Death Cart
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+ | '''Death Cart''' is an [[Action]] card from [[Dark Ages]]. When played, it gives +{{cost|5}} - but forces you to trash another Action card, or trashes itself if you cannot. It also conveniently gives you two [[Ruins]] which make for good Actions to trash, if you can draw them with the Death Cart. | ||
== FAQ == | == FAQ == | ||
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* If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. | * If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand. | ||
* A card with multiple types, one of which is Action, is an Action card. | * A card with multiple types, one of which is Action, is an Action card. | ||
− | * When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are. | + | * When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 [[Ruins]]. You just take the top 2, whatever they are. |
* If there are not enough Ruins left, take as many as you can. | * If there are not enough Ruins left, take as many as you can. | ||
* The Ruins come from the Supply and are put into your discard pile. | * The Ruins come from the Supply and are put into your discard pile. | ||
* The other players get to see which ones you got. | * The other players get to see which ones you got. | ||
− | * The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. | + | * The player gaining Death Cart is the one who gains Ruins; if [[Possession]] (from [[Alchemy]]) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins. |
− | * If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins. | + | * If you use [[Trader]] (from [[Hinterlands]]) to take a Silver instead of a Death Cart, you do not gain any Ruins. |
− | * It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins. | + | * It doesn't matter whose turn it is; if you use [[Ambassador]] (from [[Seaside]]) to give Death Carts to each other player, those players also gain Ruins. |
− | * Passing cards with Masquerade (from Intrigue) does not count as gaining them. | + | * Passing cards with [[Masquerade]] (from [[Intrigue]]) does not count as gaining them. |
=== Other Rules clarifications === | === Other Rules clarifications === | ||
== Strategy Article == | == Strategy Article == | ||
+ | There isn't a Death Cart article yet, because [[Dark Ages]] is new and the [http://forum.dominionstrategy.com forums] don't know how to use it yet. | ||
+ | |||
+ | {{cost|5}} is seriously a lot of money, so if you have a way to keep getting cheap junk for Death Cart to trash and a way to match the Death Cart up with the cheap junk, it's a superb money source. It can make for a great [[Treasure]]-less [[engine]], where you get coin for playing 1-2 Death Carts each turn, trashing either [[Ruins]] or cheap [[cantrip]]s like [[Vagrant]] or [[Pearl Diver]]. | ||
+ | |||
+ | However, Death Cart is not a good buy early in the game. When you rely on shuffle luck to match up your Death Cart with your Ruins, there's a high chance of missing, and the two extra cards severely slow down your cycling. | ||
+ | |||
+ | And when you play Death Cart many times, you'll need a way to replenish its fuel - +Buy is the easiest, since Ruins will always be available, but [[Fortress]] and [[Rats]] also serve the same function. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
+ | * [[Fortress]] can provide endless fuel for Death Cart. | ||
+ | * [[engine]]s can match up the Death Cart with its fuel. | ||
+ | * Death Cart counters other [[Looter]]s hard - the extra Ruins become a benefit and not a drawback! | ||
+ | * [[Rats]] can provide free Death Cart fodder, turning your [[Copper]]s and [[Shelters]] into Actions. | ||
=== Antisynergies === | === Antisynergies === | ||
+ | * [[Curser]]s will make it extremely difficult to match up your Death Cart with your Actions. | ||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === | ||
{{Quote | {{Quote | ||
− | |Text=This card exists to provide a way to give yourself Ruins. So that people don't just hate it, it gives you a use for the Ruins it comes with, a use so good that you almost feel like coming with Ruins is a plus. This has a when-gain ability, like those Hinterlands cards. My initial plan was to do these here and there in the sets after Hinterlands, back when Hinterlands was half of the 2nd expansion. That didn't work out, seeing as how Hinterlands is 6th, but well here's another when-gain card anyway | + | |Text=This card exists to provide a way to give yourself Ruins. So that people don't just hate it, it gives you a use for the Ruins it comes with, a use so good that you almost feel like coming with Ruins is a plus. This has a when-gain ability, like those Hinterlands cards. My initial plan was to do these here and there in the sets after Hinterlands, back when Hinterlands was half of the 2nd expansion. That didn't work out, seeing as how Hinterlands is 6th, but well here's another when-gain card anyway. |
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}} | |Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 22:23, 13 November 2012
Death Cart
Death Cart | |
---|---|
Info | |
Cost | |
Type(s) | Action - Looter |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Marco Morte |
Card text | |
+ You may trash an Action card from your hand. If you don't, trash this. When you gain this, gain two Ruins. |
Death Cart is an Action card from Dark Ages. When played, it gives + - but forces you to trash another Action card, or trashes itself if you cannot. It also conveniently gives you two Ruins which make for good Actions to trash, if you can draw them with the Death Cart.
Contents |
FAQ
Official FAQ
- When you play Death Cart, you get +, and either trash an Action card from your hand, or trash the Death Cart.
- If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand.
- A card with multiple types, one of which is Action, is an Action card.
- When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are.
- If there are not enough Ruins left, take as many as you can.
- The Ruins come from the Supply and are put into your discard pile.
- The other players get to see which ones you got.
- The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins.
- If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins.
- It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins.
- Passing cards with Masquerade (from Intrigue) does not count as gaining them.
Other Rules clarifications
Strategy Article
There isn't a Death Cart article yet, because Dark Ages is new and the forums don't know how to use it yet.
is seriously a lot of money, so if you have a way to keep getting cheap junk for Death Cart to trash and a way to match the Death Cart up with the cheap junk, it's a superb money source. It can make for a great Treasure-less engine, where you get coin for playing 1-2 Death Carts each turn, trashing either Ruins or cheap cantrips like Vagrant or Pearl Diver.
However, Death Cart is not a good buy early in the game. When you rely on shuffle luck to match up your Death Cart with your Ruins, there's a high chance of missing, and the two extra cards severely slow down your cycling.
And when you play Death Cart many times, you'll need a way to replenish its fuel - +Buy is the easiest, since Ruins will always be available, but Fortress and Rats also serve the same function.
Synergies/Combos
- Fortress can provide endless fuel for Death Cart.
- engines can match up the Death Cart with its fuel.
- Death Cart counters other Looters hard - the extra Ruins become a benefit and not a drawback!
- Rats can provide free Death Cart fodder, turning your Coppers and Shelters into Actions.
Antisynergies
- Cursers will make it extremely difficult to match up your Death Cart with your Actions.
Trivia
Secret History