Village (card category)
Village is the informal generic name for the family of cards which offer the ability to play more than one terminal Action in a turn—so called because many of them have "village" in their names. The simplest village card is Village itself. Typically, these cards offer +2 Actions, but there are some village cards which give this effect in other ways.
The presence of villages in a given Kingdom is important because having a cap on the number of terminal actions that can be played in a turn is a significant limiting factor in the potential of decks that can be built; Kingdoms with villages and Kingdoms without villages play very differently. Without the presence of villages in a Kingdom, the focus of most decks shifts to the non-terminals, plus the most desirable terminal available.
Every small Dominion expansion has at least two villages, and every other expansion has at least three.
Contents |
List of villages
Cards in italics have been removed.
Villages with no restrictions
Typically, these cards offer +2 Actions, but there are some cards which give this effect in other ways.
- Dominion: Festival, Throne Room, Village
- Intrigue: Mining Village, Nobles, Shanty Town
- Seaside: Bazaar, Fishing Village, Native Village
- Alchemy: University
- Prosperity: City, King's Court, Worker's Village
- Cornucopia: Farming Village, Hamlet
- Hinterlands: Border Village, Inn
- Dark Ages: Bandit Camp, Fortress, Squire, Wandering Minstrel
- Guilds: Plaza
- Adventures: Champion, Coin of the Realm, Lost City, Port, Royal Carriage
- Empires: Bustling Village, City Quarter, Crown, Encampment, Villa
- Nocturne: Blessed Village, Cursed Village, Ghost Town
- Renaissance: Hideout, Mountain Village
- Menagerie: Hostelry, Hunting Lodge, Village Green, Way of the Ox
- Allies: Capital City, Merchant Camp, Specialist, Town
- Promo: Walled Village
Throne Room and its variants (Crown, Royal Carriage, Specialist, King's Court) are definitely villages, even though it may not be obvious at first. The effects of these cards will enable the same types of decks that other villages do. For more detailed insight into this concept, see here.
Villages that need extra effort or support
These cards are definitely villages, but you have to jump through some hoops to get the effect.
For some people it may be useful to think of these cards separately than the above list because you have to go through an explicit check to make sure it actually works on a given kingdom, other people don’t see it that way.
- With Prince, there has to be an action that can cost or less, or else the effect doesn’t work.
- With Diplomat, there needs to be a way to have 5 or fewer cards in hand after playing it, or else the effect doesn’t work.
- With Golem, there needs to be some other non-terminal on the board for the effect to work past the first play of Golem.
- For Herald, Ironmonger, and Piazza, you need to have enough Action cards in your deck to reveal an Action card often enough to get the effect a useful amount of times.
- With Lost Arts and Teacher you typically need a non-terminal Action to apply the +1 Action token, otherwise you are restricted to extra copies of only one type of terminal (the one you apply the token to).
- Conclave only gives a village effect if you can play an Action you do not have a copy of in play, so in practice, it only works if you have enough different Actions in your deck.
- With Royal Galley, there needs to be some non-terminal, non-Duration card on the board.
- Academy gives villagers whenever actions are gained and so usually requires a way to gain non-terminal actions which is often achievable with +Buy or gainers, especially Horse gainers like Cavalry.
- Procession, Sacrifice, Recruiter, and Broker can require you to trash cards you might prefer to keep in order to get the village effect.
- Madman works great when played, but it’s a one-shot and in order to get more of them, you have to not buy any cards on a turn, which is a very high cost.
- Paddock only becomes a village when two supply piles are empty and so the game is likely nearly over.
- Toil, Scepter, and Market Towns allow you to play additional Actions, but only in your Buy phase. This puts some limits on what you can usefully play with them.
Villages offering limited terminal space
These cards are definitely villages, and are often easy to use as such, but are only available in very limited numbers or have some other restriction that means you can only play one or very few extra terminals per turn.
When given a kingdom with only these villages, it can be useful to go through the line of reasoning for when there are no villages, but modify it with the limiting factor — “What can I do when I can only play 2 terminals per turn?” instead of just one per turn, for example.
- Crossroads will only allow two additional terminal actions per turn.
- Dame Molly only allows for one additional terminal action per turn; and on top of that she can sometimes be lower in the pile or your opponents could get her instead. Plus, she dies to other Knights.
- Necropolis and Trusty Steed are villages you can (usually) only get one copy of, allowing you only one additional terminal action per turn. Similarly, you can have only one Barracks which therefore lets you play only one extra terminal.
- Sauna/Avanto, as a split pile, is difficult to get a lot of, so the number of terminals that can realistically be played is limited by that and the fact that sometimes it can be difficult to line them up properly and get maximum value.
- Disciple and Ghost can be hard to get in multiples and there is a limited supply of them.
- Acting Troupe is a one-shot; it gives you a bunch of villagers that can be used for +Actions whenever you want, but once you've used them up, you're out of +Actions.
- Snowy Village gives you a lot of actions, but prevents you from getting any more Actions after that.
- Tactician and Lich typically only let you move extra terminal space around and also offer very limited extra terminal space because you can typically only play Tactician per turn and Lich is hard to get in multiples and very expensive to use, costing a turn.
Cards Gallery
Villages with no restrictions
Villages that need extra effort or support
Villages offering limited terminal space
Trivia
Donald X. Vaccarino has explained that the reason cards that give +2 Actions are often named after "villages" or other populated places (e.g., City, Hamlet) is because extra Actions are thematically represented by "a group of people doing things for you". Starting with Dark Ages, there have been villages without these thematic names.
Ruined Village is the only card with "village" in its name that does not provide +2 Actions; as a Ruins, it is notionally a village that has been stripped of most of its ability.
An inexperienced player who buys too many villages and not enough terminal Actions is informally referred to as a "village idiot".