Estate
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{{Infobox Card | {{Infobox Card | ||
| name = Estate | | name = Estate | ||
+ | | cost = 2 | ||
| type1 = Victory | | type1 = Victory | ||
− | |||
| kingdom = No | | kingdom = No | ||
+ | | supply = Yes | ||
| illustrator = Martin Hoffmann | | illustrator = Martin Hoffmann | ||
| text = {{VP|'''1'''|xl}} | | text = {{VP|'''1'''|xl}} | ||
}} | }} | ||
− | '''Estate''' is a [[basic cards|basic]] [[Victory card]] included in all games of Dominion. At {{Cost|2}} | + | '''Estate''' is a [[basic cards|basic]] [[Victory card]] included in all games of Dominion. At {{Cost|2}}, Estate is the cheapest Victory card in the [[Supply]] and (at 1 {{VP}}) is almost always the one worth the least number of [[victory point|victory points]]. In a typical game a player will not want to buy too many Estates, as the VP gained is often not worth the space in your deck. |
− | ==Impact of Estate During The Game== | + | In most games, each player starts the game with three Estates. In games using Kingdom cards from [[Dark Ages]], these starting Estates may be replaced with [[Shelter|Shelters]]. |
− | ===Early Game === | + | |
+ | == Impact of Estate During The Game == | ||
+ | === Early Game === | ||
Because of Estate's low VP value and inability to contribute to buying power, Estates are typically a liability during the early phase of the game. Managing this factor is a key part of strategy in the early game. | Because of Estate's low VP value and inability to contribute to buying power, Estates are typically a liability during the early phase of the game. Managing this factor is a key part of strategy in the early game. | ||
− | =====Trashing===== | + | ===== Trashing ===== |
− | Estates are typically the main target for trashing during the early game. Fast trashing allows you to quickly ramp up your buying power by removing the unproductive Estates from your deck. The added buying power is usually enough to overcome the loss of your starting 3VP. It is because of this that strong trashers such as | + | Estates are typically the main target for trashing during the early game: they are more of a liability to your deck than {{Card|Copper}}, and their higher cost makes them more attractive to [[trash-for-benefit]] cards. Fast trashing allows you to quickly ramp up your buying power by removing the unproductive Estates from your deck. The added buying power is usually enough to overcome the loss of your starting 3VP. It is because of this that strong trashers such as {{Card|Chapel}}, {{Card|Remake}}, and {{Card|Ambassador}} are regarded as powerful cards. |
− | =====Sifting===== | + | ===== Sifting ===== |
− | A slightly less attractive option is sifting. Cards such as | + | A slightly less attractive option (compared to trashing) is sifting. Cards such as {{Card|Cellar}}, {{Card|Warehouse}}, or even {{Card|Oasis}} will typically allow the player to replace the Estates in their hand with more useful cards. Sifters also allow you to cycle your deck a little faster, allowing you to access your more powerful {{Cost|5}} cards or Gold more often. |
− | =====Gaining Estates===== | + | |
+ | ===== Gaining Estates ===== | ||
There are a few cases where you might actually want an Estate in your deck early in the game, possibly even gaining an Estate or two. | There are a few cases where you might actually want an Estate in your deck early in the game, possibly even gaining an Estate or two. | ||
− | *Rush Strategies - It is common to see Estates gained quite early during Gardens or Silk Road rushes. Because the player anticipates the game will end soon, each VP gained is valuable. Additionally, a player's deck in a rush strategy often becomes bloated and unfocused anyway, so the drawback of having an extra Estate is not as critical. | + | * Rush Strategies - It is common to see Estates gained quite early during {{Card|Gardens}} or {{Card|Silk Road}} rushes. Because the player anticipates the game will end soon, each VP gained is valuable. Additionally, a player's deck in a rush strategy often becomes bloated and unfocused anyway, so the drawback of having an extra Estate is not as critical. |
− | * | + | * {{Card|Baron|Baron}} - Baron often acts as a 'slingshot' card, allowing the player to quickly increase their buying power to the {{Cost|6}}-{{Cost|7}} range. To achieve this a Baron needs to connect with an Estate. Even with heavy trashing available, players will occasionally choose to keep some/all starting Estates so that their Baron can remain productive. |
− | * | + | * {{Card|Trade Route|Trade Route}}, {{Card|Hoard}} - Though it is not always a productive play, players will occasionally purchase an early game Estate to either power up their Trade Route or to gain a {{Card|Gold}} if they have Hoard in play. |
− | ===Late Game=== | + | === Late Game === |
Estates low VP value means that they typically take a back seat to Provinces and Duchies for late game purchases. Estates are typically at their most valuable when they are able to act as tiebreaking points. | Estates low VP value means that they typically take a back seat to Provinces and Duchies for late game purchases. Estates are typically at their most valuable when they are able to act as tiebreaking points. | ||
− | =====+Buy and Gainers===== | + | ===== +Buy and Gainers ===== |
Having spare buys or a way to gain extra cards allows you to grab an extra point that could serve as the tiebreaker. Additionally, the extra Estate can occasionally help a trailing player catch up to the leader. | Having spare buys or a way to gain extra cards allows you to grab an extra point that could serve as the tiebreaker. Additionally, the extra Estate can occasionally help a trailing player catch up to the leader. | ||
− | =====3 Pile Endings===== | + | ===== 3 Pile Endings ===== |
For fast games ending on 3 piles, it is fairly common to see the ending score sit at 4-3 or 1-0. If it seems like piles are emptying quickly, consider picking up an Estate or two so that you have points in your deck should the game end in the near future. | For fast games ending on 3 piles, it is fairly common to see the ending score sit at 4-3 or 1-0. If it seems like piles are emptying quickly, consider picking up an Estate or two so that you have points in your deck should the game end in the near future. | ||
− | ==Cards | + | == Cards that interact with Estate == |
− | ===Direct Interactions === | + | === Direct Interactions === |
− | *{{Card|Baron}} - Baron allows you the option to discard an Estate from your hand. If you do, you get + | + | * {{Card|Baron}} - Baron allows you the option to discard an Estate from your hand. If you do, you get +{{Cost|4}}. If not, you gain an Estate. |
− | *{{Card|Followers}} - Playing a Followers gains you an Estate. | + | * {{Card|Followers}} - Playing a Followers gains you an Estate. |
+ | * {{Card|Hunting Grounds|Hunting Grounds}} - Trashing a Hunting Grounds allows you the option of gaining 3 Estates. | ||
+ | * {{Event|Inheritance}} - turns Estates into an Action - Victory card that can play a non-[[Command]] card from the supply. | ||
+ | * {{Card|Sprawling Castle}} - Can gain 3 Estates when gained. | ||
+ | * {{Card|Wild Hunt}} - You may gain an Estate to take Wild Hunt's gathered {{VP}}. | ||
+ | * {{Event|Triumph}} and {{event|Alliance}} - Gain an Estate. | ||
+ | * {{Card|Pasture}} - Worth 1{{VP}} per Estate you have. | ||
+ | * {{Hex|Locusts}} - Makes you gain a {{Card|Curse}} if it trashes an Estate. | ||
+ | * {{Way|Way of the Worm}} - Exiles an Estate. | ||
− | ===Indirect Interactions === | + | === Indirect Interactions === |
− | * | + | * {{Card|Ambassador|Ambassador}}, {{Card|Bureaucrat}}, {{Card|Fortune Teller}}, {{Card|Jester}}, {{Card|Rabble}} - These attack cards will typically target Estates in their efforts to slow an opponent's deck. |
− | *{{Card|Crossroads|}}, {{Card|Hoard}}, {{Card|Scout}}, | + | * {{Card|Crossroads|}}, {{Card|Hoard}}, {{Card|Scout}}, {{Card|Trade Route}}, {{Card|Transmute}} - Estate's Victory card type allows you to trigger or increase the benefits of these cards. |
+ | |||
+ | == Versions == | ||
+ | ===English versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Print !! Digital !! Text !! Release !! Date | ||
+ | |- | ||
+ | | {{CardVersionImage|EstateOld|Estate}} || || {{VP|'''1'''|l}} || [[Base|Dominion]] 1st Edition || October 2008 | ||
+ | |- | ||
+ | | {{CardVersionImage|Estate-new|First edition version, with art}} || ''never implemented'' || {{VP|'''1'''|l}} || [[Base Cards]] || June 2012 | ||
+ | |- | ||
+ | | {{CardVersionImage|Estate|Estate}} || {{CardVersionImage|EstateDigital|Estate from Shuffle iT}} || {{VP|'''1'''|l}} || Dominion [[Second Edition|2nd Edition]] || October 2016 | ||
+ | |} | ||
+ | |||
+ | ===Other language versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Language !! Name !! Print !! Digital !! Text | ||
+ | |- | ||
+ | !Chinese | ||
+ | | 莊園 (pron. ''zhuāngyuán'', lit. ''manor'') || || || | ||
+ | |- | ||
+ | !Czech | ||
+ | | Statek || || || | ||
+ | |- | ||
+ | !Dutch | ||
+ | | Landgoed || || || | ||
+ | |- | ||
+ | !Finnish | ||
+ | | Tila (lit. ''domain'') || || || | ||
+ | |- | ||
+ | !French | ||
+ | | Domaine (lit. ''domain'') || || || | ||
+ | |- | ||
+ | !German | ||
+ | | Anwesen || {{CardVersionImage|Estate German-HiG|German Version}} || || {{VP|'''1'''}} | ||
+ | |- | ||
+ | !Greek | ||
+ | | Κτήμα (pron. ''ktema'') || || || | ||
+ | |- | ||
+ | !Hungarian | ||
+ | | Birtok || || || | ||
+ | |- | ||
+ | !Italian | ||
+ | | Tenuta || || || | ||
+ | |- | ||
+ | !Japanese | ||
+ | | 屋敷 (pron. ''yashiki'') || || || | ||
+ | |- | ||
+ | !Korean | ||
+ | | 사유지 (pron. ''sayuji'') || || || | ||
+ | |- | ||
+ | !Norwegian | ||
+ | | Herregård (lit. ''mansion'') || || || | ||
+ | |- | ||
+ | !Polish | ||
+ | | Posiadłość || || || | ||
+ | |- | ||
+ | !Romanian | ||
+ | | Moşie || || || | ||
+ | |- | ||
+ | !Russian | ||
+ | | Поместье (pron. ''pomyest'ye'') || || || | ||
+ | |- | ||
+ | !Spanish | ||
+ | | Finca || || || | ||
+ | |} | ||
+ | |||
+ | == Trivia == | ||
+ | [[Image:EstateArt.jpg|thumb|right|354px|Official card art.]] | ||
+ | |||
+ | === Secret History === | ||
+ | {{Quote | ||
+ | |Text=These cards are unchanged from day one. You could argue that the actions got tweaked to fit the treasures. The treasure pile sizes changed to match different estimates for the total set size, and ended up generous on all counts. In development the issue of the names for these came up - is it simpler if it's Copper Mine rather than Copper? In the end you can see that Copper won out. It just makes it a lot easier to name action cards if the treasures are treasures rather than mines. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards] | ||
+ | }} | ||
{{Navbox Cards}} | {{Navbox Cards}} | ||
+ | [[Category:Basic Victory cards]] | ||
+ | [[Category:Victory base cards]] | ||
+ | [[Category:Simple base cards]] |
Revision as of 12:20, 1 July 2020
Estate | |
---|---|
Info | |
Cost | |
Type(s) | Victory |
Kingdom card? | No |
Set | Base |
Illustrator(s) | Martin Hoffmann |
Card text | |
1 |
Estate is a basic Victory card included in all games of Dominion. At , Estate is the cheapest Victory card in the Supply and (at 1 ) is almost always the one worth the least number of victory points. In a typical game a player will not want to buy too many Estates, as the VP gained is often not worth the space in your deck.
In most games, each player starts the game with three Estates. In games using Kingdom cards from Dark Ages, these starting Estates may be replaced with Shelters.
Contents |
Impact of Estate During The Game
Early Game
Because of Estate's low VP value and inability to contribute to buying power, Estates are typically a liability during the early phase of the game. Managing this factor is a key part of strategy in the early game.
Trashing
Estates are typically the main target for trashing during the early game: they are more of a liability to your deck than Copper, and their higher cost makes them more attractive to trash-for-benefit cards. Fast trashing allows you to quickly ramp up your buying power by removing the unproductive Estates from your deck. The added buying power is usually enough to overcome the loss of your starting 3VP. It is because of this that strong trashers such as Chapel, Remake, and Ambassador are regarded as powerful cards.
Sifting
A slightly less attractive option (compared to trashing) is sifting. Cards such as Cellar, Warehouse, or even Oasis will typically allow the player to replace the Estates in their hand with more useful cards. Sifters also allow you to cycle your deck a little faster, allowing you to access your more powerful cards or Gold more often.
Gaining Estates
There are a few cases where you might actually want an Estate in your deck early in the game, possibly even gaining an Estate or two.
- Rush Strategies - It is common to see Estates gained quite early during Gardens or Silk Road rushes. Because the player anticipates the game will end soon, each VP gained is valuable. Additionally, a player's deck in a rush strategy often becomes bloated and unfocused anyway, so the drawback of having an extra Estate is not as critical.
- Baron - Baron often acts as a 'slingshot' card, allowing the player to quickly increase their buying power to the - range. To achieve this a Baron needs to connect with an Estate. Even with heavy trashing available, players will occasionally choose to keep some/all starting Estates so that their Baron can remain productive.
- Trade Route, Hoard - Though it is not always a productive play, players will occasionally purchase an early game Estate to either power up their Trade Route or to gain a Gold if they have Hoard in play.
Late Game
Estates low VP value means that they typically take a back seat to Provinces and Duchies for late game purchases. Estates are typically at their most valuable when they are able to act as tiebreaking points.
+Buy and Gainers
Having spare buys or a way to gain extra cards allows you to grab an extra point that could serve as the tiebreaker. Additionally, the extra Estate can occasionally help a trailing player catch up to the leader.
3 Pile Endings
For fast games ending on 3 piles, it is fairly common to see the ending score sit at 4-3 or 1-0. If it seems like piles are emptying quickly, consider picking up an Estate or two so that you have points in your deck should the game end in the near future.
Cards that interact with Estate
Direct Interactions
- Baron - Baron allows you the option to discard an Estate from your hand. If you do, you get +. If not, you gain an Estate.
- Followers - Playing a Followers gains you an Estate.
- Hunting Grounds - Trashing a Hunting Grounds allows you the option of gaining 3 Estates.
- Inheritance - turns Estates into an Action - Victory card that can play a non-Command card from the supply.
- Sprawling Castle - Can gain 3 Estates when gained.
- Wild Hunt - You may gain an Estate to take Wild Hunt's gathered .
- Triumph and Alliance - Gain an Estate.
- Pasture - Worth 1 per Estate you have.
- Locusts - Makes you gain a Curse if it trashes an Estate.
- Way of the Worm - Exiles an Estate.
Indirect Interactions
- Ambassador, Bureaucrat, Fortune Teller, Jester, Rabble - These attack cards will typically target Estates in their efforts to slow an opponent's deck.
- Crossroads, Hoard, Scout, Trade Route, Transmute - Estate's Victory card type allows you to trigger or increase the benefits of these cards.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
1 | Dominion 1st Edition | October 2008 | ||
never implemented | 1 | Base Cards | June 2012 | |
1 | Dominion 2nd Edition | October 2016 |
Other language versions
Trivia
Secret History