Villager

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The Villagers mat.

Villagers are the supply of tokens a player has on their Villagers mat, which can be spent during their Action phase, while not resolving playing a card, for +1 Action each. Villagers are represented by Coin tokens, which are also used by Coffers, Pirate ShipPirate Ship.jpg, Trade RouteTrade Route.jpg, and Sinister PlotSinister Plot.jpg. They were introduced in RenaissanceRenaissance.jpg.

Contents

[edit] List of cards and Projects using Villagers

[edit] Official Rules

  • Renaissance has mats for tracking Villagers, which let you save Actions for later.
  • Cards say "+1 Villager" to mean, add a token to the Villagers side of your mat. A token there can be removed in your Action phase for +1 Action.
  • Any number of tokens can be removed at once, each giving another +1 Action.
  • Coin tokens are provided. They are not component-limited; players may use a substitute if they run out. The same tokens are in Dominion: SeasideSeaside.jpg, Dominion: ProsperityProsperity.jpg, and Dominion: GuildsGuilds.jpg; they can all be mixed together.
  • Tokens being used other ways, such as on the Pirate ShipPirate Ship.jpg mat for Dominion: Seaside, cannot be removed for +1 Action; just tokens on the Coffers / Villagers mat.
  • Tokens come from the supply of tokens, and return there; they are not taken from other mats or other players.

[edit] Trivia

[edit] Preview

Villagers are like Coffers but for Actions. I guess that explanation would have been simpler tomorrow. +1 Villager means you add a token to the Villagers side of your Coffers / Villagers mat. You can remove the token for +1 Action in your Action phase. It's a +1 Action you can save. The actual tokens are coins, but don't be fooled, they do double duty. I will tell you now, it's so nice just using one type of token. So anyway, Villagers.

[edit] Secret history

Initially I did two things with States: I had ones that one player could have, and ones that every player got a copy of. The ones that every player got could turn over; one side would have a rule that let you upgrade it. We liked these a lot.
One of the two-sided States was a lot like the Journey token from AdventuresAdventures.jpg - it was, some cards flipped it over, but when it flipped over one way nothing happened, and the other way gave you +1 Action. So some cards essentially had +1 Action half the time you played them. This was cool. But wait: maybe I could just have +1 Action tokens, to go with the +$1 tokens. And I switched to that and it was even better.


Cards $2 Border GuardBorder Guard.jpg (HornHorn.jpgLanternLantern.jpg) • DucatDucat.jpgLackeysLackeys.jpg $3 Acting TroupeActing Troupe.jpgCargo ShipCargo Ship.jpgExperimentExperiment.jpgImproveImprove.jpg $4 Flag BearerFlag Bearer.jpg (FlagFlag.jpg) • HideoutHideout.jpgInventorInventor.jpgMountain VillageMountain Village.jpgPatronPatron.jpgPriestPriest.jpgResearchResearch.jpgSilk MerchantSilk Merchant.jpg $5 Old WitchOld Witch.jpgRecruiterRecruiter.jpgScepterScepter.jpgScholarScholar.jpgSculptorSculptor.jpgSeerSeer.jpgSpicesSpices.jpgSwashbucklerSwashbuckler.jpg (Treasure ChestTreasure Chest.jpg) • TreasurerTreasurer.jpg (KeyKey.jpg) • VillainVillain.jpg
Projects $3 CathedralCathedral.jpgCity GateCity Gate.jpgPageantPageant.jpgSewersSewers.jpgStar ChartStar Chart.jpg $4 ExplorationExploration.jpgFairFair.jpgSilosSilos.jpgSinister PlotSinister Plot.jpg $5 AcademyAcademy.jpgCapitalismCapitalism.jpgFleetFleet.jpgGuildhallGuildhall.jpgPiazzaPiazza.jpgRoad NetworkRoad Network.jpg $6 BarracksBarracks.jpgCrop RotationCrop Rotation.jpgInnovationInnovation.jpg $7 CanalCanal.jpg $8 CitadelCitadel.jpg
Combos and Counters None yet found
Other concepts ArtifactsCoffersProjectsVillagers
Dominion Game Mechanics
Turn Phases ActionBuyNightClean-up
Vanilla Bonuses +Card • +Action+Buy • +Coin
Tokens AdventuresCoin (Coffers, Villager) • DebtVictory
Other mechanics CallCost reductionDiscardExchangeGainOverpayPassPayRevealSet asideTrash
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