Hovel
From DominionStrategy Wiki
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− | | Hütte || {{CardVersionImage|Hovel German-HiG|German Version}} || || || HiG translation error: omitted "from your hand" | + | | Hütte || {{CardVersionImage|Hovel German-HiG|German Version}} || || Wenn du eine Punktekarte kaufst,<br>darfst du diese Hütte entsorgen. || HiG translation error: omitted "from your hand" |
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Revision as of 10:46, 1 October 2018
Hovel | |
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Info | |
Cost | |
Type(s) | Reaction - Shelter |
Kingdom card? | No |
Set | Dark Ages |
Illustrator(s) | Eric J Carter |
Card text | |
When you buy a Victory card, you may trash this from your hand. |
Hovel is one of the three Shelter cards that players start with instead of Estates in their decks in Dark Ages games. It is a Reaction; when you buy a Victory card, you can trash your Hovel if you have it in hand at the time. It's thematic: you move out of your Hovel into a nice Duchy.
Contents |
FAQ
Official FAQ
- When you buy a Victory card, if Hovel is in your hand, you may trash it.
- You don't get anything for trashing Hovel; you just get to get rid of it.
Other Rules clarifications
- When a Hovel is revealed when playing Ambassador, it is not returned to the Supply (since it is not in the Supply) and opponents do not gain a copy of it.
Strategy Article
General Shelters strategy is on the Shelters page.
You typically will not want to buy a Victory card such as a Duchy or Estate very early just to trash Hovel. However, having a Hovel in hand does provide an incentive to buy a Province when you'd otherwise forgo it for a Gold, or to buy a Duchy a little earlier than you usually would.
Synergies/Combos
- Market Square can gain you a Gold when you trash Hovel.
- Alt-VP rushes and other situations where you might be buying Victory cards earlier than usual, such as with Rebuild.
Antisynergies
- Chapel or other forms of strong trashing which will let you trash the Hovel before using its Reaction ability.
Versions
English versions
Digital | Text | Release | Date | |
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Other language versions
Trivia
Hovel is the only Dominion card to date that is not an Action, Night, Treasure, Victory, or Curse.
Secret History
Shelters: Tom Lehmann suggested replacing starting Estates with something else, to make the environment feel more Dark Ages-y. I thought this was a great idea. Ruins obv. doesn't work, because some people would make out, unless we picked specific ones. And Curse isn't very interesting. But I could just make up three new cards, which is what I did. Necropolis shakes up early turns, since you can stomach more in the way of terminal actions; Overgrown Estate gives you a little prize if you crack it open eventually; and Hovel tempts you into buying a victory card when you might not have.