Embargo

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=== Secret History ===
 
=== Secret History ===
 
{{Quote|Text=This was originally "+1 Card, +1 Action, Choose an action or treasure pile, other players can't buy it until your next turn." This had the same non-standard timing deal that Cutpurse had. It also sometimes had a tracking issue. So I replaced it with a version that went on a pile and made you get Curses for buying that card. I like that it doesn't shut you out; you can still buy the card, you just have to decide if it's worth a Curse. And this way it can go on any pile. For a while the Embargo card itself went on the pile, but in the end we switched to tokens, which don't cover up the pile, and create fewer questions. |Name=[[Donald X. Vaccarino]]
 
{{Quote|Text=This was originally "+1 Card, +1 Action, Choose an action or treasure pile, other players can't buy it until your next turn." This had the same non-standard timing deal that Cutpurse had. It also sometimes had a tracking issue. So I replaced it with a version that went on a pile and made you get Curses for buying that card. I like that it doesn't shut you out; you can still buy the card, you just have to decide if it's worth a Curse. And this way it can go on any pile. For a while the Embargo card itself went on the pile, but in the end we switched to tokens, which don't cover up the pile, and create fewer questions. |Name=[[Donald X. Vaccarino]]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 from The Secret History of the Seaside Dominion cards]
+
  |Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 from The Secret History of the Seaside Cards]
 
}}
 
}}
  
 
{{Navbox Cards}}
 
{{Navbox Cards}}

Revision as of 15:57, 30 October 2012

Embargo
Embargo.jpg
Cost 2
Type [[Action]]
Set/Expansion Seaside
Illustrator Harald Lieske
+$2
Trash this card. Put an Embargo token on top of a Supply pile.

When a player buys a card, he gains a Curse card per Embargo token on that pile.

[[Category:Action cards]]



Contents

FAQ

Official FAQ

  • You can pick any pile in the supply.
  • If multiple Embargo cards are used to put Embargo tokens on the same pile, a player gains a Curse card for every Embargo token when they buy a card from that pile.
  • You do not gain a Curse card if you gain a card from an Embargoed pile without buying it (for example, if you gain a card with Smugglers).
  • If you Throne Room an Embargo, you place two Embargo tokens and they do not have to go on the same Supply pile.
  • If you run out of Embargo tokens, use a suitable replacement to mark Embargoed piles.
  • If there are no Curses left, Embargo tokens do nothing.

Other Rules clarifications

Strategy Article

Original article by theory

The guiding principle behind effective use of Embargo is Embargoing cards that your opponents need more than you. It is always worthwhile to hurt your own deck so long as you hurt your opponents’ more.

For example, if you have an early lead in Golds, placing the Embargo token on the Golds will lead to a long, brutal, and unpleasant game where you will have a decided advantage. Likewise, Embargoing the Victory cards when you are in the lead (or plan on going for VP tokens) helps you win by lowering the overall number of Victory Points available.

Unlike most cards, there’s no particular set of cards that Embargo works best with. Rather, Embargo is especially powerful whenever an opponent is going for a specialized strategy that requires certain cards. For instance, if your opponent opens double Woodcutter with an eye towards the Gardens, Embargoes on the Gardens, Estates, and Woodcutters will be ruinous. (Note that this doesn’t work nearly as well if he goes Gardens with Workshops instead.) Against a Goons player, an Embargo on the Coppers stops him from “free” buys. A well-timed Embargo on the Dukes cripples players who over-invested in Duchies. Even a strategy as simple as Village/Smithy can be stopped in its tracks. And if you are concerned about your opponent rushing a 3-pile ending, Embargo can slow the game down enough for you to grab some VP.

A less strategic but equally valid concern is using Embargo on cards you simply don’t like. Goodbye, Pirate Ship! A meaner variant of this is Embargoing the Reaction cards (after you’ve picked some up, of course) so your Pirate Ships can ravage your opponents’ decks with impunity. Mwahaha!

Naturally, Embargo loses much of its effectiveness when Curse-giving attacks are present. However, opening with a $5 attack and Embargo can be deadly; for instance, if you Embargo the Witches before your opponent can get one, the Curses are almost guaranteed to split at least 7/3 or 8/2 even if he buys a Witch at the first opportunity.

As alluded to earlier, Embargo is also weak against Actions that gain cards. A truly desperate player can even use Talismans to at least receive fewer Curses. And of course, opponents with Watchtowers have nothing to fear from your Embargoes.

Synergies/Combos

  • Any set that encourages your opponent to adopt a predictable buying pattern

Antisynergies

  • Cards that gain cards (e.g., Hoard, Workshop, Feast, Remodel, Expand, Smugglers, Ironworks, Black Market, Mine, Upgrade, Treasure Map)
  • Curse-giving attacks
  • Watchtower

Trivia

Secret History

This was originally "+1 Card, +1 Action, Choose an action or treasure pile, other players can't buy it until your next turn." This had the same non-standard timing deal that Cutpurse had. It also sometimes had a tracking issue. So I replaced it with a version that went on a pile and made you get Curses for buying that card. I like that it doesn't shut you out; you can still buy the card, you just have to decide if it's worth a Curse. And this way it can go on any pile. For a while the Embargo card itself went on the pile, but in the end we switched to tokens, which don't cover up the pile, and create fewer questions.


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