Basic cards

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(Basic Victory cards: gaining as many Provinces as possible is not the best strategy in an increasing number of games)
(Basic Treasures: Gold is often a worse buy than a $5 Action)
 
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*'''Silver''' is a Treasure that produces {{Cost|2}} and costs {{Cost|3}}. It is a common [[opening]] buy. Every [[kingdom card]] that costs {{Cost|3}} competes with Silver, making the "[[Silver test]]" ("Is this card really better than Silver for my deck?") something to consider.
 
*'''Silver''' is a Treasure that produces {{Cost|2}} and costs {{Cost|3}}. It is a common [[opening]] buy. Every [[kingdom card]] that costs {{Cost|3}} competes with Silver, making the "[[Silver test]]" ("Is this card really better than Silver for my deck?") something to consider.
  
*'''Gold''' is a Treasure that produces {{Cost|3}} and costs {{Cost|6}}. It is a valuable card for most decks, and is a very popular buy with {{Cost|6}} and {{Cost|7}} to spend, barring any other important cards in the Kingdom with that same price range.
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*'''Gold''' is a Treasure that produces {{Cost|3}} and costs {{Cost|6}}. It is a valuable card for many decks, and is a popular buy with {{Cost|6}} and {{Cost|7}} to spend, though buying a strong Kingdom card costing {{Cost|5}} or more can often be a better choice.
  
 
== Basic Victory cards ==
 
== Basic Victory cards ==

Latest revision as of 13:00, 22 January 2021

A diagram from the official rulebook, highlighting the Base cards in the Supply.
For the main game see Dominion (Base Set) and for the expansion with base cards see Base Cards.

Basic cards (or Base cards) are those cards in the Supply (or players' starting decks) that are not Kingdom cards. Dominion introduced CopperCopper.jpg, SilverSilver.jpg, GoldGold.jpg, EstateEstate.jpg, DuchyDuchy.jpg, ProvinceProvince.jpg, and CurseCurse.jpg as basic cards, and other expansions have added to their ranks. The Base Cards expansion has new basic cards with individual illustrations.

Contents

[edit] Basic Treasures

  • Copper is a Treasure that produces $1 when played. Coppers cost $0, meaning they are "free," although they use up a buy. Each player starts with 7 Coppers in their deck. Copper is usually not desirable in one's deck, and is usually fodder for trashers when trashers are present in the kingdom.
  • Silver is a Treasure that produces $2 and costs $3. It is a common opening buy. Every kingdom card that costs $3 competes with Silver, making the "Silver test" ("Is this card really better than Silver for my deck?") something to consider.
  • Gold is a Treasure that produces $3 and costs $6. It is a valuable card for many decks, and is a popular buy with $6 and $7 to spend, though buying a strong Kingdom card costing $5 or more can often be a better choice.

[edit] Basic Victory cards

  • Estate is a Victory card that gives 1 VP and costs $2. Each player starts with 3 Estates in their deck. Like Copper, Estates are undesirable in one's deck at the beginning of the game, but unlike Copper, they can be crucial in the endgame when every point matters. For this reason, they are mainly bought at the end of games, usually when one is unable to buy a Province or Duchy.
  • Duchy is a Victory card that gives 3 VP and costs $5. Duchies are usually not bought until the endgame where one cannot afford a Province or one is observing the Penultimate Province Rule.
  • Province is a Victory card that gives 6 VP and costs $8. In many games, the goal is to buy as many Provinces as possible, since they are usually the most valuable victory card in every game (except in ColonyColony.jpg games or with strong Alt-VP cards).

[edit] Curse

[edit] Special basic cards

A few expansions provide additional basic cards.

  • Alchemy includes PotionPotion.jpg, a Treasure card that produces P when played and costs $4. It is added to the supply in games using Kingdom cards with P in their cost.
  • Prosperity includes PlatinumPlatinum.jpg, a Treasure card that produces $5 and costs $9, and ColonyColony.jpg, a Victory card that gives 10 VP and costs $11. These may be included in the Supply in games using Kingdom cards from Prosperity.
  • Dark Ages includes Ruins, a collection of weak Action cards costing $0, which, like Curses, are distributed by some Kingdom cards (called Looters) as an Attack or penalty. Ruins are added to the Supply in games using Looters. Dark Ages also includes Shelters, cards costing $1 which can replace Estates in players' starting decks and never appear in the Supply; these may be used in games including Kingdom cards from Dark Ages.


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