Familiar
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== FAQ == | == FAQ == | ||
=== Official 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 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. | + | * 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. | + | * A player gaining a Curse puts it face-up into his discard pile. |
=== Other Rules clarifications === | === Other Rules clarifications === | ||
== Strategy Article == | == Strategy Article == |
Revision as of 06:02, 11 November 2012
Familiar | |
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Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Alchemy |
Illustrator(s) | Alex Drummond |
Card text | |
+1 Card +1 Action Each other player gains a curse. |
Familiar is an Action-Attack from Alchemy. It is a cantrip curser, since it gives opponents Curses and gives you +1 Card/+1 Action. It can be a very frustrating card, since its cost makes it likely for a player to be unable to afford it far longer than their opponent if they draw their Potion at the wrong time!
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
There isn't a Familiar strategy article. It was mentioned in both the five worst potion cards and the five best potion cards by theory.
Familiar is a very powerful attack, since it is a cantrip and therefore does not become a dead card once the Curses have been depleted. However, its cost makes it extremely swingy - there is a roughly one in four chance that one player will be unable to get a Familiar on turns 3/4 and the other player will, much higher than the chance of missing out on a Witch or Mountebank. Familiar strategies can actually lose to super-fast Big Money strategies like BM+Wharf, or engines which ramp up fast enough to be able to trash the curses as they come in, because of the disadvantage of having a Potion in the deck of the Familiar player. Familiar is especially weak against Masquerade-Big Money, as it is a fast strategy which is able to return the gained Curses to the Familiar player.
Synergies/Combos
- Other -cost cards
Antisynergies
- Chapel trashes too fast for Familiar, which starts at a disadvantage because of the useless Potion
Trivia
Secret History