Fishing Village
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Revision as of 12:56, 4 November 2012
Fishing Village | |
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Cost | 3 |
Type | Duration |
Set/Expansion | Seaside |
Illustrator | Harald Lieske |
+2 Actions +$1 At the start of your next turn: +1 Action; +$1. |
Contents |
FAQ
Official FAQ
- You get a coin to spend and 2 more Actions to use this turn.
- At the start of your next turn you get a coin and only one more Action. This means you will be able to play 2 Actions total on your next turn (counting your normal Action).
- Leave this in front of you until the Clean-up phase of your next turn.
Other Rules clarifications
Strategy Article
There is no strategy article for Fishing Village, but it was mentioned in Comparing the villages by chwhite, edited by theory.
Fishing village is the obvious best Village; I think it’s safe to say everyone agrees with this one. It’s just such a good value! $1 this turn and next makes it almost as good at giving cash as Silver, and then it gives you two extra actions to boot, which is more than any other card in the game! To give you a sense of just how good it is for its price, take a look at Caravan, which is supposed to be one of the best $4s. Caravan is nothing the turn you play it, and a Laboratory the next turn. Fishing Village is +$1, +Action, -Card this turn and (as Rinkworks pointed out) a Bazaar the next- and it’s cheaper! Basically, if you’re buying terminals at all (and not going Bank), there’s virtually no reason to buy Silver ahead of this, ever. The one supposed downside to FV is the lack of +Card the turn you play it, which it shares with Festival and University. So Library/Watchtower/Menagerie become more powerful, and +Card in general is necessary for chaining. It’s better than Festival and University in the absence of those enablers, though, because a) it’s cheap and b) the Duration effect mitigates that downside. Another big point in Fishing Village’s favor, one which it only shares with the powerful but expensive Bazaar and Festival, is that it gives cash along with actions, which allows you the crucial ability to bake buying power into your engine, and not muck around as much with inert Treasure cards. This is actually really important when setting up many engines, and FV does it for two less than its competition.
Synergies/Combos
- Draw-up-to-X cards like Library,Watchtower,Jack of all Trades
- Menagerie
- Terminals
Antisynergies
Trivia
Secret History