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|cards = 300 | |cards = 300 | ||
− | |kingdomcards = 266 | + | |kingdomcards = 266 |
|kingdomsets = 26 | |kingdomsets = 26 | ||
|randomizers = 26 | |randomizers = 26 | ||
− | |blankcards = 8 | + | |blankcards = 8 |
− | |theme = | + | |theme = On-buy/gain effects |
− | + | |release = October 2011 | |
− | + | |coverartist = [[Ryan Laukat]] | |
− | + | |rulebook = https://www.riograndegames.com/wp-content/uploads/2013/02/Dominion-Hinterlands-Rules.pdf | |
− | |release = October 2011 | + | |
− | |coverartist = [[Ryan Laukat]] | + | |
− | |rulebook = https://www.riograndegames.com/wp-content/uploads/ | + | |
}} | }} | ||
− | '''Hinterlands''' is the sixth | + | '''Hinterlands''' is the sixth Dominion expansion, released in October 2011. The box contains 26 sets of [[Kingdom]] cards. The basic theme of the set is cards that either have or cause effects when you buy or gain them. Hinterlands offers a balance of [[engine]], [[Big Money]], and [[Alt-VP|alternate VP]] cards. Since it was originally conceived as a standalone, Hinterlands was deliberately kept on the simpler side, but the "when you gain/buy" mechanic introduced makes the set compelling to novice and experienced players alike. |
− | The | + | The release of Hinterlands is perceived to have pushed Dominion strategy away from heavily streamlined, small-deck [[Action]] engines and toward navigating bulky decks: it emphasizes [[sifter|sifting]] and [[gainer#Silver gainers|Silver-gaining]], and has no cards that [[trash]] more than one card at a time. Hinterlands also emphasizes diversity in [[Kingdom]] [[card types]]: it is the only expansion to contain multiple [[Treasure]]s, [[Reaction]]s, and [[Victory]] cards. |
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== Contents == | == Contents == | ||
− | === Kingdom cards | + | === Kingdom cards === |
− | + | * {{Cost|2}}: {{Card|Crossroads}}, {{Card|Duchess}}, {{Card|Fool's Gold}} | |
− | + | * {{Cost|3}}: {{Card|Develop}}, {{Card|Oasis}}, {{Card|Oracle}}, {{Card|Scheme}}, {{Card|Tunnel}} | |
− | * {{Cost|2}}: {{Card|Crossroads}}, {{Card|Fool's Gold}} | + | * {{Cost|4}}: {{Card|Jack of all Trades}}, {{Card|Noble Brigand}}, {{Card|Nomad Camp}}, {{Card|Silk Road}}, {{Card|Spice Merchant}}, {{Card|Trader}} |
− | * {{Cost|3}}: {{Card|Develop}}, {{Card| | + | * {{Cost|5}}: {{Card|Cache}}, {{Card|Cartographer}}, {{Card|Embassy}}, {{Card|Haggler}}, {{Card|Highway}}, {{Card|Ill-Gotten Gains}}, {{Card|Inn}}, {{Card|Mandarin}}, {{Card|Margrave}}, {{Card|Stables}} |
− | * {{Cost|4}}: {{Card|Jack of | + | |
− | * {{Cost|5}}: {{Card| | + | |
* {{Cost|6}}: {{Card|Border Village}}, {{Card|Farmland}} | * {{Cost|6}}: {{Card|Border Village}}, {{Card|Farmland}} | ||
− | == | + | == Additional rules == |
− | + | * Many cards in Hinterlands do something "when you gain" or "when you buy" that card or another card. | |
− | * | + | ** When you buy a card, you first buy it, then gain it. So, for example, if you have {{Card|Haggler}} in play and buy {{Card|Embassy}}, you first resolve {{Card|Haggler|Haggler's}} "when you buy" ability, then gain {{Card|Embassy}}, then resolve {{Card|Embassy|Embassy's}} "when you gain" ability. |
− | * | + | ** When you gain a card without buying it, "when you gain" abilities will still happen, but "when you buy" abilities will not. |
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− | ** | + | |
** "When you gain this" happens directly after you gain the card; the card will be in your discard pile already (or wherever else it was put) when you resolve that ability. | ** "When you gain this" happens directly after you gain the card; the card will be in your discard pile already (or wherever else it was put) when you resolve that ability. | ||
− | ** When playing a card, its "when you gain" | + | ** When playing a card, its "when you gain/buy" abilities no longer do anything. |
+ | ** You can sometimes buy a card without gaining it, such as by using {{Card|Trader}} to gain {{Card|Silver}} instead. You can also sometimes gain cards when it is not your turn. | ||
+ | ** The player that "when you buy" things happen for is the player who paid for the card, and the player that "when you gain" things happen for is the player who actually gained the card. Those are normally the same person, but can be different, for example due to the {{Set|Alchemy|Dominion: Alchemy}} card {{Card|Possession}}. | ||
* Examples: | * Examples: | ||
− | ** | + | ** You buy {{Card|Border Village}}. You gain it. Its ability happens; you gain a cheaper card. You choose to gain {{Card|Cache}}. {{Card|Cache|Cache's}} "when you gain this" ability then happens, and you gain 2 {{Card|Copper|Coppers}}. |
− | + | ** You buy {{Card|Farmland}}. Its ability happens; you choose to trash an {{Card|Estate}} from your hand and gain a {{Card|Noble Brigand}}. {{Card|Noble Brigand}} has a "when you buy this" ability, but you did not buy it, so that ability does not do anything. Then you gain the {{Card|Farmland}}. | |
− | + | ** You play {{Card|Border Village}}. You get +1 Card and +2 Actions. You do not gain a card; that only happens when you gain {{Card|Border Village}}, not when you play it. | |
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== Flavor text == | == Flavor text == | ||
{{Quote| | {{Quote| | ||
− | |Text=The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one | + | |Text=The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze. |
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
− | |Source=[ | + | |Source=[http://riograndegames.com/Game/396-Dominion-Hinterlands the Dominion rulebook] |
}} | }} | ||
+ | |||
== Cards gallery == | == Cards gallery == | ||
=== Kingdom cards === | === Kingdom cards === | ||
− | {{CardImage|Crossroads}}{{CardImage|Fool's Gold}}{{CardImage|Develop}}{{CardImage| | + | {{CardImage|Crossroads}}{{CardImage|Duchess}}{{CardImage|Fool's Gold}}{{CardImage|Develop}}{{CardImage|Oasis}}{{CardImage|Oracle}}{{CardImage|Scheme}}{{CardImage|Tunnel}}{{CardImage|Jack of All Trades}}{{CardImage|Noble Brigand}}{{CardImage|Nomad Camp}}{{CardImage|Silk Road}}{{CardImage|Spice Merchant}}{{CardImage|Trader}}{{CardImage|Cache}}{{CardImage|Cartographer}}{{CardImage|Embassy}}{{CardImage|Haggler}}{{CardImage|Highway}}{{CardImage|Ill-Gotten Gains}}{{CardImage|Inn}}{{CardImage|Mandarin}}{{CardImage|Margrave}}{{CardImage|Stables}}{{CardImage|Border Village}}{{CardImage|Farmland}} |
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== Impact == | == Impact == | ||
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=== Rushes === | === Rushes === | ||
− | Hinterlands has two cards which will often lead to [[ | + | Hinterlands has two cards which will often lead to [[rush]] strategies: |
* {{Card|Silk Road}}: An easy rush option with {{Card|Workshop}} or {{Card|Ironworks}}. The card gains a lot of power with the presence of cheap [[Alt-VP|alternate VP]] such as {{Card|Tunnel}} or {{Card|Mill}}. | * {{Card|Silk Road}}: An easy rush option with {{Card|Workshop}} or {{Card|Ironworks}}. The card gains a lot of power with the presence of cheap [[Alt-VP|alternate VP]] such as {{Card|Tunnel}} or {{Card|Mill}}. | ||
* {{Card|Ill-Gotten Gains}}: Finishing off the {{Card|Ill-Gotten Gains}} pile will typically empty the {{Card|Curse}} pile at the same time. {{Card|Estate}} or {{Card|Duchy}} is typically the third pile to be emptied in these rushes. | * {{Card|Ill-Gotten Gains}}: Finishing off the {{Card|Ill-Gotten Gains}} pile will typically empty the {{Card|Curse}} pile at the same time. {{Card|Estate}} or {{Card|Duchy}} is typically the third pile to be emptied in these rushes. | ||
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=== "Fixes" === | === "Fixes" === | ||
Hinterlands introduced cards that can, in a broad sense, be considered "better" versions of earlier cards - that is, an attempt was made to "fix" what seemed to be problems with the original cards. | Hinterlands introduced cards that can, in a broad sense, be considered "better" versions of earlier cards - that is, an attempt was made to "fix" what seemed to be problems with the original cards. | ||
− | * {{Card|Noble Brigand}}: A "better" {{Card|Thief}}, since it doesn't trash {{Card|Copper}} (and in fact distributes them), and gives [[virtual coin]]. However, it cannot gain more exotic [[Treasure]]s. (Thief was later [[ | + | * {{Card|Noble Brigand}}: A "better" {{Card|Thief}}, since it doesn't trash {{Card|Copper}} (and in fact distributes them), and gives [[virtual coin]]. However, it cannot gain more exotic [[Treasure]]s. (Thief was later [[removed]] from the {{Set|Dominion|Base set}} and replaced with another "fix", {{Card|Bandit}}.) |
− | * {{Card|Spice Merchant}}: A "better" {{Card|Moneylender}}, that is more flexible, both in what it can trash, and what it does after trashing, though it does not give as much | + | * {{Card|Spice Merchant}}: A "better" {{Card|Moneylender}}, that is more flexible, both in what it can trash, and what it does after trashing, though it does not give as much +{{Coin}}. |
* {{Card|Cartographer}}: A "better" {{Card|Scout}}, it discards from your deck instead of drawing [[Victory card]]s, and also draws a card, though it costs more. (Scout was later removed from {{Card|Intrigue}}.) | * {{Card|Cartographer}}: A "better" {{Card|Scout}}, it discards from your deck instead of drawing [[Victory card]]s, and also draws a card, though it costs more. (Scout was later removed from {{Card|Intrigue}}.) | ||
− | * {{Card|Highway}}: A "better" {{Card|Bridge}}, it brings costs down much more easily given its [[cantrip]] nature (and thus is much better for tricks requiring cost-reduction), but is more expensive and does not give [[+Buy]]. | + | * {{Card|Highway}}: A "better" {{Card|Bridge}}, it brings costs down much more easily given its [[cantrip]] nature (and thus is much better for tricks requiring cost-reduction), but is more expensive, can't be [[Throne Room variant|Throned]], and does not give [[+Buy]]. |
== Theme == | == Theme == | ||
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== Trivia == | == Trivia == | ||
− | + | [[Image:HinterlandsArt.jpg|thumb|right|500px|Official box art.]] | |
− | {{ | + | Hinterlands and {{Set|Adventures}} are the only expansions to not feature any new illustrators. |
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− | The Hinterlands | + | The Hinterlands box art is one of the available backgrounds in [[Dominion Online]]. |
=== In other languages === | === In other languages === | ||
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* Spanish: Comarcas (lit. ''regions'') | * Spanish: Comarcas (lit. ''regions'') | ||
− | === Secret | + | === Secret history === |
{{Quote|Text=Originally, there were just some cards. One day I split up the cards into a main set and two expansions. I divided the expansion cards by themes; the first expansion got [[one-shot]]s, decision cards, and cards with two [[type]]s, while the second expansion got cards that [[Duration|did something on your next turn]] and cards that did something when you gained them. | {{Quote|Text=Originally, there were just some cards. One day I split up the cards into a main set and two expansions. I divided the expansion cards by themes; the first expansion got [[one-shot]]s, decision cards, and cards with two [[type]]s, while the second expansion got cards that [[Duration|did something on your next turn]] and cards that did something when you gained them. | ||
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The when-gain theme was always the focus of the set. A few of the cards are when-buy instead; this was necessary, as I will explain for those cards. I have a few cards that latch onto when-gain from different angles, rather than just doing something when you gain them. And then, when-gain abilities are good fits for [[victory]] cards and [[treasure]] cards, so the set got three of each. Some of the victory cards died and were replaced by other ones without when-gain abilities, but there are three, see for yourself. With three victory cards and three treasures it seemed cool to have three [[reaction]]s, and towards the end I managed to squeeze in a third one. | The when-gain theme was always the focus of the set. A few of the cards are when-buy instead; this was necessary, as I will explain for those cards. I have a few cards that latch onto when-gain from different angles, rather than just doing something when you gain them. And then, when-gain abilities are good fits for [[victory]] cards and [[treasure]] cards, so the set got three of each. Some of the victory cards died and were replaced by other ones without when-gain abilities, but there are three, see for yourself. With three victory cards and three treasures it seemed cool to have three [[reaction]]s, and towards the end I managed to squeeze in a third one. | ||
− | Some of you who are word people or have internet access may note that one meaning of "hinterlands" is, the land behind the coast. So even the flavor is a complement to {{ | + | Some of you who are word people or have internet access may note that one meaning of "hinterlands" is, the land behind the coast. So even the flavor is a complement to {{Card|Seaside}}. |
Endless outtakes: | Endless outtakes: | ||
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- Long ago, the set had a one-shot that let you buy a card and set it aside until the end of the game. That card was weak, but I stole it for {{Card|Island}} in Seaside and fixed it up. Later I tried to revisit the concept here. First I tried some {{Card|Woodcutter}}s that let you buy cards other than to your deck, either while in play or as a reaction. Those were crazy. Then there were three versions of a victory card with a when-gain that left bad cards in your discard pile - one shuffled all non-victory cards from your discard pile into your deck, one shuffled all but 5 cards from your discard pile into your deck, one shuffled actions and treasures from your discard pile into your deck. It always took too many words and it was never clear that it was interesting enough. So none of those made it, but I saved part of the concept as the when-gain on {{Card|Inn}}. | - Long ago, the set had a one-shot that let you buy a card and set it aside until the end of the game. That card was weak, but I stole it for {{Card|Island}} in Seaside and fixed it up. Later I tried to revisit the concept here. First I tried some {{Card|Woodcutter}}s that let you buy cards other than to your deck, either while in play or as a reaction. Those were crazy. Then there were three versions of a victory card with a when-gain that left bad cards in your discard pile - one shuffled all non-victory cards from your discard pile into your deck, one shuffled all but 5 cards from your discard pile into your deck, one shuffled actions and treasures from your discard pile into your deck. It always took too many words and it was never clear that it was interesting enough. So none of those made it, but I saved part of the concept as the when-gain on {{Card|Inn}}. | ||
− | - There was a victory card for | + | - There was a victory card for $6, worth 1 VP, that came with a {{Card|Duchy}}. It had started as a 2 VP card you got two of, but that pile runs out twice as fast, which I preferred it not doing. This card was cute but space was limited, and it stopped seeming as necessary when {{Card|Border Village}} switched to costing $6. |
− | - Another old victory card was 2 | + | - Another old victory card was 2 VP for $5 and came with a {{Card|Silver}}. On some early pass it didn't seem good enough and exciting new cards were trying to get in. |
− | - To go along with the victory cards, there was a card that let you discard victory cards for | + | - To go along with the victory cards, there was a card that let you discard victory cards for $2 each. It just wasn't interesting enough. |
− | - There were a bunch of cards that tried to be when-gain card-trashing attacks. The oldest one trashed your choice of each player's top 2 cards (including your own), both when played and when gained. From back when trashing attacks were crazy. Most of the other versions trashed your choice of the top 3, but at least limited you to cards costing | + | - There were a bunch of cards that tried to be when-gain card-trashing attacks. The oldest one trashed your choice of each player's top 2 cards (including your own), both when played and when gained. From back when trashing attacks were crazy. Most of the other versions trashed your choice of the top 3, but at least limited you to cards costing $6 or less, and only did it once. One version was a one-shot, which was Bill Barksdale's idea - it was a one-shot with a when-gain, so it wasn't normally in your deck; really it was just, you could use your buy to make this attack happen. That seemed cute but well like many versions of the card, it made the game have a sub-phase in which we bought out the stack, before getting to play the real game. There was a version that was a treasure worth $2 that only attacked when you bought it. I especially liked that one, though of course it had the sub-phase problem, and could shut someone out of the game. There was also a version that whiffed if the top card of their deck was {{Card|Copper}}, but attacked repeatedly. |
− | - Similarly there were several versions of a when-gain discard-based attack card. The longest-lasting one was a {{Card|Woodcutter}} for | + | - Similarly there were several versions of a when-gain discard-based attack card. The longest-lasting one was a {{Card|Woodcutter}} for $5 that made the other players (with 5+ cards in hand) put a random card from their hand on their deck when you bought it or played it. It's amazing how long that card was around, given how painful it made games. There was an earlier version that made players discard their most expensive card, or most expensive non-vp card. Then when I killed the concept, I tried a {{Card|Militia}} with a when-gain that {{Card|Militia}}'d your own next hand when you gained it - look at your top 5, discard 2, put the rest back. That seemed cute conceptually but I liked {{Card|Margrave}} better and that's what you got here. I also tried an attack that gave the other players a choice between being {{Card|Militia}}'d or {{Card|Ghost Ship}}'d, which is pretty weak. |
− | - There was an attack that was + | + | - There was an attack that was +$2, each other player puts 2 {{Card|Copper}}s from his discard pile on top of his deck. For $3. It basically sucked but occasionally really annoyed someone. An earlier version put a victory card from their discard pile on their deck; {{Card|Fortune Teller}} is a better take on that. |
− | - There were a couple versions of a {{Card|Remodel}} that had you discard a card rather than trash a card. Discarding {{Card|Province}} to gain {{Card|Province}} is crazy, so it was either "costing exactly | + | - There were a couple versions of a {{Card|Remodel}} that had you discard a card rather than trash a card. Discarding {{Card|Province}} to gain {{Card|Province}} is crazy, so it was either "costing exactly $2 more" or "a different card." |
- Then I tried a {{Card|Remodel}} that had you draw two cards first. It's a simple card but seemed worth trying. The extra cards give you more of a chance for {{Card|Remodel}} to hit what you want, you know. Anyway +2 Cards is a huge bonus to add to {{Card|Remodel}}. | - Then I tried a {{Card|Remodel}} that had you draw two cards first. It's a simple card but seemed worth trying. The extra cards give you more of a chance for {{Card|Remodel}} to hit what you want, you know. Anyway +2 Cards is a huge bonus to add to {{Card|Remodel}}. | ||
− | - There was a {{Card|Workshop}} variant that gained you a card costing up to | + | - There was a {{Card|Workshop}} variant that gained you a card costing up to $3 plus the number of {{Card|Copper}}s you discarded. It seemed innocent and kind of cute. It's fun to gain more expensive cards with your {{Card|Workshop}}, and if you pull off gaining a {{Card|Province}} with it, good for you. Well. {{Card|Workshop}} is like +$4 +1 Buy, except you can't combine that with your other money. That hurts it a lot. This card could be combined with your other money, but only with {{Card|Copper}}. Well with card-drawing you can base your economy on {{Card|Copper}}. You draw cards, discard a bunch of {{Card|Copper}} to this, gain a {{Card|Gold}} or {{Card|Province}}... then draw more cards and get those {{Card|Copper}}s back, plus that {{Card|Gold}} if any, and spend your money a second time. It seemed like it might not usually be overpowered, but it also seemed overpowered too often when the set was played by itself, and at the time it was looking like it would be a standalone. |
− | - Where's the when-gain {{Card|Chapel}}? I hear you asking. Right here dude. There was an {{Card|Explorer}} (gain Silver to hand) that let you trash any number of cards from hand when you gained it, gaining that many {{Card|Silver}}s, yes that was crazy. There was a {{Card|Mandarin}} (the top half) that {{Card|Chapel}}'d when you gained it; there was a {{Card|Mandarin}} that trashed up to 2 cards when you gained it. There was + | + | - Where's the when-gain {{Card|Chapel}}? I hear you asking. Right here dude. There was an {{Card|Explorer}} (gain Silver to hand) that let you trash any number of cards from hand when you gained it, gaining that many {{Card|Silver}}s, yes that was crazy. There was a {{Card|Mandarin}} (the top half) that {{Card|Chapel}}'d when you gained it; there was a {{Card|Mandarin}} that trashed up to 2 cards when you gained it. There was +$2, put any number of cards from your hand on your deck, when gain trash up to 2 cards. {{Card|Oracle}} also had a when-gain trashing ability once. It was a tough ability to balance; trashing cards is so good that you would tend to buy the card for its when-gain and then randomly have whatever it was in your deck. Anyway none of these cards worked out. |
- I tried several cards that had a when-gain ability that {{Card|Navigator}}'d everybody - look at their top 5 and either make them discard them or make them put them back. They had problems on early turns and late turns. | - I tried several cards that had a when-gain ability that {{Card|Navigator}}'d everybody - look at their top 5 and either make them discard them or make them put them back. They had problems on early turns and late turns. | ||
− | - There was a card that gained you a {{Card|Silver}} per card the previous player gained. That may sound weak, and well it cost | + | - There was a card that gained you a {{Card|Silver}} per card the previous player gained. That may sound weak, and well it cost $2, but I have seen it gain a pile of {{Card|Silver}}s. One trick is, it adds up if it keeps getting played - I play it for one {{Card|Silver}} and buy a card, you play it for two {{Card|Silver}}s and buy a card, I play it for three {{Card|Silver}}s. I thought the card was okay, but the set at the time had too much {{Card|Silver}}-gaining. People thought it was a theme. Some of that stuff had to go, and this was an easy one to drop. |
− | - Another card was + | + | - Another card was +$2, get the {{Card|Ironworks}} bonus for cards the previous player gained. You know, if they gained an Action you get +1 Action, etc. It just didn't thrill anybody. |
− | - There was a late card that was a one-shot double {{Card|Workshop}} with a when-gain {{Card|Chancellor}} ability. I liked it. For most people it just seemed okay though, not a hit, and as it happens this was not a great set for the card. Where are all the | + | - There was a late card that was a one-shot double {{Card|Workshop}} with a when-gain {{Card|Chancellor}} ability. I liked it. For most people it just seemed okay though, not a hit, and as it happens this was not a great set for the card. Where are all the $4's you want a million of? Yes there's {{Card|Silk Road}}. I would have just pushed this into another set, to further consider its merits there, but there are only two more sets and neither one could fit this. If there ever turns out to be a 9th expansion, just forget you read this. |
- There was a card that was +1 Card +1 Action, while in play when you draw a card, first reveal your top card and you may discard it if it's a victory card. It was too slow and confusing. | - There was a card that was +1 Card +1 Action, while in play when you draw a card, first reveal your top card and you may discard it if it's a victory card. It was too slow and confusing. | ||
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- A couple card-drawing cards had the penalty of when-gain, each other player may trash a card from his hand. These cards barely got tested, didn't excite people, and then I used a version of that penalty on {{Card|Bishop}}. | - A couple card-drawing cards had the penalty of when-gain, each other player may trash a card from his hand. These cards barely got tested, didn't excite people, and then I used a version of that penalty on {{Card|Bishop}}. | ||
− | - {{Card|Farming Village}} started here for | + | - {{Card|Farming Village}} started here for $2 with only +1 Action. |
- It's only fitting that {{Card|Masquerade}} got passed around from expansion to expansion. It was in Prosperity, it was in the original 4th expansion, and it was here once too. {{Card|Mountebank}} was also briefly here, when it was missing from Prosperity. | - It's only fitting that {{Card|Masquerade}} got passed around from expansion to expansion. It was in Prosperity, it was in the original 4th expansion, and it was here once too. {{Card|Mountebank}} was also briefly here, when it was missing from Prosperity. | ||
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|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands cards] | ||
}} | }} | ||
− | === Retrospective | + | |
+ | === Retrospective === | ||
{{Quote| | {{Quote| | ||
|Text=Odds are I wasn't going to be so unhappy with this one either, given how recent it is. The one thing I can say is, I thought the set was simpler than people think it is, and I would be strongly tempted to simplify it a little given that I know people think it's complex. Basically make it a little more like the standalone it didn't end up being. To that end the obv. changes are to drop the [[reaction]]s from {{Card|Fool's Gold}} and {{Card|Trader}}, to drop the above-line text on {{Card|Duchess}} (just leave it +{{Cost|2}}), and make a version of {{Card|Ill-Gotten Gains|IGG}} that just has {{Cost|1}} or {{Cost|2}} on the top. Possibly either {{Card|Inn}} or {{Card|Mandarin}} could change, I like them both as-is but they would be some of the wordiest cards left at that point. {{Card|Noble Brigand}} is wordy but it needs those words. Probably all of these changes sound awful to you, dear reader, but that's the way of the world. It's hard to see the value in the simplicity I'd gain, but there really is value there. Anyway I went with the more complex versions and it's not so bad that I did. | |Text=Odds are I wasn't going to be so unhappy with this one either, given how recent it is. The one thing I can say is, I thought the set was simpler than people think it is, and I would be strongly tempted to simplify it a little given that I know people think it's complex. Basically make it a little more like the standalone it didn't end up being. To that end the obv. changes are to drop the [[reaction]]s from {{Card|Fool's Gold}} and {{Card|Trader}}, to drop the above-line text on {{Card|Duchess}} (just leave it +{{Cost|2}}), and make a version of {{Card|Ill-Gotten Gains|IGG}} that just has {{Cost|1}} or {{Cost|2}} on the top. Possibly either {{Card|Inn}} or {{Card|Mandarin}} could change, I like them both as-is but they would be some of the wordiest cards left at that point. {{Card|Noble Brigand}} is wordy but it needs those words. Probably all of these changes sound awful to you, dear reader, but that's the way of the world. It's hard to see the value in the simplicity I'd gain, but there really is value there. Anyway I went with the more complex versions and it's not so bad that I did. | ||
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine] | |Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine] | ||
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}} | }} | ||
== Recommended sets of 10 == | == Recommended sets of 10 == | ||
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=== Hinterlands only === | === Hinterlands only === | ||
− | {{Kingdom| | + | {{Kingdom|Cache|Crossroads|Develop|Haggler|Jack of all Trades|Margrave|Nomad Camp|Oasis|Spice Merchant|Stables|imgwidth = 150|title = Introduction|noadd=1}} |
− | + | {{Kingdom|Border Village|Cartographer|Develop|Duchess|Farmland|Ill-Gotten Gains|Noble Brigand|Silk Road|Stables|Trader|imgwidth = 150|title = Fair Trades|noadd=1}} | |
− | {{Kingdom|Border Village| | + | {{Kingdom|Border Village|Cache|Duchess|Fool's Gold|Haggler|Highway|Nomad Camp|Scheme|Spice Merchant|Trader|imgwidth = 150|title = Bargains|noadd=1}} |
− | + | {{Kingdom|Cartographer|Crossroads|Embassy|Inn|Jack of all Trades|Mandarin|Nomad Camp|Oasis|Oracle|Tunnel|imgwidth = 150|title = Gambits|noadd=1}} | |
=== Hinterlands & [[Dominion (base set)|Dominion]] === | === Hinterlands & [[Dominion (base set)|Dominion]] === | ||
− | {{Kingdom|Cellar|Library|Moneylender|Throne Room|Workshop | + | {{Kingdom|Cellar|Library|Moneylender|Throne Room|Workshop|Highway|Inn|Margrave|Noble Brigand|Oasis|imgwidth = 150|title = Highway Robbery|noadd=1}} |
− | {{Kingdom|Festival|Laboratory|Remodel|Sentry|Vassal|Crossroads|Fool's Gold| | + | {{Kingdom|Festival|Laboratory|Remodel|Sentry|Vassal|Crossroads|Farmland|Fool's Gold|Oracle|Spice Merchant|imgwidth = 150|title = Adventures Abroad|noadd=1}} |
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=== Hinterlands & [[Intrigue]] === | === Hinterlands & [[Intrigue]] === | ||
− | {{Kingdom|Replace|Patrol|Pawn|Shanty Town|Torturer|Cartographer|Jack of | + | {{Kingdom|Replace|Patrol|Pawn|Shanty Town|Torturer|Cache|Cartographer|Jack of all Trades|Silk Road|Tunnel|imgwidth = 150|title = Money for Nothing|noadd=1}} |
− | {{Kingdom|Conspirator|Duke|Harem|Masquerade|Upgrade| | + | {{Kingdom|Conspirator|Duke|Harem|Masquerade|Upgrade|Duchess|Haggler|Inn|Noble Brigand|Scheme|imgwidth = 150|title = The Duke's Ball|id = dukesball|noadd=1}} |
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=== Hinterlands & [[Seaside]] === | === Hinterlands & [[Seaside]] === | ||
− | {{Kingdom | + | {{Kingdom|Cutpurse|Island|Lookout|Merchant Ship|Warehouse|Cartographer|Crossroads|Farmland|Silk Road|Stables|imgwidth = 150|title = Travelers|noadd=1}} |
− | {{Kingdom| | + | {{Kingdom|Ambassador|Bazaar|Caravan|Embargo|Smugglers|Embassy|Farmland|ill-Gotten Gains|Noble Brigand|Trader|imgwidth = 150|title = Diplomacy|noadd=1}} |
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=== Hinterlands & [[Alchemy]] === | === Hinterlands & [[Alchemy]] === | ||
− | {{Kingdom|Apprentice|Familiar|Golem|University|Vineyard|Farmland| | + | {{Kingdom|Apothecary|Apprentice|Herbalist|Philosopher's Stone|Transmute|Duchess|Fool's Gold|Ill-Gotten Gains|Jack of all Trades|Scheme|imgwidth = 150|title = Schemes and Dreams}} |
− | + | {{Kingdom|Apprentice|Familiar|Golem|University|Vineyard|Crossroads|Farmland|Haggler|Highway|Nomad Camp|imgwidth = 150|title = Wine Country}} | |
=== Hinterlands & [[Prosperity]] === | === Hinterlands & [[Prosperity]] === | ||
− | {{Kingdom|Bishop|Expand|Hoard|Mint|Watchtower| | + | {{Kingdom|Bishop|Expand|Hoard|Mint|Watchtower|Farmland|Haggler|Ill-Gotten Gains|Noble Brigand|Trader|imgwidth = 150|title = Instant Gratification|noadd=1}} |
− | {{Kingdom|Bank| | + | {{Kingdom|Bank|Monument|Royal Seal|Trade Route|Venture|Cache|Develop|Fool's Gold|Ill-Gotten Gains|Mandarin|imgwidth = 150|title = Treasure Trove|noadd=1}} |
− | + | === Hinterlands & [[Cornucopia]] === | |
− | === Hinterlands & | + | {{Kingdom|Hamlet|Horn of Plenty|Horse Traders|Jester|Tournament|Fool's Gold|Mandarin|Noble Brigand|Trader|Tunnel|imgwidth = 150|title = Blue Harvest|noadd=1}} |
− | {{Kingdom|Hamlet|Horn of Plenty|Horse Traders|Jester|Tournament|Fool's Gold| | + | {{Kingdom|Fairgrounds|Farming Village|Hunting Party|Jester|Menagerie|Border Village|Embassy|Fool's Gold|Nomad Camp|Oasis|imgwidth = 150|title = Traveling Circus|noadd=1}} |
− | {{Kingdom| | + | |
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=== Hinterlands & [[Dark Ages]] === | === Hinterlands & [[Dark Ages]] === | ||
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{{Kingdom|Cartographer|Develop|Embassy|Fool's Gold|Haggler|Beggar|Count|Feodum|Marauder|Wandering Minstrel|imgwidth = 150|title = Far From Home|shelters=1}} | {{Kingdom|Cartographer|Develop|Embassy|Fool's Gold|Haggler|Beggar|Count|Feodum|Marauder|Wandering Minstrel|imgwidth = 150|title = Far From Home|shelters=1}} | ||
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{{Kingdom|Crossroads|Farmland|Highway|Spice Merchant|Tunnel|Altar|Catacombs|Ironmonger|Poor House|Storeroom|imgwidth = 150|title = Expeditions|shelters=1}} | {{Kingdom|Crossroads|Farmland|Highway|Spice Merchant|Tunnel|Altar|Catacombs|Ironmonger|Poor House|Storeroom|imgwidth = 150|title = Expeditions|shelters=1}} | ||
− | + | === Hinterlands & [[Guilds]] === | |
− | + | {{Kingdom|Butcher|Herald|Masterpiece|Soothsayer|Stonemason|Border Village|Develop|Ill-Gotten Gains|Stables|Trader|imgwidth = 150|title = Exchanges|noadd=1}} | |
− | + | {{Kingdom|Advisor|Baker|Candlestick Maker|Journeyman|Merchant Guild|Crossroads|Farmland|Highway|Spice Merchant|Tunnel|imgwidth = 150|title = Road to Riches|noadd=1}} | |
− | {{Kingdom|Butcher|Herald|Masterpiece|Soothsayer|Stonemason|Border Village|Develop|Ill-Gotten Gains|Stables|Trader|imgwidth = 150|title = Exchanges}} | + | === Hinterlands & [[Adventures]] === |
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− | {{Kingdom|Advisor|Baker|Candlestick Maker|Journeyman|Merchant Guild|Crossroads|Farmland|Highway|Spice Merchant|Tunnel|imgwidth = 150|title = Road to Riches}} | + | |
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{{Kingdom|Haunted Woods|Lost City|Page|Port|Wine Merchant|Develop|Farmland|Haggler|Spice Merchant|Trader|event1 = Raid|imgwidth = 150|title = Traders and Raiders}} | {{Kingdom|Haunted Woods|Lost City|Page|Port|Wine Merchant|Develop|Farmland|Haggler|Spice Merchant|Trader|event1 = Raid|imgwidth = 150|title = Traders and Raiders}} | ||
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{{Kingdom|Bridge Troll|Distant Lands|Giant|Guide|Ranger|Cartographer|Crossroads|Highway|Inn|Silk Road|event1 = Expedition|event2 = Inheritance|imgwidth = 150|title = Journeys}} | {{Kingdom|Bridge Troll|Distant Lands|Giant|Guide|Ranger|Cartographer|Crossroads|Highway|Inn|Silk Road|event1 = Expedition|event2 = Inheritance|imgwidth = 150|title = Journeys}} | ||
− | + | === Hinterlands & [[Empires]] === | |
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{{Kingdom|Catapult|Forum|Patrician|Temple|Villa|Border Village|Develop|Haggler|Ill-Gotten Gains|Stables|event1 = Donate|landmark1 = Labyrinth|imgwidth = 150|title = Simple Plans}} | {{Kingdom|Catapult|Forum|Patrician|Temple|Villa|Border Village|Develop|Haggler|Ill-Gotten Gains|Stables|event1 = Donate|landmark1 = Labyrinth|imgwidth = 150|title = Simple Plans}} | ||
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{{Kingdom|Castles|Charm|Encampment|Engineer|Legionary|Cache|Farmland|Highway|Spice Merchant|Tunnel|landmark1 = Battlefield|landmark2 = Fountain|imgwidth = 150|title = Expansion}} | {{Kingdom|Castles|Charm|Encampment|Engineer|Legionary|Cache|Farmland|Highway|Spice Merchant|Tunnel|landmark1 = Battlefield|landmark2 = Fountain|imgwidth = 150|title = Expansion}} | ||
− | + | === Hinterlands & [[Nocturne]] === | |
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{{Kingdom|Cobbler|Conclave|Druid|Faithful Hound|Werewolf|Cartographer|Highway|Inn|Oasis|Scheme|dboon1 = The Mountain's Gift|dboon2 = The Sky's Gift|dboon3 = The Sun's Gift|imgwidth = 150|title = Search Party}} | {{Kingdom|Cobbler|Conclave|Druid|Faithful Hound|Werewolf|Cartographer|Highway|Inn|Oasis|Scheme|dboon1 = The Mountain's Gift|dboon2 = The Sky's Gift|dboon3 = The Sun's Gift|imgwidth = 150|title = Search Party}} | ||
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{{Kingdom|Bard|Crypt|Leprechaun|Pooka|Shepherd|Crossroads|Farmland|Haggler|Noble Brigand|Tunnel|imgwidth = 150|title = Counting Sheep}} | {{Kingdom|Bard|Crypt|Leprechaun|Pooka|Shepherd|Crossroads|Farmland|Haggler|Noble Brigand|Tunnel|imgwidth = 150|title = Counting Sheep}} | ||
− | + | === Hinterlands & [[Renaissance]] === | |
− | + | {{Kingdom|Flag Bearer|Lackeys|Mountain Village|Silk Merchant|Spices|Cartographer|Develop|Farmland|Haggler|Spice Merchant|project1 = Silos|imgwidth = 150|title = Sweetened Deals}} | |
− | + | {{Kingdom|Ducat|Patron|Scepter|Seer|Swashbuckler|Cache|Crossroads|Noble Brigand|Oasis|Trader|project1 = Barracks|project2 = Guildhall|imgwidth = 150|title = A Penny Saved}} | |
− | {{Kingdom|Flag Bearer|Lackeys|Mountain Village|Silk Merchant|Spices|Cartographer|Develop|Farmland|Haggler|Spice Merchant|project1 = Silos | + | === Hinterlands & [[Menagerie (expansion)|Menagerie]] === |
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− | {{Kingdom|Ducat|Patron|Scepter|Seer|Swashbuckler|Cache|Crossroads|Noble Brigand|Oasis|Trader|project1 = Barracks|project2 = Guildhall | + | |
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{{Kingdom|Black Cat|Falconer|Sheepdog|Sleigh|Village Green|Cartographer|Fool's Gold|Margrave|Trader|Tunnel|way1=Way of the Turtle|event1=Banish|imgwidth=150|title = Big Blue}} | {{Kingdom|Black Cat|Falconer|Sheepdog|Sleigh|Village Green|Cartographer|Fool's Gold|Margrave|Trader|Tunnel|way1=Way of the Turtle|event1=Banish|imgwidth=150|title = Big Blue}} | ||
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{{Kingdom|Cardinal|Hostelry|Livery|Mastermind|Supplies|Develop|Farmland|Haggler|Nomad Camp|Stables|way1=Way of the Mouse|event1=Gamble|imgwidth=150|title = Intersection}} | {{Kingdom|Cardinal|Hostelry|Livery|Mastermind|Supplies|Develop|Farmland|Haggler|Nomad Camp|Stables|way1=Way of the Mouse|event1=Gamble|imgwidth=150|title = Intersection}} | ||
Set-aside card for Mouse is {{Card|Crossroads}} | Set-aside card for Mouse is {{Card|Crossroads}} | ||
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{{Navbox Hinterlands}} | {{Navbox Hinterlands}} | ||
{{Navbox expansions}} | {{Navbox expansions}} |