Nomad Camp
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Revision as of 14:55, 8 March 2022
Nomad Camp | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Hinterlands |
Illustrator(s) | Garret DeChellis |
Card text | |
+1 Buy + This is gained onto your deck (instead of to your discard pile). |
Nomad Camp is an Action from Hinterlands. When played it has the exact same effect as Woodcutter—i.e., it's a terminal silver that provides +Buy. The only difference is that when it is gained, it is placed on top of your deck instead of in your discard.
Contents |
FAQ
Official FAQ
- When you gain this card, it goes on top of your deck rather than into your discard pile.
- This is true whether you gained it due to buying it, or gained it some other way.
Other Rules clarifications
- An effect that moves Nomad Camp somewhere else as it is gained (such as Transmogrify's) overrides Nomad Camp's effect, and it goes directly to where the other effect is moving it.
- An effect that moves Nomad Camp somewhere after it is gained (such as Summon's) will move it directly from your deck without losing track of it; such cards just look for a card being gained, not a card in the discard pile.
- If you buy Nomad Camp but reveal a Trader to exchange it for a Silver, the Silver goes in your discard pile, not on top of your deck.
- If you gain this to your hand (with e.g. Artisan), you didn't gain it to your discard pile, so Nomad Camp's ability doesn't trigger and it stays in your hand.
Strategy
As a terminal silver that is otherwise short on beneficial effects, Nomad Camp is a weak source of +Buy and is typically only gained when there is no other source of +Buy in the Kingdom. A strong engine with good deck control can likely use the +Buy for faster building, but even then, you might skip Nomad Camp if the terminal space is better used for something else.
Nomad Camp is weak for a few reasons. First, it competes with other terminal cards, many of which are stronger. Second, Nomad Camp is gained to the top of your deck. Since Nomad Camp is a stop card, gaining it to the top of your deck usually just makes it less likely that your next turn will be good.
There are a few scenarios where gaining Nomad Camp to the top of your deck can be helpful. First, on a / opening split, using your turn 1 Buy on Nomad Camp gives you a 40% chance to hit on turn 2. However, given the 60% chance to still not hit , this is often not worth doing. Another use case is if there are strong cards that you would like to buy multiple of on turn 2. Finally, near the end of a sloggy game when your deck does not have very many terminal Actions in it, buying Nomad Camp on a weak hand can help make sure your next hand has enough to hit important price points, such as to buy Province.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Buy + When you gain this, put it on top of your deck. |
Hinterlands 1st Edition | October 2011 | ||
+1 Buy + This is gained onto your deck (instead of to your discard pile). |
Hinterlands 2nd Edition | December 2016 |
Other language versions
Trivia
Theme
Preview
The "when-gain" mechanic carries with it the promise that turns 1-2 will no longer be that familiar place where everyone gets a / or / or / or /. Turn one you buy Nomad Camp. Turn two you might have ! You also might have , in which case, do you buy another Nomad Camp? Or maybe there's a you want two of - a /+ opening. Of course Nomad Camp's / opening isn't really a /, since the is always Nomad Camp. If you think of Nomad Camp as really a Woodcutter after that, it's a / opening, or more precisely, a Woodcutter/ opening. Anyway it's something different.
Later in the game you can buy Nomad Camp anytime you would really like a Woodcutter next turn. It's nice when you're buying Provinces but only have this turn; next turn you have a better shot at , or hey, maybe more, with the +Buy to go with it.Secret History
Why does it cost 4?
I said "most cards" because sometimes the cost is relevant to the power level in some sneaky way; the example I always think of first is, Border Village was too weak, so I raised its cost from to .
Anyway Nomad Camp is of course intended to be Woodcutter with a bonus. Most players do not regularly draw their deck, even if they'd like to. Sometimes you are lamenting not having +Buy, and Nomad Camp gets it into your next hand. But when you're drawing your deck and decide oops now you need +Buy, putting Nomad Camp on top hurts your chance of drawing your deck next turn, since it's a "stop card." And some players draw their deck often enough that therefore overall Nomad Camp looks worse than Woodcutter to them.
Nomad Camp is of course worse than lots of 's and 's, including some that give +1 Buy. It's impossible to avoid, especially when e.g. you can't make cards strictly better than Woodcutter.