Familiar
From DominionStrategy Wiki
(Difference between revisions)
m (Robot: Automated text replacement (-{{Cardbox(.*)Type = (\[\[Action\]\]) - (\[\[Attack]\])(.*)}} +{{Cardbox\1Type = \2\n| Type2 = \3\n\4}})) |
m (Robot: Automated text replacement (-{{Cardbox(.*)Type = \[\[(Action)\]\](.*)}} +{{Cardbox\1Type = \2\n\3}})) |
||
Line 3: | Line 3: | ||
|Cost = $3◉ | |Cost = $3◉ | ||
|Set = Alchemy | |Set = Alchemy | ||
− | |Type = | + | |Type = Action |
+ | |||
| Type2 = [[Attack]] | | Type2 = [[Attack]] | ||
Revision as of 12:46, 4 November 2012
Familiar | |
---|---|
Cost | $3◉ |
Type | Action - [[Attack]] |
Set/Expansion | Alchemy |
Illustrator | Alex Drummond |
+1 Card +1 Action Each other player gains a curse. |
Contents |
FAQ
Official FAQ
- If there aren't enough Curses left to go around when you play Familiar, you deal them out in turn order, starting with the player to your left.
- If you play Familiar with no Curses remaining, you will still get +1 Card and +1 Action.
- A player gaining a Curse puts it face-up into his discard pile.
Other Rules clarifications
Strategy Article
Synergies/Combos
Antisynergies
Trivia
Secret History
This started out at $4+P. It seemed like it would be fine at $3+P, so I lowered it. Then we tried a version where you picked a card and everyone else gained it. That would sometimes be political (as Wei-Hwa pointed out), where you picked a victory card to end the game and not everyone got one. So I changed it to "non-victory card." But then it was like, once the Curses ran out, you emptied however many piles you had to to end the game. It was not something the card needed. So, back to the original.