Rebuild

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Rebuild
Rebuild.jpg
Info
Cost Coin5.png
Type(s) Action
Kingdom card? Yes
Set Dark AgesDark Ages icon.png
Illustrator(s) Kurt Miller
Card text
+1 Action
Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to Coin3.png more than it.

Rebuild is an Action card from Dark Ages. It is a unique remodeler which trashes only Victory cards and gains you only Victory cards: it can turn EstatesEstate.jpg into DuchiesDuchy.jpg, Duchies into ProvincesProvince.jpg, and Provinces into ColoniesColony.jpg, thus expanding the value of your Victory cards in the same way that MineMine.jpg expands the value of your Treasure cards. Despite its simple appearance (and its similarity to Mine, which is regarded as weak for its cost), Rebuild has rapidly developed a reputation as one of the most powerful Coin5.png-cost cards.

Contents

[edit] FAQ

[edit] Official FAQ

  • You can name any card, whether or not it is being used this game or is a Victory card.
  • Then reveal cards from your deck until you reveal a Victory card that is not what you named.
  • If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards.
  • If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens.
  • If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to Coin3.png more than the trashed card.
  • The card you gain comes from the Supply and is put into your discard pile.

[edit] Other Rules clarifications

[edit] General Strategy Article

original article by werothegreat, edited by theory.

Rebuild is a powerful card. Some powerful cards make games stretch on, almost interminably, like GoonsGoons.jpg and MountebankMountebank.jpg. Others, like TournamentTournament.jpg or WharfWharf.jpg, can make a game go by in a few minutes. Rebuild is one of the latter.

So what does Rebuild do? Like RatsRats.jpg and most other Dark Ages cards, the point of the card is not immediately apparent from its wording. Rebuild essentially upgrades your Victory cards, as long as they are in your deck. Generally, this means going from EstateEstate.jpg to DuchyDuchy.jpg to ProvinceProvince.jpg (and sometimes ColonyColony.jpg). This process, like that of Rats, tends to be very quick, and a player who can get a couple Rebuilds going before the other will have a marked advantage, barring other game-changing cards.

[edit] When should I buy Rebuild?

As soon as possible, and you should probably get two. Since Rebuild gives +1 Action, there’s no need to fear terminal collision (drawing two in one hand and being able to only play one). I like to break cards into two groups: those you should get early, and those you can wait to get. The former group includes Rebuild, along with MineMine.jpg, GoonsGoons.jpg, MonumentMonument.jpg, and most Attack cards – cards whose effect you want as often as possible for as long as possible.

[edit] Okay, I’ve got a Rebuild (or two) in my deck - now what?

Rebuild’s wording allows you to name a card that you don’t want to see trashed, and then Rebuild will hunt through your deck for a Victory card that is not that. In many situations, you’ll want to name Province, as you want to upgrade your Estates and Duchies, as doing so will increase your point total. But, like with the RemodelRemodel.jpg trick, trashing a Province to gain another Province can be quite effective in emptying the pile if you already have a significant lead - in those cases, simply name Estate, to ensure that your Duchies and Provinces are the ones getting trashed, thus emptying the Province pile.

Remember that you only start (normally) with three Victory cards in your deck – if you Rebuild them fully, you’ll only have three Provinces. Therefore, you need to help your Rebuild out by throwing a couple Duchies (or, if you’re having trouble fielding Coin5.png, Estates) its way. Just one or two can help you get the better end of the Province split.

Also note that Rebuild will discard your Actions and Treasures, so don’t develop an attachment to them. Just think of it as express cycling. In fact, Rebuild’s nature means that you won’t need as many Treasures. Most decks are oriented around the need to field Coin8.png (or Coin11.png) every turn in order to get Provinces (or Colonies). You’ll be getting Provinces through your Rebuilds, so, like a DukeDuke.jpg deck, your deck should be oriented to field Coin5.png, so you can pick up Rebuilds and Duchies.

[edit] Is there anything else I can do to help my Rebuild?

You can use Rebuild as a supplement to an engine, or you can make Rebuild the centerpiece of your strategy.

For the latter, remember that your two objectives are:

  • Play Rebuild as often as possible, and
  • Throw extra Victory cards into the mix.

So you want to look for cards that will help you do that. To further the first objective, look for sifting cards, particularly non-terminal ones, such as CellarCellar.jpg and WarehouseWarehouse.jpg. SageSage.jpg is moderately useful, but will get caught on Duchies and Provinces too often in the mid/late game. NavigatorNavigator.jpg is also useful. Navigator is terminal, but Navigator doesn't draw Rebuild and Rebuild is non-terminal (if you have Navigator and Rebuild, you can use both!), so Navigator will skip hands without Rebuild. Navigator also gives you +Coin2.png, and you will easily get Coin5.png for Rebuild and Duchies. Rebuild is a great target for Throne RoomThrone Room.jpg and King's CourtKing's Court.jpg. But the very best way to play Rebuild as often as possible is to just buy lots of Rebuilds, which is what you should be doing with your Coin5.png hands when the Duchies run out (and they will run out).

For the second objective, look for cards that either specifically gain Victory cards, like FollowersFollowers.jpg or CountCount.jpg, cards that gain cards of any type, like WorkshopWorkshop.jpg or ArmoryArmory.jpg, or cheaper cards that field enough coin to procure Duchies, such as Horse TradersHorse Traders.jpg. Cards like MandarinMandarin.jpg are too expensive, as you want to focus your Coin5.png buys on Rebuild and then Duchies. Count, on the other hand, works very well with Rebuild because it has the awesome power to just straight up gain Duchies. You’ll be getting your Coin5.png investment back in spades if you pick up a Count on a Rebuild board.

If you elect to have Rebuild complement your engine, be mindful of the order in which you play your cards. In general, you’ll want to play Rebuild first, as cantrips and drawers will bring your Victory cards into your hand, where you don’t want them to be. Sifters, on the other hand, should be played first, as they will let you discard those Victory cards. EmbassyEmbassy.jpg is the best of both worlds here, but at Coin5.png, it’s interfering with your Rebuild and Duchy buys.

[edit] When should I not go for a Rebuild strategy?

When a more powerful strategy is available, which will be rarely. An Attack that should give you pause with a Rebuild strategy should be SaboteurSaboteur.jpg, which can undo your Rebuilding, or worse, destroy your Rebuilds, but most players ignore that card often enough for you to not worry too much about it. SwindlerSwindler.jpg, similarly, can remove your Rebuilds and Victory cards, and unlike Saboteur, does not compete with Duchy or Rebuild in price. A lucky early Swindler hit can completely stall an opponent's Rebuild machine.

While Rebuild is fast, there are some faster strategies out there. A well-made engine that can buy Provinces outright will outstrip a Rebuilder that has to trash precious Victory points. Mountebank can fill your deck with enough junk to prevent you from seeing your Rebuilds, and you should never ignore it in favor of getting the early Rebuild. A competent Goons player can easily outstrip a Rebuilder; while the discard Attack should not concern the Rebuilder, a Goons player will not be helping the Rebuilder empty the Provinces, and a good Goons player will be able to accrue enough points to be guaranteed a win against a player using Victory cards alone. Now this is not to say that you should ignore Rebuild in these cases; you should instead shift focus to the more powerful card, but feel free to pick up a Rebuild as a supplement.

[edit] My opponent is Rebuilding like crazy - what do I do?

Well, typically the best thing to do is mirror the Rebuild, and hope you can get a few more Duchies into your deck than your opponent. If, for some reason, you don’t want to do that, there are a couple things you can do. Attacks are conventionally the easiest way to slow a player down, but Cursing/Looting will do little against a Rebuilder, except possibly make his Rebuilding less frequent. Discard or Top-decking Attacks will usually help the Rebuilder (see below), so don’t try those.

To counter a Rebuilder, you have to keep in mind how the Rebuilding goes down. Rebuild works stepwise – Estate to Duchy to Province. If you remove a step by emptying the Duchy pile, suddenly Rebuild is neutered. Also realize that a Rebuilder is not gaining as many points as a player buying Victory cards outright – Rebuilding a Duchy into a Province only gains you 3 points. Those other points are being thrown into the trash pile, where a Graverobber can handily nick them.

Now, Graverobbing the leavings of a Rebuilder may not be enough; the best way to knock one down is in the literal fashion: with Saboteur or KnightsKnights.jpg. Rogue would simply be a Graverobber here, as its Attack only activates when there’s nothing in the trash to find. If the trash is full of Duchies, you won’t be Attacking your opponent. Only the first few turns will you be able to – the point when they’re turning Estates into Duchies.

Saboteur is probably the best Attack to use against Rebuild. Why? Saboteur has no upper limit, so it can hit Provinces. Saboteur is doing exactly the opposite of what a Rebuilder is trying to do – downgrading cards. And a Rebuilder’s deck is going to be full of Rebuilds and Victory cards – perfect targets for the typically mediocre Saboteur. This will be most potent when the Duchy pile has run out, making Provinces drop 5 points down to an Estate, or 6 points to a non-Victory card; one such play can win you the game. As such, Saboteur should be a mid-game buy – you’ll want to get your own Rebuilds first while helping to empty the Duchy pile. Now, you won’t want to just pursue Saboteur – even here, you should be trying to Rebuild yourself, but that Saboteur can spell the difference between victory and defeat. And if you can hit your opponent’s Rebuilds, they are now dead in the water without a strategy.

Knights can also be helpful here, but they cannot hit Provinces, and can’t go hunting like Saboteur can, so they may just uselessly discard Coppers. Now be mindful that you need to be a fairly skilled player to pull off Sabotaging a Rebuilder - a novice player would most likely have too much trouble creating an economy while going for Saboteur, which is death when the other player really doesn’t need to add to their economy. The other options are to either fill the Rebuilder's deck with junk quickly enough with either Mountebank or Cultist that they can’t find their Rebuilds often enough, or to pursue a Victory token strategy, typically with Goons, that can amass enough points to have no need of Provinces.

To review:

  • Rebuild is a very fast card that can dominate boards.
  • In general, name Province.
  • If going for a pure Rebuild strategy, only spend Coin5.png on Rebuilds and Duchies.
  • A skilled player can use Saboteur to counter a Rebuilder.

[edit] Specific interactions

Now let’s discuss specific interactions with other cards. Bear in mind that if you’re going for a pure Rebuild strategy, any card costing Coin5.png will get in the way of you buying Rebuilds and Duchies, and should most likely be ignored.

Shelters: According to Donald X, Rebuild was the last card to be added to the Dark Ages set, and, like IronmongerIronmonger.jpg, seems oddly ill-fitted to the expansion, as both cards suffer when Shelters are used. Using Shelters replaces your starting Estates, leaving your starting deck with a single Victory card in it, and Overgrown Estate only costs Coin1.png – that’s not enough to Rebuild it into a Duchy – thus you have to make an extra step on your way to Provinces (or, happenstance forbid, Colonies). This is not to say that you should ignore Rebuild in a Shelters game – just be mindful that you’ll need to buy a few more Duchies (or Estates) to make it worthwhile.

ColoniesColony.jpg: Rebuild, unlike most other cards, takes neither a boost nor a slump when Colonies are used. True, it now requires an extra play of Rebuild to get your Victory cards to their highest potential, but Colony games tend to be longer anyway. Rebuild can even be helpful in Colony games, as you need not outfit your deck with the necessary funds to procure Colonies – just Rebuild up to that. Be aware, however, that although Provinces are now a stepping stone up to Colonies, they still count as an ending condition when they’re all gone, so be mindful of the size of the pile.

Kingdom Victory cards: Rebuild is certainly a convenient way to acquire alternate Victory cards, but don’t look to it as a means to beef up their point totals. Since Rebuild essentially replaces cards, most of the variable point Victory cards will not get any mileage out of Rebuild. Better to just buy them outright, particularly Silk Road, which would prefer to keep your starting Estates.

So does Rebuild actually combo with any kingdom Victory card? Yes, actually.

TunnelTunnel.jpg: Just name Tunnel. Your Estates will turn into Tunnels, and then you’ll be swimming in Gold as the Tunnels just fly by.

FeodumFeodum.jpg: Unlike the other counting kingdom Victory cards, Feodum’s point total will actually increase with Rebuild – when you trash a Feodum, you get three Silvers, increasing every Feodum you have by one Victory point. Just remember to at least hang on to some Feoda.

DukeDuke.jpg: Name Duchy or Duke every time. Your Estates will turn into Duchies, allowing you to focus your Coin5.png buys on Dukes, whose pile will quickly empty as your Rebuild finds them. Or let them turn into Dukes, and buy Duchies. Either way. Just be mindful of that emptying, or you’ll start to lose Dukes and/or Duchies. Remember – you don’t have to play a card in your hand.

Other standout interactions:

BaronBaron.jpg: Rebuild takes away your Estates, so Baron can’t make money for you (sad face), but then Baron gives you more Estates, which you can turn into Duchies (happy face).

TournamentTournament.jpg/ExplorerExplorer.jpg: Rebuild can help you get to those precious Provinces more quickly, allowing you to get the full potential out of these cards. Once you’ve Rebuilt an Estate into a Duchy, make sure to name Estate to ensure your next Rebuild will hit that Duchy.

Trade RouteTrade Route.jpg: Don’t you hate that niggling desire to buy an Estate to make your Trade Routes better? Rebuild helps you get around that by quickly getting the token off of Duchies, and usually Provinces as well.

StashStash.jpg: While you usually want to to spend Coin5.png on Duchies and more Rebuilds, Stash has a rather nice interaction with Rebuild. Since Rebuild shuffles your deck quite often, you'll be replacing Stash quite often as well. This can be used to ensure you can buy a Province at least once a shuffle, particularly in Colony games when, after the Duchies run out, outright buying Provinces can give you more VP.png than rebuilding into a Colony.

Rebuild as a defense: Rebuild can be an excellent way to counter a lot of Attacks. Any Attack that forces you to place cards on top of your deck can be countered by putting Victory cards there for Rebuild to hit. And Spying Attacks that like to leave Victory cards on top are very effectively neutered by Rebuild. And while Wandering MinstrelWandering Minstrel.jpg and Farming VillageFarming Village.jpg snag on Ruins, and Scrying PoolScrying Pool.jpg snags on Curses, Rebuild discards them all (along with everything else).

[edit] Synergies/Combos

[edit] Antisynergies

[edit] Mirror Strategy Article

original article by ragingduckd

When Rebuild is on the board, you usually just have to buy it. Other engines have a reasonable shot in games with Colonies or Shelters, but Rebuild is always a force to be reckoned with. When Rebuild has the home-court advantage of a Province game with Estates, there are very few decks that can outrun it.

This means that many of your Rebuild games -- particularly your Province/Estates games -- will be mirror matches. Most of those Rebuild mirrors will follow a fairly consistent script. Playing them well requires first understanding that script and then deciding how and to what extent any particular kingdom demands that you deviate from it.

I assume that you're playing against one opponent, with no Shelters, no Colonies, and no game-breaking combos, and that you and your opponent are both going for Rebuild. I briefly discuss some the major deviations from this setup at the end.

[edit] Act I: The Duchy Race

Your main goal in the early game is to win the Duchy split. An empty Duchy pile is a Rebuild roadblock for your Estates, so the Duchies you buy during this phase are the only cards you can productively Rebuild for the rest of the game. Getting more than your share of those Duchies is a huge win.

Your other early-game goal is to clear out those pesky starting Estates. If you manage to win the Duchy split 5-3 while emptying your deck of Estates, you're in an absolutely dominating position. Every Rebuild you play will turn a Duchy into a Province, so five Rebuilds is all you need for five Provinces and a virtual lock.

Buying a Rebuild with your first Coin5.png hand is a good start on both goals. With your subsequent Coin5.png hands, keep buying either Rebuilds or Duchies. With each Coin5.png hand, ask "if I buy another Rebuild, will I get to use it on an Estate before the Duchies run out?" When the answer is no, it's time to start buying Duchies instead.

Common mistakes to avoid:

  • Rebuilding Duchies into Provinces -- Deliberately rebuilding a Duchy instead of an Estate is the biggest early-game mistake you can make. Your opponent will snap up five or six Duchies, leaving you with deck full of small treasures, VP.png cards, and nearly-useless Rebuilds, and then rebuild his Duchies into Provinces while you scramble to find an Coin8.png hand.
  • Buying Gold or any Coin5.png action besides Rebuild -- Unless you plan to skip Rebuild entirely, your early-game focus should be on Duchies (and Rebuilds that can gain Duchies). Even the game-breaking Coin5.png terminals (see Combos below) should only be purchased after the Duchies are gone.
  • Buying surplus Estates -- If your opponent is also rushing Duchies, you probably won't have time to rebuild four Estates. A fourth Estate can be valuable if in you're well ahead or in danger of running out of Rebuild targets, but it should be approached with caution. If that extra Estate wins the Duchy split, it's a hero; if it's the one Estate you get stuck with in a 4-4 split, it's a goat. A fifth or sixth Estate is wildly overoptimistic and almost always a mistake at this point.

[edit] Act II: Post-Duchy Strategies

With the Duchy pile, the remaining sources of VP.png are limited. Unless there are alt-VP cards or VP.png tokens, it's down to the Provinces and the Estates. Each player wants to Rebuild his Duchies, but he also has extra production to use along the way. He can use that production for of any of of three major post-Duchy strategies:

1. Turbo Rebuild: Add Rebuilds and sifters to rebuild your Duchies quickly

There are 8 Duchies in play and 8 Provinces to be gained. Every time a Province gets bought or trashed by Rebuild, another Duchy's dreams die. With Turbo Rebuild, your goal is to make it the other guy's Duchies that don't get turned into Provinces.

2. Rebuild-BM: Add treasures and productive actions to buy Provinces

It's not easy to start buying Provinces when you have a deck full of Duchies and Rebuilds, but it pays off big. Rebuilding a Duchy into a Province is only +3 VP.png, but buying one is +6 VP.png. Buying one Province can be enough for the win after a 4-4 split, and buying two will more than make up for losing the split 3-5.

3. The Estate Blitz: Buy estates and end the game early by rebuilding your Provinces into other Provinces

With Duchies gone and rebuilt Provinces worth only +3, Estates constitute a respectable form of VP.png. In a Blitz, you piledrive Estates and play Rebuild naming Estate to run out the Province pile. If all goes well, your opponent won't have time to buy or rebuild into those last couple Provinces, and your pile of Estates will carry the game.

Some general considerations that should inform your decision:

  • The Duchy split -- When you've won the split, Turbo Rebuild is usually the best continuation (assuming you don't also have 2 or 3 surplus Estates for you Rebuilds to trip over). Five Provinces is a near-lock, if you can get there. If you can't, then your Rebuilds will at least be productive right up to the end of the game. If you've lost the split, Turbo Rebuild isn't going to close the VP.png gap, so go Rebuild-BM or Estate Blitz instead.
  • The kingdom -- Cantrip sifters accelerate your rebuilding, which strengthens Turbo Rebuild and the Estate Blitz. Strong drawing cards strengthen Rebuild BM. Baron allows for a hybrid Estate-BM strategy. A complete list of combos would be difficult to write and painful to read, but you can usually just look at a kingdom and figure out which strategies have good support.
  • Your deck -- If you have some extra Silver because you didn't get to Coin5.png on T3 or T4, you're probably in a reasonable position to go Rebuild BM. If you managed to clear out all of your Estates, then Turbo is very attractive. If you got caught with 2 or more Estates, they're going to seriously get in the way of your Rebuilding, so you might avoid Turbo even if you won the Duchy split. On the other hand, you probably have a VP.png lead already and the opportunity cost of an Estate Blitz is relatively low.
  • Your opponent's strategy -- If the first thing your opponent does after Duchies run out is spend Coin6.png on a Rebuild, he's telling you that he's going either Turbo Rebuild or Estate Blitz. Your time is limited, so responding with Rebuild BM is questionable unless you already have a good start. If he buys a Gold or an Estate instead, that reveals his intentions too. It's hard to give concrete rules here, but try to anticipate how your strategies will interact and choose accordingly. If you respond to Turbo with Turbo, for example, the game will be high-variance and lightning fast.

You only get a few turns to choose your post-Duchy strategy once and for all. Once you start filling up on extra Rebuilds and Warehouses, you'll have a miserable time changing gears to buy Provinces. Similarly, once you start adding Estates, it's awfully hard to use your Rebuilds productively. This why Estates should be approached with caution during the Duchies race -- a deck that gets caught with 2 or more Estates is essentially pre-committed to a Blitz.

[edit] Act III: End-Game Tactics

Once the players have committed to their post-Duchy strategies, the game is mostly tactical. But these aren't the usual "do I buy a Duchy or a Gold?" end-game tactics, and they require skills that don't normally get a lot of practice.

Tracking your VP.png cards throughout your shuffle is key. Rebuilding a Duchy is always best, and it's often possible to engineer that. It's also rather embarrassing to name the wrong card and have Rebuild skip your whole deck. If this happens to you, check the log to see exactly what was in the deck that you just discarded; this will get you back on track. The VP counter won't do your job for you, but the counter plus the trash will often let you catch up if you've gotten just a little lost.

Resist the temptation to purchase haphazardly. If you're running an Estate Blitz and some freak shuffle gives you a Coin7.png hand, buy another Rebuild or Estate anyway. Despite this aberrant hand, you're in no position to buy Provinces and adding a Gold isn't going to change that. Stick to the cards that are compatible with your strategy, even if you have to grossly overpay.

Assess your long-term prospects and Rebuild accordingly. Often you have to risk either hitting an Estate or a Province. Hitting an Estate is pretty much a wash, but hitting a Province brings the game closer to its end. Before you play your Rebuild, consider whether shortening the game is good or bad for you.

As a general rule, the player with the better deck wants a longer game. If you have extra Duchies or loads of treasure, you want time to turn that advantage into Provinces. If your deck is full of Estates or you've already rebuilt all your Duchies, you probably want to end the game ASAP. An ordinary end-game is usually a race to gain Provinces (or sometimes to 3-pile), but a Rebuild end-game is often a race between a player who wants to gain Provinces and an opponent who wants to destroy them.

[edit] Game-Breaking Combos

Most Rebuild combos simply strengthen or weaken the various post-Duchy strategies, but there are a few that are simply so powerful that you have to scrap most of the script.

RogueRogue.jpg and GraverobberGraverobber.jpg can regain your trashed Duchies. Turbo Rebuild is the only serious strategy on such a board, since you'll have a continuous flow of Duchies to rebuild. For the same reason, Estates become a huge liability. These guys are mid-to-late game buys, but with Duchies going to the trash constantly and with little else to do with your Coin5.png hands, you'll want to acquire several.

DukeDuke.jpg is the only Coin5.png Victory card in the game besides Duchy, so it provides Rebuild with the only alternate road from Estate to Province. With Duke on the board, you can flood your deck with Estates and your Rebuilds and they'll continue being productive right up to the end. You'll have some Dukes in your deck at the end of the game, so name Duchy when you play Rebuild and let your Provinces fend for themselves.

TunnelTunnel.jpg, as werothegreat has already noted, turns Rebuild into a Gold machine. In a Rebuild game with Tunnel, there's no actual rebuilding into Provinces. Just name Tunnel every time and flood your deck with Gold.

FeodumFeodum.jpg isn't game-breaking per se, but deserves a mention here, as it's rather strong and it doesn't play like a normal Rebuild mirror.

[edit] Other Notable Situations

Colonies weaken Rebuild. It takes several extra turns to go from 4-5 Provinces to 4-5 Colonies, and it's a whole lot easier for an engine to grab 4 Colonies in 19 turns than 4 Provinces in 14 turns. With four types of Victory cards instead of three, you also have a lot less control over what your Rebuilds hit.

Shelters weaken Rebuild because you no longer get a free Duchy with every early-game Rebuild you play. I'd estimate that Rebuild with Shelters is effectively 2-3 turns behind Rebuild with Estates. In the mirror, you should buy fewer early-game Rebuilds and buy more of your Duchies directly.

NoblesNobles.jpg, HaremHarem.jpg, and FarmlandFarmland.jpg can all be rebuilt into Provinces. Buying these is usually at least as good as buying Duchies, so the Duchy race becomes less important and finding Coin6.png to buy these with becomes more important.

Smaller Alt-VP cards should be added with caution. They can play the same role as Estates in a Blitz, but you can't name both Estate and Great Hall. Every time your Rebuild trips over a Great HallGreat Hall.jpg, your opponent gains time to grab the Province you otherwise would have trashed. Still, Rebuild games are usually close, so all three strategies are happy to grab some extra VP.png as the game draws to a close.

[edit] Alternate versions

[edit] Trivia

Official card art.

Donald X. has stated he does not play with Rebuild.

[edit] In other languages

  • Dutch: Wederopbouw
  • Finnish: Kunnostus
  • French: Reconstruction
  • German: Neubau
  • Japanese: 建て直し (pron. tatenaoshi)
  • Korean: 재건축 (pron. jaegeonchug)
  • Russian: Перестройка (pron. pyeryestroyka)
  • Spanish: Reconstruir
    • RemakeRemake.jpg is Reconstrucción (noun), and Rebuild is Reconstruir (verb)

[edit] Rebuild's Power

Donald X has since acknowledged how powerful a card Rebuild is:

Rebuild was the last card I added to Dark Ages, and Dark Ages was finished after Guilds. So it was the last card. The playtesting group was drifting off, and for sure it got less playtesting than anything else.

Initially, it didn't give +1 Action. No-one won a game with it, despite the playtesting practice of some players having to commit to buying it. Obv. you don't learn anything if no-one buys the card (other than, this doesn't make a good first impression).

I added the +1 Action and some people actually won games with it. It seemed okay and there it is.

In retrospect the card is clearly too powerful for how interesting it is. Which is to say, the most powerful cards should make for lots of interesting gameplay and different situations; ChapelChapel.jpg for example may be strong, but the games play out differently depending on the rest of the cards. With Rebuild the rest of the cards are too unlikely to get involved in your Rebuild deck.

For casual players it probably isn't a problem, unless one of them reads online about how to use Rebuild. For serious players you will probably have more fun just not playing with Rebuild after you've had the experience. I would rather that not be the case, but well at least there are 34 other kingdom cards in Dark Ages.

...

Evaulating / testing alternate versions of Rebuild is beyond the scope for me. As always feel free to play whatever variants you want. You may find people willing to simulate different Rebuild variants at dominionstrategy.com.

I guess I can tell you that, if at the last minute I had thought oops Rebuild is too strong, I probably would have put in a different card that had gone by the name Rebuild - cost Coin4.png, RemodelRemodel.jpg one of the top three cards of your deck (discard the other two), putting the gained card on top of your deck. That card got a lot of testing and was fine, there was just a point when it seemed like people didn't like it enough and probably I could do better.

[edit] Secret History

A late addition. I had an empty slot, and noticed that all of the large expansions gave you answers to the question, how do I deal with these dead victory cards? Intrigue has victory cards that aren't dead; Seaside lets you set them aside with Island, and, if you're crafty, Native Village; Prosperity has VP tokens; Hinterlands pushes card filtering. So I tried this out. Originally it didn't give +1 Action, but that version could not compete.


Cards Coin0star.png SpoilsSpoils.jpg Coin0.png Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) Coin1.png Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) Coin2.png BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg Coin3.png ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) Coin4.png ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg Coin5.png Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg Coin6.png AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Combos and Counters Apprentice/Market SquareBeggar/GardensBishop/FortressDeath Cart/RatsDonate/Market SquareHermit/Market SquareLurker/Hunting GroundsMasterpiece/FeodumProcession/FortressRebuild/TunnelStoreroom/TunnelTrader/FeodumCultist vs JourneymanFortress vs Knights
Other concepts When trashLooter
Dominion Cards
Basic cards Coin0.png CopperCopper.jpgCurseCurse.jpg Coin2.png EstateEstate.jpg Coin3.png SilverSilver.jpg Coin5.png DuchyDuchy.jpg Coin6.png GoldGold.jpg Coin8.png ProvinceProvince.jpg
Dominion Coin2.png CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg Coin3.png HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg Coin4.png BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg Coin5.png BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg Coin6.png ArtisanArtisan.jpg
Removed cards: Coin3.png ChancellorChancellor.jpgWoodcutterWoodcutter.jpg Coin4.png FeastFeast.jpgSpySpy.jpgThiefThief.jpg Coin6.png AdventurerAdventurer.jpg
Intrigue Coin2.png CourtyardCourtyard.jpgLurkerLurker.jpgPawnPawn.jpg Coin3.png MasqueradeMasquerade.jpgShanty TownShanty Town.jpgStewardSteward.jpgSwindlerSwindler.jpgWishing WellWishing Well.jpg Coin4.png BaronBaron.jpgBridgeBridge.jpgConspiratorConspirator.jpgDiplomatDiplomat.jpgIronworksIronworks.jpgMillMill.jpgMining VillageMining Village.jpgSecret PassageSecret Passage.jpg Coin5.png CourtierCourtier.jpgDukeDuke.jpgMinionMinion.jpgPatrolPatrol.jpgReplaceReplace.jpgTorturerTorturer.jpgTrading PostTrading Post.jpgUpgradeUpgrade.jpg Coin6.png HaremHarem.jpgNoblesNobles.jpg
Removed cards: Coin2.png Secret ChamberSecret Chamber.jpg Coin3.png Great HallGreat Hall.jpg Coin4.png CoppersmithCoppersmith.jpgScoutScout.jpg Coin5.png SaboteurSaboteur.jpgTributeTribute.jpg
Seaside Coin2.png EmbargoEmbargo.jpgHavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpgPearl DiverPearl Diver.jpg Coin3.png AmbassadorAmbassador.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg Coin4.png CaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgNavigatorNavigator.jpgPirate ShipPirate Ship.jpgSalvagerSalvager.jpgSea HagSea Hag.jpgTreasure MapTreasure Map.jpg Coin5.png BazaarBazaar.jpgExplorerExplorer.jpgGhost ShipGhost Ship.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Alchemy Potion.png TransmuteTransmute.jpgVineyardVineyard.jpg Coin2.png HerbalistHerbalist.jpg Coin2.pngPotion.png ApothecaryApothecary.jpgScrying PoolScrying Pool.jpgUniversityUniversity.jpg Coin3.pngPotion.png AlchemistAlchemist.jpgFamiliarFamiliar.jpgPhilosopher's StonePhilosopher's Stone.jpg Coin4.png PotionPotion.jpg Coin4.pngPotion.png GolemGolem.jpg Coin5.png ApprenticeApprentice.jpg Coin6.pngPotion.png PossessionPossession.jpg
Prosperity Coin3.png LoanLoan.jpgTrade RouteTrade Route.jpgWatchtowerWatchtower.jpg Coin4.png BishopBishop.jpgMonumentMonument.jpgQuarryQuarry.jpgTalismanTalisman.jpgWorker's VillageWorker's Village.jpg Coin5.png CityCity.jpgContrabandContraband.jpgCounting HouseCounting House.jpgMintMint.jpgMountebankMountebank.jpgRabbleRabble.jpgRoyal SealRoyal Seal.jpgVaultVault.jpgVentureVenture.jpg Coin6.png GoonsGoons.jpgGrand MarketGrand Market.jpgHoardHoard.jpg Coin7.png BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg Coin8star.png PeddlerPeddler.jpg Coin9.png PlatinumPlatinum.jpg Coin11.png ColonyColony.jpg
Cornucopia Coin0star.png Prizes (Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) Coin2.png HamletHamlet.jpg Coin3.png Fortune TellerFortune Teller.jpgMenagerieMenagerie.jpg Coin4.png Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgRemakeRemake.jpgTournamentTournament.jpgYoung WitchYoung Witch.jpg Coin5.png HarvestHarvest.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpg Coin6.png FairgroundsFairgrounds.jpg
Hinterlands 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
Dark Ages Coin0star.png SpoilsSpoils.jpg Coin0.png Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) Coin1.png Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) Coin2.png BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg Coin3.png ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) Coin4.png ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg Coin5.png Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg Coin6.png AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Guilds Coin2.png Candlestick MakerCandlestick Maker.jpg Coin2plus.png StonemasonStonemason.jpg Coin3plus.png DoctorDoctor.jpgMasterpieceMasterpiece.jpg Coin4.png AdvisorAdvisor.jpgPlazaPlaza.jpgTaxmanTaxman.jpg Coin4plus.png HeraldHerald.jpg Coin5.png BakerBaker.jpgButcherButcher.jpgJourneymanJourneyman.jpgMerchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg
Adventures Coin2.png Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg Coin3.png AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg Coin4.png DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg Coin5.png ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg Coin6.png HirelingHireling.jpg
Events: Coin0.png AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg Coin1.png SaveSave.jpg Coin2.png Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg Coin3.png BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg Coin4.png MissionMission.jpgPilgrimagePilgrimage.jpg Coin5.png BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg Coin6.png Lost ArtsLost Arts.jpgTrainingTraining.jpg Coin7.png InheritanceInheritance.jpg Coin8.png PathfindingPathfinding.jpg
Empires Debt4.png EngineerEngineer.jpg Debt8.png City QuarterCity Quarter.jpgOverlordOverlord.jpgRoyal BlacksmithRoyal Blacksmith.jpg Coin2.png EncampmentEncampment.jpg/PlunderPlunder.jpgPatricianPatrician.jpg/EmporiumEmporium.jpgSettlersSettlers.jpg/Bustling VillageBustling Village.jpg Coin3.png CastlesCastles.jpg (HumbleHumble Castle.jpgCrumblingCrumbling Castle.jpgSmallSmall Castle.jpgHauntedHaunted Castle.jpgOpulentOpulent Castle.jpgSprawlingSprawling Castle.jpgGrandGrand Castle.jpgKing'sKing's Castle.jpg) • CatapultCatapult.jpg/RocksRocks.jpgChariot RaceChariot Race.jpgEnchantressEnchantress.jpgFarmers' MarketFarmers' Market.jpgGladiatorGladiator.jpg/FortuneFortune.jpg Coin4.png SacrificeSacrifice.jpgTempleTemple.jpgVillaVilla.jpg Coin5.png ArchiveArchive.jpgCapitalCapital.jpgCharmCharm.jpgCrownCrown.jpgForumForum.jpgGroundskeeperGroundskeeper.jpgLegionaryLegionary.jpgWild HuntWild Hunt.jpg
Events: Debt5.png TriumphTriumph.jpg Debt8.png AnnexAnnex.jpgDonateDonate.jpg Coin0.png AdvanceAdvance.jpg Coin2.png DelveDelve.jpgTaxTax.jpg Coin3.png BanquetBanquet.jpg Coin4.png RitualRitual.jpgSalt the EarthSalt the Earth.jpg Coin4.pngDebt3.png WeddingWedding.jpg Coin5.png WindfallWindfall.jpg Coin6.png ConquestConquest.jpg Coin14.png DominateDominate.jpg
Landmarks: AqueductAqueduct.jpgArenaArena.jpgBandit FortBandit Fort.jpgBasilicaBasilica.jpgBathsBaths.jpgBattlefieldBattlefield.jpgColonnadeColonnade.jpgDefiled ShrineDefiled Shrine.jpgFountainFountain.jpgKeepKeep.jpgLabyrinthLabyrinth.jpgMountain PassMountain Pass.jpgMuseumMuseum.jpgObeliskObelisk.jpgOrchardOrchard.jpgPalacePalace.jpgTombTomb.jpgTowerTower.jpgTriumphal ArchTriumphal Arch.jpgWallWall.jpgWolf DenWolf Den.jpg
Promo Coin3.png Black MarketBlack Market.jpg Coin4.png EnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg Coin5.png GovernorGovernor.jpgStashStash.jpg Coin8.png PrincePrince.jpg
Events: Coin5.png SummonSummon.jpg
Base Cards Coin0.png CopperCopper-new.jpgCurseCurse-new.jpg Coin2.png EstateEstate-new.jpg Coin3.png SilverSilver-new.jpg Coin4.png PotionPotion-new.jpg Coin5.png DuchyDuchy-new.jpg Coin6.png GoldGold-new.jpg Coin8.png ProvinceProvince-new.jpg Coin9.png PlatinumPlatinum-new.jpg Coin11.png ColonyColony-new.jpg
See also: Second EditionOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
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