Hinterlands

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Hinterlands
Hinterlands.jpg
Info
Type Expansion
Icon Hinterlands icon.png
Cards 300
266 (26 sets)
26
8
Theme(s) On-buy/gain effects
Release October 2011
Cover artist Ryan Laukat
Official Rulebook PDF

Hinterlands is the sixth Dominion expansion, released in October 2011. The box contains 26 sets of Kingdom Cards. The basic theme of the set is cards that either have or cause effects when you buy or gain them. Hinterlands is a popular expansion, offering a nice balance of engine, Big Money, and alternate VP cards.

Contents

[edit] Contents

[edit] Basic Supply Cards

  • Hinterlands is only an expansion, so no Basic Supply Cards are included.

[edit] Kingdom Cards

Coin2.png CrossroadsCrossroads.jpg, DuchessDuchess.jpg, Fool's GoldFool's Gold.jpg
Coin3.png DevelopDevelop.jpg, OasisOasis.jpg, OracleOracle.jpg, SchemeScheme.jpg, TunnelTunnel.jpg
Coin4.png Jack of all TradesJack of all Trades.jpg, Noble BrigandNoble Brigand.jpg, Nomad CampNomad Camp.jpg, Silk RoadSilk Road.jpg, Spice MerchantSpice Merchant.jpg, TraderTrader.jpg
Coin5.png CacheCache.jpg, CartographerCartographer.jpg, EmbassyEmbassy.jpg, HagglerHaggler.jpg, HighwayHighway.jpg, Ill-Gotten GainsIll-Gotten Gains.jpg, InnInn.jpg, MandarinMandarin.jpg, MargraveMargrave.jpg, StablesStables.jpg
Coin6.png Border VillageBorder Village.jpg, FarmlandFarmland.jpg

[edit] Additional Materials

  • None

[edit] Additional Rules

  • Many cards in Hinterlands do something "when you gain" or "when you buy" that card or another card. "When you buy" only happens when you buy a card, but "when you gain" happens both when you gain a card directly, such as with Border VillageBorder Village.jpg, and when you gain a card that you have bought. When you buy a card, you first buy it, then gain it; so for example if you buy Noble BrigandNoble Brigand.jpg and have TraderTrader.jpg in hand, you first resolve what Noble Brigand does when you buy it, and then you can choose to use Trader's "when you [would] gain" ability. You can sometimes buy a card without gaining it, such as by using Trader to gain SilverSilver.jpg instead, or due to the Dominion: Alchemy card PossessionPossession.jpg. You can also sometimes gain cards when it is not your turn. The player that "when you buy" things happen for is the player who paid for the card, and the player that "when you gain" things happen for is the player who actually gained the card. "When you gain this" happens directly after you gain the card; the card will be in your discard pile already (or wherever else it was put) when you resolve that ability.

[edit] Flavor Text

The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.

[edit] Cards Gallery

Crossroads.jpg Duchess.jpg Fool's Gold.jpg Develop.jpg Oasis.jpg Oracle.jpg Scheme.jpg Tunnel.jpg Jack of all Trades.jpg Noble Brigand.jpg Nomad Camp.jpg Silk Road.jpg Spice Merchant.jpg Trader.jpg Cache.jpg Cartographer.jpg Embassy.jpg Haggler.jpg Highway.jpg Ill-Gotten Gains.jpg Inn.jpg Mandarin.jpg Margrave.jpg Stables.jpg Border Village.jpg Farmland.jpg


[edit] Impact of Hinterlands

Hinterlands is a good mix of more advanced play and beginner-friendly cards. Since it was originally conceived as a standalone, it was deliberately kept on the simpler side, but the when-gain mechanic introduced makes the set compelling to novice and experienced players alike.

The release of Hinterlands is perceived as having pushed the strategic center of gravity of Dominion away from heavily streamlined small-deck Action engines toward strategies based on navigating bulky decks: it emphasizes sifting and Silver-gaining, and has no cards that can trash more than one card at a time.

Hinterlands also emphasizes the diversity of Kingdom card types: it is the only expansion to contain more than one Treasure, more than one Reaction, and more than one Victory card among its Kingdom cards.

[edit] Engines

Hinterlands introduced a number of cards which are popular in building engines. Some of these include:

  • SchemeScheme.jpg - Allows you the ability to top-deck actions played last turn.
  • HighwayHighway.jpg - The BridgeBridge.jpg-effect encourages megaturn strategies.
  • CrossroadsCrossroads.jpg - The card is a cheap source of +Actions.
  • Border VillageBorder Village.jpg - Allows you to gain both a village and a power Coin5.png card.
  • HagglerHaggler.jpg - Acts as a pseudo +Buy, giving you a cheaper extra card (perhaps a cantrip or village) to go with your main purchase.
  • CartographerCartographer.jpg - A cantrip which allows you to sift through your deck to ensure you hit your key cards.
  • InnInn.jpg - A village which is particularly good when much of the deck is discarded, to play multiple actions in the same turn.

[edit] Big Money

The expansion offered three cards which are relatively effective for BM strategies.

  • Jack of all TradesJack of all Trades.jpg is a solid BM card because of its ability to both gain SilverSilver.jpg and trash your starting Estates or Curses.
  • EmbassyEmbassy.jpg offers a combination of both large draw and sifting ability.
  • OracleOracle.jpg offers weak draw, but offsets that somewhat with its attack and sifting ability.

[edit] Rushes

Hinterlands has two cards which will often lead to rush strategies.

  • Silk RoadSilk Road.jpg - An easy rush option with WorkshopWorkshop.jpg or IronworksIronworks.jpg. The card gains a lot of power with the presence of cheap alternate VP such as TunnelTunnel.jpg or MillMill.jpg.
  • Ill-Gotten GainsIll-Gotten Gains.jpg - Another popular rush target, finishing off the IGG's will typically empty the CurseCurse.jpg pile at the same time. EstateEstate.jpg or DuchyDuchy.jpg are typically the third pile to be finished in these rushes.

[edit] Silver

There seems to be a consensus in the Dominion community that Hinterlands increased the importance of SilverSilver.jpg relative to the other expansions.

  • Jack of all TradesJack of all Trades.jpg - Displayed the power of gaining silver for simple BM strategies.
  • TraderTrader.jpg - Showed the potential of flooding one's deck with Silver.
  • Silk RoadSilk Road.jpg - A way to easily gain Silver is often all that is needed to enable a Silk Road rush.

[edit] "Fixes"

Hinterlands introduced cards that can, in a broad sense, be considered "better" versions of earlier cards - that is, an attempt was made to "fix" what seemed to be problems with the original cards.

  • Noble BrigandNoble Brigand.jpg - A "better" ThiefThief.jpg, since it doesn't trash CopperCopper.jpg (and in fact distributes them), and gives Coin.png - however, it cannot gain more exotic Treasures (Thief was later removed from the Base set for the revised edition)
  • Spice MerchantSpice Merchant.jpg - A "better" MoneylenderMoneylender.jpg, it is more flexible, both in what it can trash, and what it does after trashing, though it does not field as much Coin.png
  • CartographerCartographer.jpg - A "better" ScoutScout.jpg, it discards from your deck instead of drawing Victory cards, and also draws a card, though it costs more (Scout was later removed from Intrigue for the revised editions)
  • HighwayHighway.jpg - A "better" BridgeBridge.jpg, it brings costs down much more easily given its cantrip nature (and thus is much better for tricks requiring cost-reduction), but is more expensive, can't be Throned, and does not give +Buy

[edit] Hinterlands Theme

Game designer Donald X. offered some insight into some themes of the set here.

  • 9 Effects when gained/bought: Noble Brigand, Nomad Camp, Cache, Embassy, Ill-Gotten Gains, Inn, Mandarin, Border Village, Farmland
  • 4 Other interaction with gain/buy: Duchess, Fool's Gold, Trader, Haggler
  • 7 Victory/Treasure/Reaction: Fool's Gold, Tunnel, Silk Road, Trader, Cache, Ill-Gotten Gains, Farmland
  • 4 Interact with Victory cards: Crossroads, Duchess, Fool's Gold, Silk Road
  • 8 Card filtering: Oasis, Oracle, Jack of all Trades, Cartographer, Embassy, Inn, Margrave, Stables

[edit] Trivia

[edit] In other languages

  • Czech: Vzdálené kraje (lit. outlying counties)
  • Dutch: Het Achterland
  • Finnish: Rajaseudut (lit. border regions)
  • French: L'Arrière-Pays (lit. inland countries)
  • German: Hinterland
  • Italian: Nuovi orizzonti (lit. new horizons)
  • Japanese: 異郷 (pron. ikyō, lit. strange land)
  • Polish: W głąb lądu (note: as referred to in Polish Empires rulebook)
  • Russian: Окраины (pron. okrainy, lit. outskirts)
  • Spanish: Comarcas (lit. regions)

[edit] Secret History

Originally, there were just some cards. One day I split up the cards into a main set and two expansions. I divided the expansion cards by themes; the first expansion got one-shots, decision cards, and cards with two types, while the second expansion got cards that did something on your next turn and cards that did something when you gained them.



When I showed the game to RGG, I had five expansions. During development of the main game, I briefly tried out the expansions in 16-card versions. As part of doing this, I split up the second expansion into two expansions - one for the next turn theme, another for the right now theme. Both themes seemed good enough to support an expansion. Later, when I turned everything back into 20-card expansions (which became 25 during work on Intrigue), I kept those two themes separated. The next turn theme came out as the actual second expansion, Seaside, and now finally we have come to the when-you-gain-this expansion.

A few of these cards date back to 2006, and the original expansion with both themes. More are from when I split up the themes, then more got added to get back up to 25, and of course some cards are more recent, due to the usual process of getting rid of duds and trying new things.

For most of its life, this has been an ordinary expansion. For a while there though, I was thinking maybe it would be good to do another standalone. There are various virtures to standalones; someone else can talk them up, as I know there are other people who will argue against them. Anyway it seemed good to me. And so for a bit I focused on trying to make sure the set wasn't as complex as the couple sets before it. It gets some simplicity from the when-gain theme, although some of those cards still look complicated because they need text for both the normal and when-gain abilities. This focus helped protect a few of the simpler cards, and then late in the going Jay decided it would be a normal expansion after all. So the set is 300 cards, with no tokens or anything, and had that extra push towards simplicity, which is nice. And for those of you who were wondering, this is also why the rulebook has an unprecedented number of recommended sets of 10.

Some of you are thinking, simplicity lol. No really; whatever strategic complexity the set has, it does have some simple, easy-to-play cards; it's simpler than Prosperity but more complex than Seaside. You can sit a new player down with Nomad CampNomad Camp.jpg and CrossroadsCrossroads.jpg and so forth and while they may not know what they're doing, they won't be confused by their cards.

The when-gain theme was always the focus of the set. A few of the cards are when-buy instead; this was necessary, as I will explain for those cards. I have a few cards that latch onto when-gain from different angles, rather than just doing something when you gain them. And then, when-gain abilities are good fits for victory cards and treasure cards, so the set got three of each. Some of the victory cards died and were replaced by other ones without when-gain abilities, but there are three, see for yourself. With three victory cards and three treasures it seemed cool to have three reactions, and towards the end I managed to squeeze in a third one.

Some of you who are word people or have internet access may note that one meaning of "hinterlands" is, the land behind the coast. So even the flavor is a complement to Seaside.




[edit] Retrospective

Odds are I wasn't going to be so unhappy with this one either, given how recent it is. The one thing I can say is, I thought the set was simpler than people think it is, and I would be strongly tempted to simplify it a little given that I know people think it's complex. Basically make it a little more like the standalone it didn't end up being. To that end the obv. changes are to drop the reactions from Fool's GoldFool's Gold.jpg and TraderTrader.jpg, to drop the above-line text on DuchessDuchess.jpg (just leave it +Coin2.png), and make a version of IGGIll-Gotten Gains.jpg that just has Coin1.png or Coin2.png on the top. Possibly either InnInn.jpg or MandarinMandarin.jpg could change, I like them both as-is but they would be some of the wordiest cards left at that point. Noble BrigandNoble Brigand.jpg is wordy but it needs those words. Probably all of these changes sound awful to you, dear reader, but that's the way of the world. It's hard to see the value in the simplicity I'd gain, but there really is value there. Anyway I went with the more complex versions and it's not so bad that I did.


[edit] Recommended Sets of 10

[edit] Hinterlands Only

Introduction [+/-]
Cache Crossroads Develop Haggler Jack of all Trades
Cache.jpg Crossroads.jpg Develop.jpg Haggler.jpg Jack of all Trades.jpg
Margrave.jpg Nomad Camp.jpg Oasis.jpg Spice Merchant.jpg Stables.jpg
Margrave Nomad Camp Oasis Spice Merchant Stables
Fair Trades [+/-]
Border Village Cartographer Develop Duchess Farmland
Border Village.jpg Cartographer.jpg Develop.jpg Duchess.jpg Farmland.jpg
Ill-Gotten Gains.jpg Noble Brigand.jpg Silk Road.jpg Stables.jpg Trader.jpg
Ill-Gotten Gains Noble Brigand Silk Road Stables Trader
Bargains [+/-]
Border Village Cache Duchess Fool's Gold Haggler
Border Village.jpg Cache.jpg Duchess.jpg Fool's Gold.jpg Haggler.jpg
Highway.jpg Nomad Camp.jpg Scheme.jpg Spice Merchant.jpg Trader.jpg
Highway Nomad Camp Scheme Spice Merchant Trader
Gambits [+/-]
Cartographer Crossroads Embassy Inn Jack of all Trades
Cartographer.jpg Crossroads.jpg Embassy.jpg Inn.jpg Jack of all Trades.jpg
Mandarin.jpg Nomad Camp.jpg Oasis.jpg Oracle.jpg Tunnel.jpg
Mandarin Nomad Camp Oasis Oracle Tunnel

[edit] Hinterlands & Dominion

Highway Robbery [+/-]
Cellar Library Moneylender Throne Room Workshop
Cellar.jpg Library.jpg Moneylender.jpg Throne Room.jpg Workshop.jpg
Highway.jpg Inn.jpg Margrave.jpg Noble Brigand.jpg Oasis.jpg
Highway Inn Margrave Noble Brigand Oasis
Adventures Abroad [+/-]
Festival Laboratory Remodel Sentry Vassal
Festival.jpg Laboratory.jpg Remodel.jpg Sentry.jpg Vassal.jpg
Crossroads.jpg Farmland.jpg Fool's Gold.jpg Oracle.jpg Spice Merchant.jpg
Crossroads Farmland Fool's Gold Oracle Spice Merchant

[edit] Hinterlands & Intrigue

Money for Nothing [+/-]
Replace Patrol Pawn Shanty Town Torturer
Replace.jpg Patrol.jpg Pawn.jpg Shanty Town.jpg Torturer.jpg
Cache.jpg Cartographer.jpg Jack of all Trades.jpg Silk Road.jpg Tunnel.jpg
Cache Cartographer Jack of all Trades Silk Road Tunnel
The Duke's Ball [+/-]
Conspirator Duke Harem Masquerade Upgrade
Conspirator.jpg Duke.jpg Harem.jpg Masquerade.jpg Upgrade.jpg
Duchess.jpg Haggler.jpg Inn.jpg Noble Brigand.jpg Scheme.jpg
Duchess Haggler Inn Noble Brigand Scheme

[edit] Hinterlands & Seaside

Travelers [+/-]
Cutpurse Island Lookout Merchant Ship Warehouse
Cutpurse.jpg Island.jpg Lookout.jpg Merchant Ship.jpg Warehouse.jpg
Cartographer.jpg Crossroads.jpg Farmland.jpg Silk Road.jpg Stables.jpg
Cartographer Crossroads Farmland Silk Road Stables
Diplomacy [+/-]
Ambassador Bazaar Caravan Embargo Smugglers
Ambassador.jpg Bazaar.jpg Caravan.jpg Embargo.jpg Smugglers.jpg
Embassy.jpg Farmland.jpg Ill-Gotten Gains.jpg Noble Brigand.jpg Trader.jpg
Embassy Farmland ill-Gotten Gains Noble Brigand Trader

[edit] Hinterlands & Alchemy

Schemes and Dreams [+/-]
Apothecary Apprentice Herbalist Philosopher's Stone Transmute
Apothecary.jpg Apprentice.jpg Herbalist.jpg Philosopher's Stone.jpg Transmute.jpg
Duchess.jpg Fool's Gold.jpg Ill-Gotten Gains.jpg Jack of all Trades.jpg Scheme.jpg
Duchess Fool's Gold Ill-Gotten Gains Jack of all Trades Scheme
Additional Cards
Potion
Potion.jpg
Wine Country [+/-]
Apprentice Familiar Golem University Vineyard
Apprentice.jpg Familiar.jpg Golem.jpg University.jpg Vineyard.jpg
Crossroads.jpg Farmland.jpg Haggler.jpg Highway.jpg Nomad Camp.jpg
Crossroads Farmland Haggler Highway Nomad Camp
Additional Cards
Potion
Potion.jpg

[edit] Hinterlands & Prosperity

Instant Gratification [+/-]
Bishop Expand Hoard Mint Watchtower
Bishop.jpg Expand.jpg Hoard.jpg Mint.jpg Watchtower.jpg
Farmland.jpg Haggler.jpg Ill-Gotten Gains.jpg Noble Brigand.jpg Trader.jpg
Farmland Haggler Ill-Gotten Gains Noble Brigand Trader
Treasure Trove [+/-]
Bank Monument Royal Seal Trade Route Venture
Bank.jpg Monument.jpg Royal Seal.jpg Trade Route.jpg Venture.jpg
Cache.jpg Develop.jpg Fool's Gold.jpg Ill-Gotten Gains.jpg Mandarin.jpg
Cache Develop Fool's Gold Ill-Gotten Gains Mandarin

[edit] Hinterlands & Cornucopia

Blue Harvest [+/-]
Hamlet Horn of Plenty Horse Traders Jester Tournament
Hamlet.jpg Horn of Plenty.jpg Horse Traders.jpg Jester.jpg Tournament.jpg
Fool's Gold.jpg Mandarin.jpg Noble Brigand.jpg Trader.jpg Tunnel.jpg
Fool's Gold Mandarin Noble Brigand Trader Tunnel
Traveling Circus [+/-]
Fairgrounds Farming Village Hunting Party Jester Menagerie
Fairgrounds.jpg Farming Village.jpg Hunting Party.jpg Jester.jpg Menagerie.jpg
Border Village.jpg Embassy.jpg Fool's Gold.jpg Nomad Camp.jpg Oasis.jpg
Border Village Embassy Fool's Gold Nomad Camp Oasis

[edit] Hinterlands & Dark Ages

Far From Home [+/-]
Cartographer Develop Embassy Fool's Gold Haggler
Cartographer.jpg Develop.jpg Embassy.jpg Fool's Gold.jpg Haggler.jpg
Beggar.jpg Count.jpg Feodum.jpg Marauder.jpg Wandering Minstrel.jpg
Beggar Count Feodum Marauder Wandering Minstrel
Additional Cards
Ruins
Abandoned Mine.jpg
Expeditions [+/-]
Crossroads Farmland Highway Spice Merchant Tunnel
Crossroads.jpg Farmland.jpg Highway.jpg Spice Merchant.jpg Tunnel.jpg
Altar.jpg Catacombs.jpg Ironmonger.jpg Poor House.jpg Storeroom.jpg
Altar Catacombs Ironmonger Poor House Storeroom

[edit] Hinterlands & Guilds

Exchanges [+/-]
Butcher Herald Masterpiece Soothsayer Stonemason
Butcher.jpg Herald.jpg Masterpiece.jpg Soothsayer.jpg Stonemason.jpg
Border Village.jpg Develop.jpg Ill-Gotten Gains.jpg Stables.jpg Trader.jpg
Border Village Develop Ill-Gotten Gains Stables Trader
Road to Riches [+/-]
Advisor Baker Candlestick Maker Journeyman Merchant Guild
Advisor.jpg Baker.jpg Candlestick Maker.jpg Journeyman.jpg Merchant Guild.jpg
Crossroads.jpg Farmland.jpg Highway.jpg Spice Merchant.jpg Tunnel.jpg
Crossroads Farmland Highway Spice Merchant Tunnel

[edit] Hinterlands & Adventures

Traders and Raiders [+/-]
Haunted Woods Lost City Page Port Wine Merchant
Haunted Woods.jpg Lost City.jpg Page.jpg Port.jpg Wine Merchant.jpg
Develop.jpg Farmland.jpg Haggler.jpg Spice Merchant.jpg Trader.jpg
Develop Farmland Haggler Spice Merchant Trader
Additional Cards
Raid
Raid.jpg
Journeys [+/-]
Bridge Troll Distant Lands Giant Guide Ranger
Bridge Troll.jpg Distant Lands.jpg Giant.jpg Guide.jpg Ranger.jpg
Cartographer.jpg Crossroads.jpg Highway.jpg Inn.jpg Silk Road.jpg
Cartographer Crossroads Highway Inn Silk Road
Additional Cards
Expedition Inheritance
Expedition.jpg Inheritance.jpg

[edit] Hinterlands & Empires

Simple Plans [+/-]
Catapult Forum Patrician Temple Villa
Catapult.jpg Forum.jpg Patrician.jpg Temple.jpg Villa.jpg
Border Village.jpg Develop.jpg Haggler.jpg Ill-Gotten Gains.jpg Stables.jpg
Border Village Develop Haggler Ill-Gotten Gains Stables
Additional Cards
Donate Labyrinth
Donate.jpg Labyrinth.jpg
Expansion [+/-]
Castles Charm Encampment Engineer Legionary
Castles.jpg Charm.jpg Encampment.jpg Engineer.jpg Legionary.jpg
Cache.jpg Farmland.jpg Highway.jpg Spice Merchant.jpg Tunnel.jpg
Cache Farmland Highway Spice Merchant Tunnel
Additional Cards
Battlefield Fountain
Battlefield.jpg Fountain.jpg

[edit] Hinterlands on DS.com and F.DS.com

[edit] Dominion Strategy Forums


Hinterlands
Cards Coin2.png CrossroadsCrossroads.jpgDuchessDuchess.jpgFool's GoldFool's Gold.jpg Coin3.png DevelopDevelop.jpgOasisOasis.jpgOracleOracle.jpgSchemeScheme.jpgTunnelTunnel.jpg Coin4.png Jack of all TradesJack of all Trades.jpgNoble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpg Coin5.png CacheCache.jpgCartographerCartographer.jpgEmbassyEmbassy.jpgHagglerHaggler.jpgHighwayHighway.jpgIll-Gotten GainsIll-Gotten Gains.jpgInnInn.jpgMandarinMandarin.jpgMargraveMargrave.jpgStablesStables.jpg Coin6.png Border VillageBorder Village.jpgFarmlandFarmland.jpg
Combos and Counters Highway/MarketHorn of Plenty/MandarinMint/Fool's GoldRebuild/TunnelScheme/ConspiratorStoreroom/TunnelTrader/FeodumTunnel vs Margrave
Other concepts When gain
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