost}} from this card, as well as any you've made from previous Actions. <br />
<br />
''Full disclosure: I haven't tested or played with this card at all, so this is an article of conjecture and of theory-crafting not one built from experience.''<br />
<br />
The first thing I noticed when I saw this card was that it was another way, besides {{Card|Black Market}}, of getting Treasures in play during the Action phase. Now, some of the Black Market [[Combo|Combos]] - mostly draw-to-X variants, and {{Card|Tactician}}, - aren't "on" here. But some of them – {{Card|Quarry}}+[[gainer]], using {{Card|Horn of Plenty}} mid-turn - still do work.<br />
<br />
Anyway, these are only fringe benefits - the pet tricks I love and relish, but not, I am guessing, the bulk of what the card's work is. That, namely, is to turn cash into cards. {{Card|Copper|Coppers}} turn into [[cantrip|cantrips]], {{Card|Silver|Silvers}} turn into {{Card|Laboratory|labs}}, and {{Card|Gold|Golds}} turn into double labs. This is, in general, an improvement in every case. And all of this is on a card which is a cantrip by itself. The drawback, of course, is that if you are using this to draw your deck, you are sapping some of the money out of that deck. Still, this really gets your draw going quickly, which is especially potent in the early stages of the game.<br />
<br />
Most cards are fairly simple to play once they're in your deck - you just play all your [[Village (card category)|villages]] and [[non-terminal|non-terminals]] first, draw cards before non-draw, and go. But I expect this card will be very tricky to play during the mid- and late-game. You need to know exactly how much money to funnel into it to get the draw you need (need to know how much draw you need for that as well) while still making sure you have enough money left to buy what you need come end of turn. I also want to point out potential anti-synergies with [[Peddler variant|Peddler variants]] (and {{Card|Conspirator}} variants): it may look like this is non-terminal draw/[[sifter|sifting]] (and it is), and that cantrip-money-based decks seem to love that kind of card. Normally they do, but if you draw this card late in your turn, you might be forced into not playing it at all, because it would sap you of too much money. You can mitigate that some by simply feeding fewer/worse treasures into this, but it's not as much of a pure success as it might at first glance seem.<br />
<br />
Ultimately this IS a sifter, with a little bit of non-terminal draw thrown in. Discarding Coppers with this is like {{Card|Cellar}} plus a card; more expensive treasures get you a little more.<br />
<br />
What kinds of decks want this? Well, [[engine|engines]] would prefer other sifters once they are running, since this one costs economy, but Storyteller does help a lot in getting them running, and this is generally a higher-priority issue. It's worth noting that strong [[trasher|trashing]] will probably more or less obsolete the need for Storytelling.<br />
<br />
[[Terminal draw]] [[Big Money]] will obviously not like this. The same is true of [[slog|slogs]], since unlike other sifters, this can't get rid of non-Treasures. Decks which are somewhere between money decks and engines - decks where treasure is good but you'd really like to play a key action or a couple of key actions very often - seem like ideal homes for this card. Those decks exist now, but they rarely get a chance to shine, being squeezed by often-more-powerful engines and often-faster Big Money strategies. Perhaps Storyteller will allow them to shine more often. In general, you want your [[payload]] to be something which is happening at the end of your turn, and not interspersed in the middle. Treasure has this quality, but it’s not the only thing. Many mega-turn strategies like {{Card|Bridge}} and Horn Of Plenty don’t care about traditional money. They’ll work particularly nicely with Storyteller.<br />
<br />
As for strength, I am going to guess that this card will end up being powerful, but {{Cost|5}} is a price-point with a high bar. Ultimately, we're dealing with a situational card here, so on the right board, in the right spot, it will be something you want to jump on hard, but other times it will not have the impact required for its cost. In other words, the exact thing which is my favorite kind of card.<br />
=== Synergies and Combos===<br />
* {{Card|Forager}}<br />
<br />
=== Antisynergies ===<br />
* {{Card|Merchant}}<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:StorytellerDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:StorytellerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Dutch: Verteller<br />
* Finnish: Tarinankertoja<br />
* French: Conteuse (Note: explicitly feminine)<br />
* German: Geschichtenerzähler (Note: explicitly masculine)<br />
* Japanese: 語り部 (pron. ''kataribe'')<br />
* Russian: Сказочник (pron. ''skazochnik'')<br />
<br />
=== Secret History ===<br />
{{Quote|Text=I tried paying {{Cost}} for cards long ago, in [[Prosperity]]. Prosperity at the time had a few ways to pay {{Cost}} for things. It didn't work out then, and in fact I dropped that sub-theme. In the intervening years I have done that type of thing as discarding cards or treasures, because it's simpler. A couple things in this set approached being something like Storyteller, and one day it congealed. I tried a few different sizes of it, including a [[Reserve]] version, before settling on this one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/Ill-Gotten_GainsIll-Gotten Gains2017-07-31T19:18:42Z<p>Rubikbeggar: /* Strategy Article */</p>
<hr />
<div>{{Infobox Card<br />
|name = Ill-Gotten Gains<br />
|cost = 5<br />
|type1 = Treasure<br />
|illustrator = Jason Slavin<br />
|text = {{Cost|1|l}}<br/>When you play this, you may gain a Copper to your hand.<br/><br />
|text2 = When you gain this, each other player gains a Curse.<br />
}}<br />
<br />
'''Ill-Gotten Gains''' (abbreviated '''IGG''') is a [[Treasure]] card from [[Hinterlands]]. Its primary function is as a [[curser]], but unlike other cursers it distributes {{Card|Curse|Curses}} when it is gained, not when it is played. For this reason, it is the only curser that is not an [[Attack]] card. Ill-Gotten Gains lends itself to [[rush]] strategies, since ordinarily depleting the Ill-Gotten Gains supply pile will also deplete the Curse pile at the same time, leaving a quick route to a [[three-pile ending]] by emptying {{Card|Duchy|Duchies}} or a similar [[alt-VP]] card. Its function as a Treasure that gains {{Card|Copper}} when played makes it well-suited for buying mid-cost [[Victory]] cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you may gain a Copper. <br />
* The Copper comes from the [[Supply]] and is put into your hand; you can immediately play it. <br />
* When you gain Ill-Gotten Gains, each other player gains a Curse. <br />
* The Curses come from the Supply and go into the players’ discard piles. <br />
* If there are not enough Curses left to go around, deal them out in turn order, starting with the player to the left of the player who gained Ill-Gotten Gains. <br />
* Ill-Gotten Gains is not an Attack, and gaining it is not playing an Attack; cards like {{Card|Moat}} do not work against it.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/02/06/hinterlands-ill-gotten-gains/ Original article] by Thisisnotasmile, edited by Theory, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=1074.0 forum]''<br />
<br />
Ill-Gotten Gains is a good illustration of how bad a card has to be in order to be an on-gain Curser. {{Cost|5}} for a {{Card|Silver}}-equivalent that gains you a {{Card|Copper}} is an absolutely miserable deal, and yet the Curse-on-gain is so powerful that IGG is still one of the strongest cards in the game. It is the first (and currently only) card which can put a Curse into your opponent’s deck before their first reshuffle. The longer the Curse is in a deck, the more disruption it will cause, and the more damage it will do.<br />
<br />
Similarly, the curse is “unblockable” by conventional means. Everybody knows that cursing is the strongest type of attack in Dominion, but IGG is not an [[Attack]] card and the distribution of Curses is not triggered by playing the card. Because of this, {{Card|Moat}} and {{Card|Lighthouse}} can do nothing to block the Curse, and you can’t even reveal a {{Card|Horse Traders}} or {{Card|Secret Chamber}} to “make up” a little bit for taking a Curse. {{Card|Trader}} and {{Card|Watchtower}}, however, can still be used to mitigate the effects of the IGG as they react to (would) gaining the Curse, rather than an Attack being played.<br />
<br />
The real reason IGG is such a power card, however, is what happens after the IGGs are gone: now there are not one but TWO empty piles: IGGs and Curses. The game will now end not when Provinces are depleted, but when ANY single pile is depleted.<br />
<br />
At this point, your deck is ideally full of Coppers and IGGs. Your opponent's deck is stacked full of Curses. And as we know, in a {{Card|Duchy}} rush, Coppers are important. What better card for a Duchy rush than a card that simultaneously lets you end the game after exhausting Duchies while fueling your deck with the treasures it needs to buy the Duchies? Of course, if you draw Copper/Copper/IGG/IGG/IGG, especially in a mirror, go ahead and grab the Province. But if you’re ahead after the IGG race, you can usually end it pretty easily just by buying Duchies and gaining Copper when you need it to buy an IGG or Duchy that turn.<br />
<br />
If you like to do something ‘fun’ and not-necessarily optimal every now and then, there are a LOT of interesting things you can do with IGG other than rushing three piles with Duchy. Just check out the Game Reports subforum on the [forums.dominionstrategy.com Dominion Strategy forums] and you will see examples of people using [[trash-for-benefit]] with IGG (who cares about losing a sub-Silver when you get {{Cost|5}} worth of benefit for it!), or even using IGG to facilitate a {{Card|Coppersmith}} and/or {{Card|Counting House}} strategy which are usually too weak to play at a competitive level.<br />
<br />
IGG isn’t always the dominant strategy though. There are cards which can cause enough disruption to the IGG Duchy rush that make it a losing proposition. Essentially, any card which can cause the IGG and Curse piles to deplete at different rates will upset the rush. If the Curses run out first, you’ve got to spend {{Cost|5}} turns buying cards worth less than Silver and not even hurting your opponent in the process before you can start on the Duchies. If the IGGs run out first, well, you’re in trouble.<br />
<br />
Other strong cursers are the first of these cards that come to mind (they empty Curses quicker than IGGs). So when {{Card|Witch}} and {{Card|Mountebank}} are out, you should invest in them first before switching over to IGG, and don't necessarily expect to Duchy-rush afterwards when the Curses are gone. Less common, but equally impactful on IGG are cards that affect the Curse/IGG balance: {{Card|Ambassador}}, {{Card|Watchtower}}, {{Card|Trader}}, {{Card|Embargo}}. And as always, {{Card|Masquerade}} and {{Card|Jack of all Trades}} throw a wrench into any cursing strategy. Jack in particular refocuses the IGG game onto {{Card|Province|Provinces}} rather than a Duchy rush.<br />
<br />
But IGG can also provide an unexpectedly good defense in addition to its super offense. Indeed, against trashers such as the {{Card|Knights}}, clogging your deck full of Coppers that aren't trashed and of IGG that you don't care about anymore while sending your opponent Curses to slow his barrage of Attacks might protect you better than a {{Card|Trader}} (which is slow even if it produces lots of Silvers to be trashed).<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Duchy}}<br />
* {{Card|Gardens}}, in which case you want to always gain Copper to bloat your deck<br />
* [[Trash-for-benefit]].<br />
* {{Cost|5}}/{{Cost|2}} [[opening]] split to give your opponent a {{Card|Curse}} before they shuffle the first time.<br />
* {{Card|Coppersmith}}/{{Card|Counting House}} and other Copper-based strategies.<br />
* Can provide support for other Cursers.<br />
<br />
=== Antisynergies ===<br />
* Other fast cursers conflict with an IGG/Duchy rush.<br />
* {{Card|Ambassador}}/{{Card|Trader}} will cause the IGG pile to run out before the curse pile.<br />
* Opponent’s heavy [[trashing]] can overcome an IGG rush if there is a sufficiently strong engine to be built. Then you should trash away your Copper too and carry on as if the IGG rush didn’t happen.<br />
* An {{Card|Embargo}} on the IGGs will stop the rush.<br />
* {{Card|City}}. They’ll be powered up for both players, but if you’re focusing your {{Cost|5}} buys on IGG your opponent will have more Cities.<br />
* {{Card|Masquerade}}/{{Card|Jack of all Trades}}<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:Ill-Gotten_GainsOld.jpg|First edition version<br />
File:IllGottenGainsDigital.jpg|Digital version for [[Dominion Online]]<br />
File:Ill-Gotten Gains German-HiG.jpg|German Version<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:IllGotten_GainsArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Czech: Nečestné zisky (lit. ''dishonest profits'')<br />
* Dutch: Gestolen goed (lit. ''stolen goods'')<br />
* Finnish: Epäonnen saalis (lit. ''bad luck loot'')<br />
* French: Argent noir (lit. ''black money'')<br />
* German: Blutzoll (lit. ''blood tax'')<br />
* Italian: Infame Profitto (lit. ''infamous profit'')<br />
* Japanese: 不正利得 (pron. ''fusei ritoku'', lit. ''dishonest profit'')<br />
* Polish: Brudny zysk (note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Проклятое Золото (pron. ''proklyatoye zoloto'', lit. ''cursed gold'')<br />
* Spanish: Dinero Sucio (lit. ''dirty money'')<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=You were expecting a way to give out {{Card|Curse|Curses}} via a when-gain, but didn't expect it would be a [[Treasure]] worth {{Cost|1}} or so for {{Cost|5}}. That is how good that ability turned out to be. Sometimes you want to gain that {{Card|Copper}}, or will be gaining a {{Card|Silver}} instead, and sometimes you just really want {{Cost|2}} this turn, or won't be drawing that Copper before the game ends. So it's not always just worth {{Cost|1}}. And of course it's a fine card to trade in for something else.<br />
<br />
<br />
{{Card|Moat}} only looks for [[Attack|Attacks]] being played, not Attacks being bought, so even if Ill-Gotten Gains were a Treasure-Attack, you wouldn't be able to Moat it. You can {{Card|Trader}} the Curse they try to give you though, there's always that. You can Trader that Curse in response or later, you can Trader the Copper you can gain from playing Ill-Gotten Gains, in response or later, and hey you can Trader Ill-Gotten Gains itself for five Silvers. However if you buy Ill-Gotten Gains and use Trader to get a Silver instead, no-one else gets a Curse, because you did not actually gain Ill-Gotten Gains. Trader can only do so much.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://boardgamegeek.com/thread/712180/previews-4 Hinterlands Previews #4]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The very first when-gain Curser was a weird action card that gave out two Confusions (blank cards, like Curses without the -1 VP, that were in the main set originally but did not survive). It didn't work out, and I changed it to a treasure worth {{Cost|1}}, for {{Cost|3}}, that gave out a Curse when gained. It was like that for a while, before I became convinced that it was dominating games too much. I tried it at {{Cost|4}}, and as a Silver for {{Cost|5}}. That version again lasted a while, but was too good. Briefly it made {{Cost|1}} per copy you had in play, which I moved to {{Card|Fool's Gold}} and fixed up. Now you get {{Cost|1}} or {{Cost|2}} out of it, depending on whether or not you want to water your deck down a little. There were two versions that gave you +{{Cost|1}} and had you gain a Copper to your discard pile, rather than having you gain a Copper to your hand (one failed when the Coppers ran out and one didn't). Gaining Copper to your hand ultimately seemed simpler.<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 />
=== Art ===<br />
{{Quote<br />
|Text=As an example of really nailing a tricky concept <nowiki>[in the card art]</nowiki>, I will single out Ill-Gotten Gains.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg196681#msg196681 Interview with Donald X.]}}<br />
<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/Ill-Gotten_GainsIll-Gotten Gains2017-07-31T19:17:22Z<p>Rubikbeggar: /* Strategy Article */</p>
<hr />
<div>{{Infobox Card<br />
|name = Ill-Gotten Gains<br />
|cost = 5<br />
|type1 = Treasure<br />
|illustrator = Jason Slavin<br />
|text = {{Cost|1|l}}<br/>When you play this, you may gain a Copper to your hand.<br/><br />
|text2 = When you gain this, each other player gains a Curse.<br />
}}<br />
<br />
'''Ill-Gotten Gains''' (abbreviated '''IGG''') is a [[Treasure]] card from [[Hinterlands]]. Its primary function is as a [[curser]], but unlike other cursers it distributes {{Card|Curse|Curses}} when it is gained, not when it is played. For this reason, it is the only curser that is not an [[Attack]] card. Ill-Gotten Gains lends itself to [[rush]] strategies, since ordinarily depleting the Ill-Gotten Gains supply pile will also deplete the Curse pile at the same time, leaving a quick route to a [[three-pile ending]] by emptying {{Card|Duchy|Duchies}} or a similar [[alt-VP]] card. Its function as a Treasure that gains {{Card|Copper}} when played makes it well-suited for buying mid-cost [[Victory]] cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you may gain a Copper. <br />
* The Copper comes from the [[Supply]] and is put into your hand; you can immediately play it. <br />
* When you gain Ill-Gotten Gains, each other player gains a Curse. <br />
* The Curses come from the Supply and go into the players’ discard piles. <br />
* If there are not enough Curses left to go around, deal them out in turn order, starting with the player to the left of the player who gained Ill-Gotten Gains. <br />
* Ill-Gotten Gains is not an Attack, and gaining it is not playing an Attack; cards like {{Card|Moat}} do not work against it.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/02/06/hinterlands-ill-gotten-gains/ Original article] by Thisisnotasmile, edited by Theory, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=1074.0 forum]''<br />
<br />
Ill-Gotten Gains is a good illustration of how bad a card has to be in order to be an on-gain Curser. {{Cost|5}} for a {{Card|Silver}}-equivalent that gains you a {{Card|Copper}} is an absolutely miserable deal, and yet the Curse-on-gain is so powerful that IGG is still one of the strongest cards in the game. It is the first (and currently only) card which can put a Curse into your opponent’s deck before their first reshuffle. The longer the Curse is in a deck, the more disruption it will cause, and the more damage it will do.<br />
<br />
Similarly, the curse is “unblockable” by conventional means. Everybody knows that cursing is the strongest type of attack in Dominion, but IGG is not an [[Attack]] card and the distribution of Curses is not triggered by playing the card. Because of this, {{Card|Moat}} and {{Card|Lighthouse}} can do nothing to block the Curse, and you can’t even reveal a {{Card|Horse Traders}} or {{Card|Secret Chamber}} to “make up” a little bit for taking a Curse. {{Card|Trader}} and {{Card|Watchtower}}, however, can still be used to mitigate the effects of the IGG as they react to (would) gaining the Curse, rather than an Attack being played.<br />
<br />
The real reason IGG is such a power card, however, is what happens after the IGGs are gone: now there are not one but TWO empty piles: IGGs and Curses. The game will now end not when Provinces are depleted, but when ANY single pile is depleted.<br />
<br />
At this point, your deck is ideally full of Coppers and IGGs. Your opponent's deck is stacked full of Curses. And as we know, in a {{Card|Duchy}} rush, Coppers are important. What better card for a Duchy rush than a card that simultaneously lets you end the game after exhausting Duchies while fueling your deck with the treasures it needs to buy the Duchies? Of course, if you draw Copper/Copper/IGG/IGG/IGG, especially in a mirror, go ahead and grab the Province. But if you’re ahead after the IGG race, you can usually end it pretty easily just by buying Duchies and gaining Copper when you need it to buy an IGG or Duchy that turn.<br />
<br />
If you like to do something ‘fun’ and not-necessarily optimal every now and then, there are a LOT of interesting things you can do with IGG other than rushing three piles with Duchy. Just check out the Game Reports subforum on the [forums.dominionstrategy.com Dominion Strategy forums] and you will see examples of people using [[trash-for-benefit]] with IGG (who cares about losing a sub-Silver when you get {{Cost|5}} worth of benefit for it!), or even using IGG to facilitate a {{Card|Coppersmith}} and/or {{Card|Counting House}} strategy which are usually too weak to play at a competitive level.<br />
<br />
IGG isn’t always the dominant strategy though. There are cards which can cause enough disruption to the IGG Duchy rush that make it a losing proposition. Essentially, any card which can cause the IGG and Curse piles to deplete at different rates will upset the rush. If the Curses run out first, you’ve got to spend {{Cost|5}} turns buying cards worth less than Silver and not even hurting your opponent in the process before you can start on the Duchies. If the IGGs run out first, well, you’re in trouble.<br />
<br />
Other strong cursers are the first of these cards that come to mind (they empty Curses quicker than IGGs). So when {{Card|Witch}} and {{Card|Mountebank}} are out, you should invest in them first before switching over to IGG, and don't necessarily expect to Duchy-rush afterwards when the Curses are gone. Less common, but equally impactful on IGG are cards that affect the Curse/IGG balance: {{Card|Ambassador}}, {{Card|Watchtower}}, {{Card|Trader}}, {{Card|Embargo}}. And as always, {{Card|Masquerade}} and {{Card|Jack of all Trades}} throw a wrench into any cursing strategy. Jack in particular refocuses the IGG game onto {{Card|Province|Provinces}} rather than a Duchy rush.<br />
<br />
But IGG can also provide an unexpectedly good defense in addition to its super offense. Indeed, against trashers such as the {{Card|Knight}}s, clogging your deck full of Coppers that aren't trashed and of IGG that you don't care about anymore while sending your opponent Curses to slow his barrage of Attacks might protect you better than a {{Card|Trader}} (which is slow even if it produces lots of Silvers to be trashed).<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Duchy}}<br />
* {{Card|Gardens}}, in which case you want to always gain Copper to bloat your deck<br />
* [[Trash-for-benefit]].<br />
* {{Cost|5}}/{{Cost|2}} [[opening]] split to give your opponent a {{Card|Curse}} before they shuffle the first time.<br />
* {{Card|Coppersmith}}/{{Card|Counting House}} and other Copper-based strategies.<br />
* Can provide support for other Cursers.<br />
<br />
=== Antisynergies ===<br />
* Other fast cursers conflict with an IGG/Duchy rush.<br />
* {{Card|Ambassador}}/{{Card|Trader}} will cause the IGG pile to run out before the curse pile.<br />
* Opponent’s heavy [[trashing]] can overcome an IGG rush if there is a sufficiently strong engine to be built. Then you should trash away your Copper too and carry on as if the IGG rush didn’t happen.<br />
* An {{Card|Embargo}} on the IGGs will stop the rush.<br />
* {{Card|City}}. They’ll be powered up for both players, but if you’re focusing your {{Cost|5}} buys on IGG your opponent will have more Cities.<br />
* {{Card|Masquerade}}/{{Card|Jack of all Trades}}<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:Ill-Gotten_GainsOld.jpg|First edition version<br />
File:IllGottenGainsDigital.jpg|Digital version for [[Dominion Online]]<br />
File:Ill-Gotten Gains German-HiG.jpg|German Version<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:IllGotten_GainsArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Czech: Nečestné zisky (lit. ''dishonest profits'')<br />
* Dutch: Gestolen goed (lit. ''stolen goods'')<br />
* Finnish: Epäonnen saalis (lit. ''bad luck loot'')<br />
* French: Argent noir (lit. ''black money'')<br />
* German: Blutzoll (lit. ''blood tax'')<br />
* Italian: Infame Profitto (lit. ''infamous profit'')<br />
* Japanese: 不正利得 (pron. ''fusei ritoku'', lit. ''dishonest profit'')<br />
* Polish: Brudny zysk (note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Проклятое Золото (pron. ''proklyatoye zoloto'', lit. ''cursed gold'')<br />
* Spanish: Dinero Sucio (lit. ''dirty money'')<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=You were expecting a way to give out {{Card|Curse|Curses}} via a when-gain, but didn't expect it would be a [[Treasure]] worth {{Cost|1}} or so for {{Cost|5}}. That is how good that ability turned out to be. Sometimes you want to gain that {{Card|Copper}}, or will be gaining a {{Card|Silver}} instead, and sometimes you just really want {{Cost|2}} this turn, or won't be drawing that Copper before the game ends. So it's not always just worth {{Cost|1}}. And of course it's a fine card to trade in for something else.<br />
<br />
<br />
{{Card|Moat}} only looks for [[Attack|Attacks]] being played, not Attacks being bought, so even if Ill-Gotten Gains were a Treasure-Attack, you wouldn't be able to Moat it. You can {{Card|Trader}} the Curse they try to give you though, there's always that. You can Trader that Curse in response or later, you can Trader the Copper you can gain from playing Ill-Gotten Gains, in response or later, and hey you can Trader Ill-Gotten Gains itself for five Silvers. However if you buy Ill-Gotten Gains and use Trader to get a Silver instead, no-one else gets a Curse, because you did not actually gain Ill-Gotten Gains. Trader can only do so much.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://boardgamegeek.com/thread/712180/previews-4 Hinterlands Previews #4]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The very first when-gain Curser was a weird action card that gave out two Confusions (blank cards, like Curses without the -1 VP, that were in the main set originally but did not survive). It didn't work out, and I changed it to a treasure worth {{Cost|1}}, for {{Cost|3}}, that gave out a Curse when gained. It was like that for a while, before I became convinced that it was dominating games too much. I tried it at {{Cost|4}}, and as a Silver for {{Cost|5}}. That version again lasted a while, but was too good. Briefly it made {{Cost|1}} per copy you had in play, which I moved to {{Card|Fool's Gold}} and fixed up. Now you get {{Cost|1}} or {{Cost|2}} out of it, depending on whether or not you want to water your deck down a little. There were two versions that gave you +{{Cost|1}} and had you gain a Copper to your discard pile, rather than having you gain a Copper to your hand (one failed when the Coppers ran out and one didn't). Gaining Copper to your hand ultimately seemed simpler.<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 />
=== Art ===<br />
{{Quote<br />
|Text=As an example of really nailing a tricky concept <nowiki>[in the card art]</nowiki>, I will single out Ill-Gotten Gains.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg196681#msg196681 Interview with Donald X.]}}<br />
<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/Ill-Gotten_GainsIll-Gotten Gains2017-07-31T19:15:26Z<p>Rubikbeggar: /* Strategy Article */</p>
<hr />
<div>{{Infobox Card<br />
|name = Ill-Gotten Gains<br />
|cost = 5<br />
|type1 = Treasure<br />
|illustrator = Jason Slavin<br />
|text = {{Cost|1|l}}<br/>When you play this, you may gain a Copper to your hand.<br/><br />
|text2 = When you gain this, each other player gains a Curse.<br />
}}<br />
<br />
'''Ill-Gotten Gains''' (abbreviated '''IGG''') is a [[Treasure]] card from [[Hinterlands]]. Its primary function is as a [[curser]], but unlike other cursers it distributes {{Card|Curse|Curses}} when it is gained, not when it is played. For this reason, it is the only curser that is not an [[Attack]] card. Ill-Gotten Gains lends itself to [[rush]] strategies, since ordinarily depleting the Ill-Gotten Gains supply pile will also deplete the Curse pile at the same time, leaving a quick route to a [[three-pile ending]] by emptying {{Card|Duchy|Duchies}} or a similar [[alt-VP]] card. Its function as a Treasure that gains {{Card|Copper}} when played makes it well-suited for buying mid-cost [[Victory]] cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you may gain a Copper. <br />
* The Copper comes from the [[Supply]] and is put into your hand; you can immediately play it. <br />
* When you gain Ill-Gotten Gains, each other player gains a Curse. <br />
* The Curses come from the Supply and go into the players’ discard piles. <br />
* If there are not enough Curses left to go around, deal them out in turn order, starting with the player to the left of the player who gained Ill-Gotten Gains. <br />
* Ill-Gotten Gains is not an Attack, and gaining it is not playing an Attack; cards like {{Card|Moat}} do not work against it.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/02/06/hinterlands-ill-gotten-gains/ Original article] by Thisisnotasmile, edited by Theory, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=1074.0 forum]''<br />
<br />
Ill-Gotten Gains is a good illustration of how bad a card has to be in order to be an on-gain Curser. {{Cost|5}} for a {{Card|Silver}}-equivalent that gains you a {{Card|Copper}} is an absolutely miserable deal, and yet the Curse-on-gain is so powerful that IGG is still one of the strongest cards in the game. It is the first (and currently only) card which can put a Curse into your opponent’s deck before their first reshuffle. The longer the Curse is in a deck, the more disruption it will cause, and the more damage it will do.<br />
<br />
Similarly, the curse is “unblockable” by conventional means. Everybody knows that cursing is the strongest type of attack in Dominion, but IGG is not an [[Attack]] card and the distribution of Curses is not triggered by playing the card. Because of this, {{Card|Moat}} and {{Card|Lighthouse}} can do nothing to block the Curse, and you can’t even reveal a {{Card|Horse Traders}} or {{Card|Secret Chamber}} to “make up” a little bit for taking a Curse. {{Card|Trader}} and {{Card|Watchtower}}, however, can still be used to mitigate the effects of the IGG as they react to (would) gaining the Curse, rather than an Attack being played.<br />
<br />
The real reason IGG is such a power card, however, is what happens after the IGGs are gone: now there are not one but TWO empty piles: IGGs and Curses. The game will now end not when Provinces are depleted, but when ANY single pile is depleted.<br />
<br />
At this point, your deck is ideally full of Coppers and IGGs. Your opponent's deck is stacked full of Curses. And as we know, in a {{Card|Duchy}} rush, Coppers are important. What better card for a Duchy rush than a card that simultaneously lets you end the game after exhausting Duchies while fueling your deck with the treasures it needs to buy the Duchies? Of course, if you draw Copper/Copper/IGG/IGG/IGG, especially in a mirror, go ahead and grab the Province. But if you’re ahead after the IGG race, you can usually end it pretty easily just by buying Duchies and gaining Copper when you need it to buy an IGG or Duchy that turn.<br />
<br />
If you like to do something ‘fun’ and not-necessarily optimal every now and then, there are a LOT of interesting things you can do with IGG other than rushing three piles with Duchy. Just check out the Game Reports subforum on the [forums.dominionstrategy.com Dominion Strategy forums] and you will see examples of people using [[trash-for-benefit]] with IGG (who cares about losing a sub-Silver when you get {{Cost|5}} worth of benefit for it!), or even using IGG to facilitate a {{Card|Coppersmith}} and/or {{Card|Counting House}} strategy which are usually too weak to play at a competitive level.<br />
<br />
IGG isn’t always the dominant strategy though. There are cards which can cause enough disruption to the IGG Duchy rush that make it a losing proposition. Essentially, any card which can cause the IGG and Curse piles to deplete at different rates will upset the rush. If the Curses run out first, you’ve got to spend {{Cost|5}} turns buying cards worth less than Silver and not even hurting your opponent in the process before you can start on the Duchies. If the IGGs run out first, well, you’re in trouble.<br />
<br />
Other strong cursers are the first of these cards that come to mind (they empty Curses quicker than IGGs). So when {{Card|Witch}} and {{Card|Mountebank}} are out, you should invest in them first before switching over to IGG, and don't necessarily expect to Duchy-rush afterwards when the Curses are gone. Less common, but equally impactful on IGG are cards that affect the Curse/IGG balance: {{Card|Ambassador}}, {{Card|Watchtower}}, {{Card|Trader}}, {{Card|Embargo}}. And as always, {{Card|Masquerade}} and {{Card|Jack of all Trades}} throw a wrench into any cursing strategy. Jack in particular refocuses the IGG game onto {{Card|Province|Provinces}} rather than a Duchy rush.<br />
<br />
But IGG can also provide an unexpectedly good defense in addition to its super offense. Indeed, against trashers such as the {{Card|Knight|Knights}}, clogging your deck full of Coppers that aren't trashed and of IGG that you don't care about anymore while sending your opponent Curses to slow his barrage of Attacks might protect you better than a {{Card|Trader}} (which is slow even if it produces lots of Silvers to be trashed).<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Duchy}}<br />
* {{Card|Gardens}}, in which case you want to always gain Copper to bloat your deck<br />
* [[Trash-for-benefit]].<br />
* {{Cost|5}}/{{Cost|2}} [[opening]] split to give your opponent a {{Card|Curse}} before they shuffle the first time.<br />
* {{Card|Coppersmith}}/{{Card|Counting House}} and other Copper-based strategies.<br />
* Can provide support for other Cursers.<br />
<br />
=== Antisynergies ===<br />
* Other fast cursers conflict with an IGG/Duchy rush.<br />
* {{Card|Ambassador}}/{{Card|Trader}} will cause the IGG pile to run out before the curse pile.<br />
* Opponent’s heavy [[trashing]] can overcome an IGG rush if there is a sufficiently strong engine to be built. Then you should trash away your Copper too and carry on as if the IGG rush didn’t happen.<br />
* An {{Card|Embargo}} on the IGGs will stop the rush.<br />
* {{Card|City}}. They’ll be powered up for both players, but if you’re focusing your {{Cost|5}} buys on IGG your opponent will have more Cities.<br />
* {{Card|Masquerade}}/{{Card|Jack of all Trades}}<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:Ill-Gotten_GainsOld.jpg|First edition version<br />
File:IllGottenGainsDigital.jpg|Digital version for [[Dominion Online]]<br />
File:Ill-Gotten Gains German-HiG.jpg|German Version<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:IllGotten_GainsArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Czech: Nečestné zisky (lit. ''dishonest profits'')<br />
* Dutch: Gestolen goed (lit. ''stolen goods'')<br />
* Finnish: Epäonnen saalis (lit. ''bad luck loot'')<br />
* French: Argent noir (lit. ''black money'')<br />
* German: Blutzoll (lit. ''blood tax'')<br />
* Italian: Infame Profitto (lit. ''infamous profit'')<br />
* Japanese: 不正利得 (pron. ''fusei ritoku'', lit. ''dishonest profit'')<br />
* Polish: Brudny zysk (note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Проклятое Золото (pron. ''proklyatoye zoloto'', lit. ''cursed gold'')<br />
* Spanish: Dinero Sucio (lit. ''dirty money'')<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=You were expecting a way to give out {{Card|Curse|Curses}} via a when-gain, but didn't expect it would be a [[Treasure]] worth {{Cost|1}} or so for {{Cost|5}}. That is how good that ability turned out to be. Sometimes you want to gain that {{Card|Copper}}, or will be gaining a {{Card|Silver}} instead, and sometimes you just really want {{Cost|2}} this turn, or won't be drawing that Copper before the game ends. So it's not always just worth {{Cost|1}}. And of course it's a fine card to trade in for something else.<br />
<br />
<br />
{{Card|Moat}} only looks for [[Attack|Attacks]] being played, not Attacks being bought, so even if Ill-Gotten Gains were a Treasure-Attack, you wouldn't be able to Moat it. You can {{Card|Trader}} the Curse they try to give you though, there's always that. You can Trader that Curse in response or later, you can Trader the Copper you can gain from playing Ill-Gotten Gains, in response or later, and hey you can Trader Ill-Gotten Gains itself for five Silvers. However if you buy Ill-Gotten Gains and use Trader to get a Silver instead, no-one else gets a Curse, because you did not actually gain Ill-Gotten Gains. Trader can only do so much.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://boardgamegeek.com/thread/712180/previews-4 Hinterlands Previews #4]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The very first when-gain Curser was a weird action card that gave out two Confusions (blank cards, like Curses without the -1 VP, that were in the main set originally but did not survive). It didn't work out, and I changed it to a treasure worth {{Cost|1}}, for {{Cost|3}}, that gave out a Curse when gained. It was like that for a while, before I became convinced that it was dominating games too much. I tried it at {{Cost|4}}, and as a Silver for {{Cost|5}}. That version again lasted a while, but was too good. Briefly it made {{Cost|1}} per copy you had in play, which I moved to {{Card|Fool's Gold}} and fixed up. Now you get {{Cost|1}} or {{Cost|2}} out of it, depending on whether or not you want to water your deck down a little. There were two versions that gave you +{{Cost|1}} and had you gain a Copper to your discard pile, rather than having you gain a Copper to your hand (one failed when the Coppers ran out and one didn't). Gaining Copper to your hand ultimately seemed simpler.<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 />
=== Art ===<br />
{{Quote<br />
|Text=As an example of really nailing a tricky concept <nowiki>[in the card art]</nowiki>, I will single out Ill-Gotten Gains.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg196681#msg196681 Interview with Donald X.]}}<br />
<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/StorytellerStoryteller2017-07-29T19:07:40Z<p>Rubikbeggar: /* Official FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Storyteller<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = '''+1 Action'''<br/>+{{Cost|1}}<br/>Play up to 3 Treasures from your hand. Pay all of your {{Cost}}; +1 Card per {{Cost}} paid.<br />
}}<br />
<br />
'''Storyteller''' is an [[Action]] from [[Adventures]]. It is a [[Lab variant]] that turns the {{Cost}} you've fielded so far this turn into card [[draw]]. It also lets you play up to 3 [[Treasure|Treasures]] first to rack up some {{Cost}}, which can allow for some interesting tricks with kingdom Treasures.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This lets you play Treasures in your Action phase. They go into play and produce {{Cost}}, just like Treasures played in the Buy phase. <br />
* Then Storyteller turns all of your {{Cost}} into +Cards; for each {{Cost|1}} you have you lose the {{Cost|1}} and get +1 Card. <br />
* For example if you had {{Cost|4}}, you lose the {{Cost|4}} and draw 4 cards. This makes you lose all {{Cost}} you have so far that turn, including the {{Cost}} you get from playing the Treasures, the +{{Cost|1}} Storyteller gives you directly, and any {{Cost}} you made earlier in the turn. <br />
* You can track that the Treasures have been "spent" by putting them under the Storyteller. <br />
* {{Cost|P}}, produced by {{Card|Potion|Potions}} from Alchemy, is not {{Cost}} and so is not lost and does not get you any cards.<br />
<br />
=== Other rules clarifications ===<br />
* Treasures that play other Treasures ({{Card|Venture}} and {{Card|Counterfeit}}) allow you to play more than three Treasures for Storyteller.<br />
<br />
== Strategy ==<br />
=== Preview Analysis ===<br />
''[http://forum.dominionstrategy.com/index.php?topic=12855.0 Original article] by WanderingWinder''<br />
<br />
First, a couple of notes for clarity: You don't have to play treasures if you don't want to, but you DO have to spend all the {{Cost}} you've collected over the course of the turn, including the money from the Treasures you're playing, the {{Cost}} from this card, as well as any you've made from previous Actions. <br />
<br />
''Full disclosure: I haven't tested or played with this card at all, so this is an article of conjecture and of theory-crafting not one built from experience.''<br />
<br />
The first thing I noticed when I saw this card was that it was another way, besides {{Card|Black Market}}, of getting Treasures in play during the Action phase. Now, some of the Black Market [[Combo|Combos]] - mostly draw-to-X variants, and {{Card|Tactician}}, - aren't "on" here. But some of them – {{Card|Quarry}}+[[gainer]], using {{Card|Horn of Plenty}} mid-turn - still do work.<br />
<br />
Anyway, these are only fringe benefits - the pet tricks I love and relish, but not, I am guessing, the bulk of what the card's work is. That, namely, is to turn cash into cards. {{Card|Copper|Coppers}} turn into [[cantrip|cantrips]], {{Card|Silver|Silvers}} turn into {{Card|Laboratory|labs}}, and {{Card|Gold|Golds}} turn into double labs. This is, in general, an improvement in every case. And all of this is on a card which is a cantrip by itself. The drawback, of course, is that if you are using this to draw your deck, you are sapping some of the money out of that deck. Still, this really gets your draw going quickly, which is especially potent in the early stages of the game.<br />
<br />
Most cards are fairly simple to play once they're in your deck - you just play all your [[Village (card category)|villages]] and [[non-terminal|non-terminals]] first, draw cards before non-draw, and go. But I expect this card will be very tricky to play during the mid- and late-game. You need to know exactly how much money to funnel into it to get the draw you need (need to know how much draw you need for that as well) while still making sure you have enough money left to buy what you need come end of turn. I also want to point out potential anti-synergies with [[Peddler variant|Peddler variants]] (and {{Card|Conspirator}} variants): it may look like this is non-terminal draw/[[sifter|sifting]] (and it is), and that cantrip-money-based decks seem to love that kind of card. Normally they do, but if you draw this card late in your turn, you might be forced into not playing it at all, because it would sap you of too much money. You can mitigate that some by simply feeding fewer/worse treasures into this, but it's not as much of a pure success as it might at first glance seem.<br />
<br />
Ultimately this IS a sifter, with a little bit of non-terminal draw thrown in. Discarding Coppers with this is like {{Card|Cellar}} plus a card; more expensive treasures get you a little more.<br />
<br />
What kinds of decks want this? Well, [[engine|engines]] would prefer other sifters once they are running, since this one costs economy, but Storyteller does help a lot in getting them running, and this is generally a higher-priority issue. It's worth noting that strong [[trasher|trashing]] will probably more or less obsolete the need for Storytelling.<br />
<br />
[[Terminal draw]] [[Big Money]] will obviously not like this. The same is true of [[slog|slogs]], since unlike other sifters, this can't get rid of non-Treasures. Decks which are somewhere between money decks and engines - decks where treasure is good but you'd really like to play a key action or a couple of key actions very often - seem like ideal homes for this card. Those decks exist now, but they rarely get a chance to shine, being squeezed by often-more-powerful engines and often-faster Big Money strategies. Perhaps Storyteller will allow them to shine more often. In general, you want your [[payload]] to be something which is happening at the end of your turn, and not interspersed in the middle. Treasure has this quality, but it’s not the only thing. Many mega-turn strategies like {{Card|Bridge}} and Horn Of Plenty don’t care about traditional money. They’ll work particularly nicely with Storyteller.<br />
<br />
As for strength, I am going to guess that this card will end up being powerful, but {{Cost|5}} is a price-point with a high bar. Ultimately, we're dealing with a situational card here, so on the right board, in the right spot, it will be something you want to jump on hard, but other times it will not have the impact required for its cost. In other words, the exact thing which is my favorite kind of card.<br />
=== Synergies and Combos===<br />
* {{Card|Forager}}<br />
=== Antisynergies ===<br />
* {{Card|Merchant}}<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:StorytellerDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:StorytellerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Dutch: Verteller<br />
* Finnish: Tarinankertoja<br />
* French: Conteuse (Note: explicitly feminine)<br />
* German: Geschichtenerzähler (Note: explicitly masculine)<br />
* Japanese: 語り部 (pron. ''kataribe'')<br />
* Russian: Сказочник (pron. ''skazochnik'')<br />
<br />
=== Secret History ===<br />
{{Quote|Text=I tried paying {{Cost}} for cards long ago, in [[Prosperity]]. Prosperity at the time had a few ways to pay {{Cost}} for things. It didn't work out then, and in fact I dropped that sub-theme. In the intervening years I have done that type of thing as discarding cards or treasures, because it's simpler. A couple things in this set approached being something like Storyteller, and one day it congealed. I tried a few different sizes of it, including a [[Reserve]] version, before settling on this one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/RatsRats2017-07-29T18:57:05Z<p>Rubikbeggar: /* Other synergistic trashers */</p>
<hr />
<div>{{Infobox Card<br />
|name = Rats<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Ian Kirkpatrick<br />
|text = '''+1 Card<br />+1 Action'''<br />Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).<br />
|text2 = When you trash this, +1 Card.<br />
}}<br />
<br />
'''Rats''' is an [[Action]] card from [[Dark Ages]]. It is a [[cantrip]] that trashes any card and replaces it with another copy of Rats. Thematically, the rats multiply and eat all your resources; if you don't keep them in check, they'll quickly eat your whole deck! <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Follow the instructions in order. First draw a card; then gain a Rats from the Supply, putting it into your discard pile; then trash a card from your hand that is not a Rats card. <br />
* If there are no Rats cards left, you do not gain one. <br />
* If you have no cards in your hand other than Rats, reveal your hand and you do not trash a card. <br />
* If Rats is trashed, you draw a card. This happens whether it is your turn or another player's, and regardless of which player has the card that trashed Rats. <br />
* There are 20 copies of Rats, rather than the usual 10; the pile starts with all 20, regardless of the number of players.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/11/12/dark-ages-rats/ original article] by werothegreat, edited by theory''<br />
<br />
{{Quote<br />
|Text=Rats is my favorite Dominion card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3909.0 Dark Ages Preview #4]}}<br />
<br />
Rats! When we saw this card for the first time we all thought: “Wow, that’s thematic! Why would I ever buy that?”<br />
<br />
Rats, like most [[Dark Ages]] cards, require more finesse and thought than we’re used to dealing with in Dominion. In most other expansions, the thought goes into which cards to gain at what time. Once they’re in your hand, it’s a pretty simple decision in what order to play your cards (+Actions, +Cards, everything else), unless you have clashing Terminals or are controlling your reshuffles. But cards like {{Card|Fortress}}, {{Card|Death Cart}}, {{Card|Junk Dealer}} and {{Card|Rats}} all make you think: “Do I really want to play this now?” And that’s good, right?<br />
<br />
=== The Point ===<br />
<br />
So what is the point of Rats? Contrary to popular belief, it’s not just to be Donald X’s favorite card. There are several instances where you really want Rats. So what are they? Well, first we need to establish what Rats does.<br />
<br />
Rats replaces cards in your deck with Rats. More generally, Rats replaces cards (typically of a low cost) with {{Cost|4}} Action cards (which you don’t want to use too much). The point of Rats is to replace low-cost junk with higher-cost junk. Very quickly, I might add. If you buy one Rats in the first two turns, and use a Rats every time you see it, you should see a hand of five Rats within 10 turns. Obviously, you want to stop before you get to this point.<br />
<br />
So Rats trashes junk to give you other junk to feed to a [[Trash for benefit]] card (“TfB” hereafter).<br />
<br />
“Well, why didn’t I just buy the TfB card in the first place?”<br />
<br />
Well, it depends on what kind of TfB we’re talking about. TfB cards that don’t care about cost don’t benefit very much from Rats. These would be cards like {{Card|Moneylender}}, {{Card|Spice Merchant}}, {{Card|Jack of all Trades}}, and {{Card|Altar}}. These either can’t trash Rats in the first place, or derive minimal benefit from doing so.<br />
<br />
But we have TfB cards that DO care about cost, and here Rats shines.<br />
<br />
=== What Rats is best with ===<br />
<br />
==== The Big Three ====<br />
<br />
The top three that should come to mind are {{Card|Salvager}}, {{Card|Apprentice}} and {{Card|Bishop}}. All three of these convert the cost of a card into some resource – {{Cost|}}, Cards and {{VP}}, respectively. All of these cards are rather bad at getting rid of your starting {{Card|Copper|Coppers}} and {{Card|Estate|Estates}}, and are even worse with [[Shelter|Shelters]], though Bishop would be the best of these three, since it actually gives a resource when trashing a {{Cost|0}} cost card. So why not trash this {{Cost|4}} card instead? That way, instead of +{{Cost|0}}, +0 Cards or +{{Cost|1}}/+1{{VP}}, you’ll get +{{Cost|4}}/+1 Card, +5 Cards or +{{Cost|1}}/+3 {{VP}}/+1 Card. That’s a lot better.<br />
<br />
==== Remodel-style cards ====<br />
<br />
Even cards like {{Card|Remodel}} and {{Card|Remake}} benefit. Do you want to trash two Coppers and get nothing, or trash two Rats and get two {{Cost|5}} cards? Rats turn {{Card|Upgrade}} into a less limited {{Card|Laboratory}}/{{Card|University}} mashup. Since all of these cards are better when used on higher cost cards, they all do better with Rats. Even lowly {{Card|Develop}}, oft derided as slow and cumbersome, gets a boost. Rather than getting nothing for those Coppers you trash one at a time, get a {{Cost|3}} and a {{Cost|5}} card right on top of your deck, after drawing a card!<br />
<br />
==== Other synergistic trashers ====<br />
<br />
{{Card|Junk Dealer}} does well with Rats. Not as well as the Big Three, given that Rats and Junk Dealer fill similar roles. But getting a +1 Card along with the rest of Junk Dealer is a pretty nice addition. {{Card|Forge}} might have you thinking to turn two Rats into a Province, which is a cute trick, but if you’re ready to green anyway, that {{Cost|7}} might be better spent on a Gold. Also, that whole trick becomes much harder to pull off with {{Card|Colony|Colonies}}. Perhaps the greatest combo here is with {{Card|Death Cart}} – turn all those Coppers and Estates/Shelters into Actions you’re absolutely glad to get rid of every time. In the fashion of the Bishop, there is a cute interaction between Rats and {{Event|Ritual}} (from Dominion: Empires). Because Ritual is an Event, you don't need to draw Rats with another card, you just have to buy the Event with a Rats in hand. This way you can easily pile out the Curse and the Rats piles while getting loads of {{VP}} [[Victory token|tokens]], and then empty the pile with the fewer cards left.<br />
<br />
=== [[Reaction|Reactions]] ===<br />
<br />
We have three Reactions so far that deal with trashing and/or gaining, and all of them work well with Rats. If you have a {{Card|Watchtower}} in hand, you can trash the Rats you gain when you play a Rats, and get +1 Card to boot. So you’re cleaning up your deck, and depleting a pile. With {{Card|Market Square}} in hand, you can lessen the damage of having to trash a non-junk card to a poor Rats play by gaining a Gold. Even if you’re trashing junk, gaining the Gold is awesome. Finally we have {{Card|Trader}}. Now, why didn’t I include it in the Big Three? It’s the other trasher that cares about card cost. But the Action for Trader is really more of a facilitator for [[Big Money]], and if that’s what you’re going for, you shouldn’t really be getting Rats in the first place. However, turning a Rats into four Silvers can be a nice supplement to whatever engine you have going on. The Reaction is also nice, replacing your junk with Silver instead of Rats, though this undermines the whole purpose of Rats, at least with regards to the Big Three or Death Cart – again, this would be a supplement.<br />
<br />
=== Non-trashing options ===<br />
<br />
Which expansion heavily emphasizes Actions? [[Alchemy]], that’s who! And Alchemy has two cards that go well with a card that fills your deck full of junk Actions. First is {{Card|Vineyard}}. Turn all those Coppers and Estates into Rats, and now all those Vineyards are worth at least 3 points more! Just don’t trash any Vineyards with them. That would just hurt. Second is {{Card|Scrying Pool}}. Scrying Pool works best if you can get rid of your Estates and Coppers and go for a money-less deck. Rats can do just that. Once you’ve Rats’d away all those starting cards, your Scrying Pools should draw your entire deck, except when snagging on {{Card|Potion|Potions}}. It is therefore no accident that one of the Dark Ages/Alchemy recommended sets (“Infestation”) includes Rats.<br />
<br />
Another interesting strategy might be to use Rats to clear out your Coppers for use with {{Card|Venture}} or {{Card|Adventurer}}. The biggest weakness of these two cards is drawing Copper instead of your better Treasures. If those Coppers are Rats instead, they’ll be skipped. Likewise, {{Card|Poor House}} in practice can only work if you trash all your Coppers, so you can use Rats to quickly de-Copper yourself into a monster Poor House engine (ideally involving {{Card|Council Room}} and/or {{Card|King's Court}}).<br />
<br />
=== Piling Out ===<br />
<br />
''This section is written by jomini''<br />
<br />
Another tactical component to Rats is the opportunity they give to autopile out.<br />
<br />
If you have 2 Rats and an empty discard/draw deck (or 1 Rat in hand and 1 Rat in discard), you can autopile the Rats pile. Play a Rats, draw a Rats, gain a Rats ... lather, rinse, repeat. So if two piles are already gone, you can bang out the Rats for a surprise ending.<br />
<br />
But doesn’t that eat all your VP? Not necessarily. Rats can only chew on cards that are in hand, deck or discard. This means that anything elsewhere is immune to Rats. For instance, cards on {{Card|Island|Islands}} are safe from being overrun by Rats. Likewise, cards that have been saved with {{Card|Haven}} or {{Card|Native Village}} are also safe from the Rats onslaught. Another fun shot are dual-type cards already in play. Got all of your {{Card|Nobles}} or {{Card|Great Hall|Great Halls}} into the play area? Great, Rats can’t touch them this turn. Played out your {{Card|Harem|Harems}} with a {{Card|Black Market}}? Great, rats can’t eat them. Additionally, any VP bought in your final buy phase are safe. A final protective measure is {{Card|Fortress}}, just keep using the Rats on the Fortress (which returns to hand afterwards) and keep churning the rats, this can allow you to have a full hand of green, and still autopile on Rats.<br />
<br />
So if you can protect VP out of deck/hand/discard, you need to be very careful about emptying two piles. Your great {{Card|Bridge}} engine may well lose if the opponent can get two Rats going and win with 5 nobles after you’ve emptied the Nobles and {{Card|Village}} piles. You’ve depleted the Island and {{Card|Fishing Village}} Pile, great, but now he can autopile with Rats any time he has more points on his Islands than you have in your deck (even if you are about to start hitting triple {{Card|Colony}} turns).<br />
<br />
Likewise, with [[VP token]] setups, you need to be careful as two Rats can allow for autopiling whenever the one guy can win. For instance, let’s say we are mirroring on {{Card|Goons}} and building up to engines (say Council Room/King's Court), we empty a pile and I then buy two Rats and end my turn. Now you face a problem – you can cash out your Goons engine by buying scads of copper or you can keep building. If you cash out, I just keep building (more Goons, more buys, whatever) and cash out later for the win (you will have real trouble lining up all your Goons if over half your deck is Copper). If you don’t cash out, then I play all my action cards, then auto-play through the Rats pile, and buy out the {{Card|Estate|Estates}} ({{Card|Curse|Curses}} or whatever) and spam buy Coppers. Unless you had a huge lead (very hard to come by in a Goons mirror), you just lost. Even if you buy two Rats now, I can still cash out and then Rats autopile for the win.<br />
<br />
Without a Goons engine, it becomes harder to generate the action-cash/buys needed to empty pile two (the third being Rats), but the concept is the same, have two Rats in hand and an empty draw deck/discard and you can force game end if you are winning and two other piles are empty.<br />
<br />
Any time you have a lean deck and two piles are going to empty before you start buying big VP can make Rats a surprise game ending move. Island, Fishing Village, {{Card|Minion}}, {{Card|City}}, Curse givers in big draw engines, etc. can allow for a two Rats autopile to end the game and let you win 6 – 3 or better. This, of course, is stronger if you have card gainers built into your strategy that can add the Rats on the fly. For instance, say you are playing {{Card|University}}/{{Card|City}}/{{Card|Familiar}}. The curses will pile quickly and the Cities may go before you buy any provinces. If you have three Unis and two Familiars you may well be able to pile Cities, Curses, and then gain two Rats to drain all 3 piles in one turn. Buy a {{Card|Duchy}} in your buy phase and win by a point or so.<br />
<br />
=== Rats as a Defense ===<br />
<br />
If all your junk is Rats, certain Attacks suddenly become less painful. {{Card|Fortune Teller}} and {{Card|Rabble}} clear out all those Rats from your next hand. {{Card|Saboteur}} and {{Card|Knights}} are suddenly both improving your deck and increasing your next hand. But Rats can also be used to mitigate Curses. Even as the only trasher, it’s better to have a Rats in your deck than a Curse. {{Card|Sea Hag}} is most vulnerable to this, given that you’ll know that the next card you draw with Rats will be one you want to trash.<br />
<br />
However, do not use Rats to clean up after [[Looter|Looters]]. Unless you have a Big Three, it would be much better to have a [[Ruins]] (which gives a marginal beneficial effect) than a Rats. Ruins do not affect your score, unlike Curses, so don’t feel the need to get Rats if they’re the only trasher.<br />
<br />
Also, what hand would you most want {{Card|Possession|Possessed}}? A hand of five Rats! Then your Possessor can’t do anything without giving himself Rats, and you’ll (hopefully) have a better hand for your turn.<br />
<br />
If you’re going to use {{Card|Masquerade}} with Rats, remember to only send a Rats to your opponent if he did not play the Masquerade; otherwise, he’s just going to trash it and draw a card.<br />
<br />
=== When not to buy Rats ===<br />
<br />
What if there are only straight trashers on the board, like {{Card|Chapel}}? In that case, you should probably just go with Chapel. Chapelling Rats would draw you some cards, but it would be faster to just Chapel everything away, and spend your {{Cost|4}} on something that will build your economy.<br />
<br />
The one TfB card that cares about cost that you DON’T want to use on Rats would be {{Card|Procession}}. Sure, you get a {{Cost|5}} cost card, but you also get two Rats, and have to trash two cards in your hand, which, by the time you get both a Rats and a Procession, you may not want to do.<br />
<br />
Rats/{{Card|Ambassador}} defeats the whole purpose of Rats. Consider Ambassador to be a straight trasher, like Chapel (in a loose sense). If you’re going for that, you don’t want Rats anyway. If your jig is to buy junk to send to your opponent, Curses are much cheaper and will hurt him much more.<br />
<br />
What if there are no other trashers on the board, outside of the options listed above? DON’T BUY RATS. Let me repeat that. DO NOT BUY RATS IF THEY ARE THE ONLY TRASHER (outside of the aforementioned cases).<br />
<br />
=== So I’ve bought Rats, specifically to trash it. When do I? ===<br />
<br />
Buy the Rats within the first two turns, and use a Rats every time it’s in your hand with stuff you want to trash. At the first opportunity, buy your TfB card. Every time it’s in a hand with a Rats, use it on the Rats. Once you have your TfB card, only use Rats if it’s in a hand without that TfB card, and with remaining junk. In the highly unlikely event that you trash your last Rats before all of your junk is gone, don’t worry. You’re leaps and bounds in the right direction anyway. You should only ever purchase one Rats. All your other Rats come from playing a Rats.<br />
<br />
=== What about those non-trashing cases? ===<br />
<br />
Use Rats whenever you have junk to trash. Be smart with the Rats. If you don’t have anything you want to trash to them in hand, don’t play them. It’s highly unlikely that the next card you draw will be one you want to trash (unless you’ve {{Card|Spy|Spied}} ahead earlier), so just regard it as junk for that turn and ignore it. Remember: you don’t have to play a card in your hand.<br />
<br />
P.S. The Rats pile has 20 cards in it. Don’t forget that.<br />
<br />
=== Synergies/Combos ===<br />
* Best with: <br />
** {{Card|Bishop}}<br />
** {{Card|Salvager}}<br />
** {{Card|Apprentice}}<br />
* Also with:<br />
** {{Card|Remodel}}-style cards<br />
** {{Card|Death Cart}}<br />
** {{Card|Junk Dealer}}<br />
** {{Card|Vineyard|Vineyards}}<br />
** {{Card|Scrying Pool}}<br />
** {{Card|Watchtower}}, {{Card|Market Square}}, {{Card|Trader}}<br />
** {{Card|Adventurer}}, {{Card|Venture}} (sort of?)<br />
* Against:<br />
** [[trashing attack|trashing attacks]]<br />
** [[Curser|Cursers]] <br />
** {{Card|Possession}}<br />
<br />
=== Antisynergies ===<br />
<br />
* Boards without trashers<br />
* Better trashers ({{Card|Chapel}}, {{Card|Steward}})<br />
* {{Card|Ambassador}}<br />
* Treasure-trashers ({{Card|Moneylender}}, {{Card|Spice Merchant}}, {{Card|Counterfeit}})<br />
* [[Looter|Looters]].<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:RatsDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:RatsArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Dutch: Ratten<br />
* Finnish: Rotta (Note: singular)<br />
* French: Rats<br />
* German: Ratten<br />
* Japanese: ネズミ (pron. ''nezumi'')<br />
* Korean: 쥐떼 (pron. ''jwitte'')<br />
* Polish: Szczury (note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Крысы (pron. ''krysy'')<br />
* Spanish: Ratas<br />
<br />
=== Preview ===<br />
{{Quote|Text=Rats is my favorite Dominion card. Now you know that about me. You give your kingdom a rat problem. Sure, you get rid of some garbage, but now you've got Rats, and they don't get rid of themselves. Isn't the solution worse than the problem? Plus, let's not forget, there are twenty Rats, rather than the usual ten. That's right: today, you didn't get the whole story just looking at the pictures. Twenty Rats, even in two-player games. Just chewing your deck to pieces. Well secretly there's probably something you can do with them. Looking over the cards spoiled so far, they seem to be a combo with most of them, what's up with that.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3909.0 Dark Ages Preview #4: Rats, Pillage, Spoils]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Here it is, my favorite Dominion card. Your kingdom, overrun with rats! And somehow this will work out for you! There had been a card back when that was "+1 card +1 action, trash this or a card from your hand." It had cost {{Cost|2}} and was crazy. When I thought of making an action that gave you copies of itself, I brought it back as the action. Of course it can't trash copies of itself, because then it would be crazy again. There were a few versions of this that tried different ways to balance the card, and to address the issue of, what if I just buy one Rats when they're all but sold out, to get a good trasher with no penalty. Some versions had a penalty if you couldn't gain a Rats. In the end the key was making Rats a 20-card pile, and giving you a bonus for trashing it.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Rubikbeggarhttps://wiki.dominionstrategy.com/index.php/PortPort2017-07-21T22:12:10Z<p>Rubikbeggar: </p>
<hr />
<div>{{Infobox Card<br />
|name = Port<br />
|cost = 4<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Mark Poole<br />
|text = '''+1 Card<br/>+2 Actions'''<br />
|text2 = When you buy this, gain another Port.<br />
}}<br />
<br />
'''Port''' is an [[Action]] card from [[Adventures]]. It is a [[Village (card category)|village]] that comes with another copy of itself when bought. It is the only non-[[Victory]] card with {{Card|Platinum}} to have 12 cards in its pile.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you buy a Port, you gain another Port. <br />
* If you gain a Port some other way, you do not get an extra Port. <br />
* There are 12 Ports in the pile; use all 12.<br />
<br />
== Strategy ==<br />
There is no strategy article for Port, but the card has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14938.0 forum.]<br />
<br />
Port is a [[Village (card category)|village]], and like any village, it's best used in an [[engine]]. While Port does not give any extra benefit beyond [[vanilla]] {{Card|Village}} once in your deck, the fact that you get two with each buy makes it incredibly useful. With Port, it takes fewer buys to get enough +Action in your deck to support an engine, and your engine will start running much sooner than with other villages. Still, be careful not to become a [[village idiot]] - add enough strong [[terminal]]s to your deck for your Ports to be worth it.<br />
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Even though there are more Ports than there are other non-[[Victory]] action cards - 12 instead of 10 - the pile still empties quickly, with six buys instead of ten. This is very important to take into account if the board has a big engine, but Port is the only village. Losing a normal village pile split can be annoying, but only puts you behind 6 to 4. Losing the Port split, on the other hand, puts you behind 8 to 4, meaning your opponent now has double the Villages - and thus, double the [[terminal]] space - you do. This can be devastating, especially if there is powerful [[payload]] like {{Card|Goons}} on the board. Since not losing the Port split can be so important, Port is one of the few villages that are actually worth [[opening]] with in some cases, especially if there are no key {{cost|5}} cards to hit, and especially if you play with more than two players. The quick emptying of the pile can make Port also useful for [[three-piling]].<br />
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=== Synergies ===<br />
* Strong terminals, including [[terminal draw]]<br />
* [[trash for benefit]] cards might make even overbuying Port correct; you'll gain an extra {{cost|4}} card to {{card|Upgrade}} or {{card|Apprentice}} or whatever<br />
* {{Card|Vineyard}} likes the extra Action cards<br />
* {{Card|Teacher}} tokens, as well as their respective [[Event]]s<br />
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== Alternate versions ==<br />
<gallery><br />
File:PortDigital.jpg|Digital version for [[Dominion Online]]<br />
</gallery><br />
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== Trivia ==<br />
[[Image:PortArt.jpg|thumb|right|354px|Official card art.]]<br />
=== In other languages ===<br />
* Dutch: Zeehaven (lit. ''seaport'')<br />
* Finnish: Satamakaupunki (lit. ''seaport'')<br />
* French: Ville portuaire (lit. ''port town'')<br />
* German: Hafenstadt (lit. ''port city'')<br />
* Japanese: 港町 (pron. ''minatomachi'', lit. ''port city'')<br />
* Russian: Порт (pron. ''port'')<br />
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=== Secret History ===<br />
{{Quote|Text=It's two {{Card|Village|Villages}}! One of the first ideas that went into the set. Eventually Billy Martin argued that there should be 12 of them, so that they'd split evenly in 2-player games if the players both wanted them. We had the space and there they are, 12 Ports.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Rubikbeggar