Village
Village | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Base |
Illustrator(s) | Claus Stephan |
Card text | |
+1 Card +2 Actions |
This page is about the card from the Base game. For the class of related cards with similar effects, see Village (card category).
Village is an Action card from the Base set. Village gives you +1 card from the deck and +2 actions, allowing you to play more than one terminal action each turn. This enables complex strategies and engines. Other cards which give +2 actions are also referred to as villages (and often have "village" in their names), with Village being the simplest and the first that most players experience.
Contents |
FAQ
Official FAQ
- You draw a card and get +2 Actions.
Other Rules clarifications
- "+2 actions" does not mean that you must immediately play 2 actions; it means that you may, later in the turn, play 2 more actions. Playing those actions is not part of resolving Village.
Strategy Article
There has been no comprehensive strategy article written on Village.
This is because Village does not, by itself, constitute a strategy; Village is an enabler for other strategies that use "terminal" actions (actions that do not give +1 action). How to use Village will depend entirely on the terminals that you wish to play with the extra actions that Village gives you. For example, if you have a Laboratory engine and just want to play two terminals at the end of it, then you want to buy only one Village, and probably buy it fairly late in the game, after you are already drawing your whole deck; on the other hand, if you are building a Village/Smithy engine, you will want as many Villages as you have Smithies, and you will want to buy them fairly early.
It may seem that Village is always a good card to have, since it gives +1 card and you're never sad to draw a Village in your hand, it just replaces itself. However, this gut feeling is not right. It still takes a turn to buy a Village, a turn where you could have bought something else which gets you closer to buying Provinces; a card which only replaces itself is a usually a bad card to buy. So even though you never mind having the Village in your deck, many times Silver is a better buy. A player who buys too many Villages when terminals or Treasures would help their deck more is jokingly referred to as a Village idiot.
Since Village gives you no benefit until you have at least two terminals to match it up with, it is almost never the right play to open with Village on turns 1 or 2 in a 2-player game.
Village or its variants are integral components of a +Cards/+Actions engine; building such an engine is discussed at http://dominionstrategy.com/2011/03/07/actionscards/ and http://dominionstrategy.com/2012/07/30/building-the-first-game-engine/ .
Synergies/Combos
- Smithy and other terminal draw cards which give +3 cards or more
- Other actions which do not give +1 action but which you want to play multiples of.
- Chapel and other trashers, since they make it easier to match up your Village with your good Actions.
Antisynergies
- Mountebank and other Cursers or Looters when there is no trashing, since they may make it difficult to match up your Village with your good Actions.
- A lack of good terminal actions.
- Other cards which give +2 actions but give a better bonus than just +1 card.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Card. +2 Actions. | Dominion 1st Edition | October 2008 | ||
+1 Card. +2 Actions. | Dominion 2nd Edition | October 2016 |
Other language versions
Trivia
In common lingo, people may refer to any card which gives +2 actions as "a village", calling the Village card a "Vanilla Village", to distinguish it from the many other cards which give +2 actions and some other bonus.
Card art
The art for the Dark Ages card Pillage is based on Village, as is (in part) that of the Alchemy card Scrying Pool.
Secret History