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{{Cardbox|
 
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  |Card = Hoard
{{Infobox Card
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  |Cost = 6
  |name = Hoard
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  |Set = Prosperity
  |cost = 6
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|Type = Treasure
  |type1 = Treasure
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  |Illustrator = Colin Throm
  |illustrator = Colin Throm
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  |Text = Worth $2<br/>
  |text = {{Cost|2|l}}<br>This turn, when you gain a Victory card, if you bought it, gain a Gold.
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----
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''While this is in play, when you buy a Victory card, gain a Gold.
 
}}
 
}}
 
'''Hoard''' is a [[Treasure]] card from [[Prosperity]]. It is a [[gainer]], since it allows you to gain {{Card|Gold}} cards without buying them, by buying a [[Victory]] card with Hoard in play.
 
  
 
== FAQ ==
 
== FAQ ==
=== Official FAQ (2022) ===
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=== Official FAQ ===
* You only gain a {{Card|Gold}} when you gain a [[Victory]] card that you bought, not when you gain a Victory card other ways (such as via {{Card|War Chest}}).
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Copy & Paste Official FAQ here, please.
* The {{Card|Gold}} comes from the [[Supply]] and is put into your discard pile.
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=== Other Rules clarifications ===
* This is cumulative, and works on all gains; for example if you have two Hoards in play, and buy and gain two {{Card|Estate|Estates}}, you'll gain four {{Card|Gold|Golds}} total.
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== Strategy Article ==
=== Other rules clarifications ===
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''[http://dominionstrategy.com/2010/12/02/prosperity-hoard/ Original article] by theory
Hoard got errata in 2022 so that it's no longer a while-in-play effect, and the {{Card|Gold}} gain was delayed to when you gained the bought Victory card.
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* If you play this twice with e.g. {{Card|Tiara}} or {{Card|Crown}}, buying and gaining a Victory card will gain you two {{Card|Gold|Golds}}.
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{| class="wikitable mw-collapsible mw-collapsed"
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Hoard is strong.  Very strong.  So strong, in fact, that when Hoards are present, you usually don’t need to buy Gold if you can just draw your Hoard often enough. And you really don’t need more than one or two; with Hoard, your deck will be quite a bit stronger than it usually is after the VP-buying starts. This means that with $6, you can start buying Duchies much earlier than you normally would.
| <h3>Deprecated official FAQ (2020)</h3>
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|-
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| <ul>
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<li> When you buy a [[Victory]] card with this in play, you gain a {{Card|Gold}} card from the [[Supply]], putting it into your discard pile.  
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<li> If there are no Golds left, you do not get one.
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<li> If you have multiple Hoards in play, you will gain multiple {{Card|Gold|Golds}} from buying a single Victory card.  
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<li> If you buy multiple Victory cards, you will get Gold for each one.
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<li> So for example if you had two Hoards in play and no other money, with +1 Buy, you could buy two {{Card|Estate|Estates}} and gain four {{Card|Gold|Golds}}.
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<li> Victory cards gained other than via buying them do not get you Gold.
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</ul>
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|}
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{| class="wikitable mw-collapsible mw-collapsed"
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| <h5>Deprecated rules clarifications (2016 2020)</h5>
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|-
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| <ul>
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<li> A {{Card|Crown|Crowned}} Hoard will still only gain one Gold per Victory card buy.
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</ul>
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|}
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== Strategy ==
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Hoard is most powerful with the mixed Victory cards (Great Hall, Island, Nobles, and Harem).  It’s also a great way to run a Duke/Duchy strategy, since picking up a couple Hoards before buying the Duchies and Dukes is usually enough to keep your deck producing $5 even after you saturate it with Victory cards.  The same principle applies to Gardens strategies, though you should keep in mind that most Gardens strategies depend on fast endings, and building up to $6 for the Hoard might be too slow.
Hoard is an expensive [[Kingdom]] [[Treasure]] and {{Card|Gold}} [[gainer]] that varies in appeal depending on whether this latter effect is valuable or not; if this is not activated, it’s simply a pricey {{Card|Silver}}. When you’re building an [[engine]], Hoard is often mediocre due to its antithetical nature to the principles of [[deck control]]: it is itself a [[stop card]] that requires you to gain other stop cards ([[Victory]] cards) in order to gain even more stop cards ({{Card|Gold|Golds}}). Stronger [[payload]] options that are less demanding in terms of [[draw]] are usually available. Hoard can, however, be a useful addition to your deck in cases where you can both activate and benefit from the {{Card|Gold}}-gaining.  
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In [[money strategy|money strategies]], Hoard can be helpful to achieve and maintain a high [[money density]] by adding more payload cards during [[greening]]. When used in this way, Hoard is usually best added instead of your first {{Card|Gold}}, with the aim of buying {{Card|Province|Provinces}} with it in play. Even if you can’t afford a {{Card|Province}}, buying another Victory card instead is still useful for pushing your money density towards 1.5 {{Cost}} per stop card. In an engine, Hoard is less frequently useful, but a single copy may be attractive in a Kingdom with strong draw but where payload is otherwise difficult to add, and can help you ramp from one {{Card|Province}} per turn to two. In these cases, Hoard should be added once you have achieved full deck control, usually including [[thinning]] your starting cards.  
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Hoard is also the rare card that benefits from a ton of extra Buys, especially with the Bridge. And Watchtower can turn this into a devastating combo: stack up on free Estates, optionally trashing them as they come in, while top-decking your Golds. Add in a Herbalist for further ridiculousness.
  
While Hoard is not the fastest or most flexible {{Card|Gold}} gainer, it can still function sufficiently in that role. With [[trash for benefit]] cards such as {{Card|Apprentice}} or a [[Remodel variant]], you can use a single Hoard to provide high-priced fodder for this effect while simultaneously maintaining deck control by trashing {{Card|Gold}} at the same rate as you gain it. If your engine relies on Treasure cards (such as with {{Card|Storyteller}}) or if gaining {{Card|Gold}} offers some other supplemental benefit (such as with {{Landmark|Keep}}), Hoard can be useful for the purpose.
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In general, if there isn’t another viable buy, then you should always try to use Hoard to buy a Victory card, even if that means buying an Estate or Duchy before your first Province. This is especially true when there are trashing cards available, and even more true when those trashing cards provide benefits. Salvager works best with Hoard, since it gives you a +Buy for all those Golds, but Apprentice and Bishop are almost as good.
 
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If your engine is buying Victory cards as part of the building process (such as with {{Card|Nobles}}, {{Card|Shepherd}}, or {{Event|Inheritance}}), Hoard can provide payload earlier than it otherwise would, since adding Victory cards benefits your deck rather than being something to delay as long as possible.
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===External strategy articles===
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''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''
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* [https://dominionstrategy.com/2010/12/02/prosperity-hoard/ theory's 2010 article]
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== Versions ==
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===English versions===
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{| class="wikitable" style="text-align:center;"
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! Print !! Digital !! Text !! Release !! Date
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|-
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| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=g|o=1|}} || style="padding: 0px 10px;"| {{Cost|2|l}}{{divline}}While this is in play, when you buy a Victory card, gain a Gold. || Prosperity || October 2010
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|-
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| {{CardLangVersionImage|o=2}} || {{CardLangVersionImage|d=s|o=2}} || style="padding: 0px 10px;"| {{Cost|2|l}}{{divline}}While this is in play, when you buy a Victory card, gain a Gold. || Prosperity [[2016 Errata#Formatting changes|(2016 printing)]] || February 2017
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|-
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| {{CardLangVersionImage|o=3}} || {{CardLangVersionImage|d=s|o=3}} || style="padding: 0px 10px;"| {{Cost|2|l}}{{divline}}While you have this in play, when you buy a Victory card, gain a Gold. || Prosperity [[2020_Errata|(2020 printing)]] || October 2020
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|-
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| {{CardLangVersionImage}} || {{CardLangVersionImage|d=t}} || style="padding: 0px 10px;"| {{Cost|2|l}}<br>This turn, when you gain a Victory card, if you bought it, gain a Gold. || Prosperity [[2022_Errata#anchor_GetRidWhile|(Second]] [[2022_Errata#anchor_GetRidBuyC|Edition)]] || June 2022
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|}
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===Other language versions===
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{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
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! Language !! Name !! Print !! Digital !! Text !! Notes
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|-
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! Chinese
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| 儲藏室 || || || style="padding:15px 0px;"| {{Cost|2|l}}{{divline}}當此卡在出牌區,每次你購買分數卡,獲得一張黃金。 ||
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|-
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!Czech
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| Bohatství (lit. ''wealth'') || || || ||
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|-
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!Dutch
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| Spaargeld (lit. ''savings'') || {{CardLangVersionImage|Dutch}} || || {{Cost|2|l}}{{divline}}Als deze kaart in het spel is, pak een Goud voor elke overwinningskaart die je koopt. || (2011)
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|-
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!Finnish
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| Aarre (lit. ''treasure'') || || || ||
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|-
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!French
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| Magot || || || ||
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|-
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!rowspan=3|German
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| Hort || {{CardVersionImage|Hoard German-HiG|German language Hoard 2010 by HiG}} ||  || {{Cost|2|l}}{{divline}}Wenn diese Karte im Spiel ist und du eine Punktekarte kaufst: Nimm dir ein Gold. || (2010)
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|-
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| Hort ||  || {{CardVersionImage|HoardGerman2021Digital|German language Hoard 2021 from Shuffle iT}} || {{Cost|2|l}}{{divline}}Wenn du diese Karte im Spiel hast, wenn du eine Punktekarte kaufst, nimm ein Gold. || (Nachdruck 2021)
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|-
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| Hort || {{CardLangVersionImage|German}} || {{CardLangVersionImage|German|d=t}} || style="padding:15px 0px;"| {{Cost|2|l}}<br>Wenn du in diesem Zug eine von dir gekaufte Punktekarte nimmst, nimm ein Gold. || 2.&nbsp;Edition<br>(2022)
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|-
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!Italian
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| Mucchio (lit. “heap”) || || || ||
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|-
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!Japanese
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| 隠し財産<br>(pron. ''kakushi zaisan'', lit. ''hidden wealth'') || || || style="padding:15px 0px;"| {{Cost|2|l}}{{divline}}これが場にある問、勝利点カード1枚を購入するとき、金貨1枚を獲得する。 ||
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|-
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!rowspan=2|Polish
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| Krocie<br>(lit. ''treasure'') || {{CardLangVersionImage|PolishOld}} || || {{Cost|2|l}}{{divline}}Kiedy ta karta znajduje się w grze, dodaj Złoto za każdym razem, gdy kupujesz kartę Zwycięstwa. || (2016)
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|-
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| Krocie<br>(lit. ''treasure'') || {{CardLangVersionImage|Polish}} || || {{Cost|2|l}}<br>Ilekroć w tej turze dodasz kartę Zwycięstwa – ale tylko jeśli ją kupiłeś – dodaj także Złoto. || II&nbsp;Edycja<br>(2022)
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|-
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!Russian
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| Сокровищница<br>(pron. ''sokrovishshnitsa'', lit. ''treasury'') || || || ||
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|-
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!Spanish
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| Tesoro escondido || || || ||
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|}
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So when would you pass up Hoard for Gold?  Well, Hoard naturally works very badly with Treasury.  Hoards are also less effective when Platinums are available; cutting out the Hoard and bootstrapping from Gold to Platinum can get you to Colonies faster, since it’s difficult to get to Colonies with just Hoarded Golds.  And there’s not too much point to Hoards late in the game; for instance, if you have Royal Seal or Watchtower, you might choose to buy and top-deck a late Gold rather than a Hoard, so that you can get to the last Province/Colony sooner.
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=== Synergies/Combos ===
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*Great Hall, Island, Nobles, Harem
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*Salvager / other trashing cards that provide benefits (Bishop, Apprentice) (sample game with Bishop)
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*Duke/Duchy or lategame Gardens strategies (sample game)
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*Watchtower
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*+Buy, especially Bridge
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*Herbalist
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*Explorer, which encourages early Province buying
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*Mine, which can convert late-game Hoards into more useful Golds or Harems
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*Mint, since you’ll have a plethora of good Treasure to duplicate (sample game)
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=== Antisynergies ===
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*Treasury
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*Platinums
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*Strategies that depend on few Treasure (Minion, for instance)
 
== Trivia ==
 
== Trivia ==
[[Image:HoardArt.jpg|thumb|right|354px|Official card art.]]
 
=== Preview ===
 
{{Quote
 
|Text= The big question with Hoard is, when is it okay to buy weaker {{VP}} cards in order to get the {{Card|Gold}}? Like, your deck gains an {{Card|Estate}} and a {{Card|Gold}}. Is that good? Well this is Combo Corner and that's just one card, so you'll have to figure that out for yourself. It's definitely worth it if you have multiple Hoards out though. You will eventually see someone play a {{Card|Worker's Village}} and two Hoards and buy two {{Card|Estate}}s, gaining four {{Card|Gold}}s. Victory cards that do something ({{Card|Great Hall}} etc.) are especially nice. Add a {{Card|Royal Seal}} or {{Card|Watchtower}} and you can put the {{Card|Gold}} right on your deck for next turn.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=123.msg1169#msg1169 Dominion: Prosperity Review]
 
}}
 
 
=== Secret History ===
 
=== Secret History ===
 
{{Quote
 
{{Quote
|Text=Started out at {{Cost|5}}. It was too strong, although it took a long time to get changed.
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|Text=Started out at $5. It was too strong, although it took a long time to get changed.
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]
}}
 
=== 2E Rewording ===
 
{{Quote
 
|Text=
 
Lots and lots of players conflate "when you gain" with "when you buy"; for example they expect to gain two {{Card|Port}}s when using {{Card|Workshop}} to gain one. People who know the rules well still get tripped up by this sometimes. Then there's, when-buy is timed differently from when-gain - it happens first. This again endlessly is not something people expect, and causes weird things to happen. For example you can buy the last card of a pile with {{Card|Talisman}} in play, gain that card with {{Card|Talisman}}, and then fail to gain a card due to the buy itself.
 
 
It should have been that I only had when-gain from the start. And this has been clear since before Hinterlands came out. I kept when-buy because a few cards needed it to not have some other fix, and I'd already put out {{Card|Mint}} with when-buy. I immediately regretted it, then felt for years like, oh well, that damage is done, and made more when-buy cards. Finally I stopped making them and now I'm getting rid of them.
 
 
Some people immediately feel like getting rid of when-buy is removing some important nuance or complexity. It isn't! It isn't, you heard it here. The game has so much nuance; no particular instance of it is important. And I mean the last few expansions have no when-buy; I have been on this plan for years now.
 
 
Some needed to avoid loops. Hoard has no loops, but I've playtested cards that would loop with it if it were a pure when-gain. It was a real question, did I really have to fix it; I always think I won't get talked into more expansions, but if I do, I'll sure be glad I didn't rule out future cards due to trying to be nice to Hoard.
 
 
Let's be clear: "When you gain a card you bought" is awful. It's not "yeeha, just what I've always wanted"; it's, "this is my least bad option, oh well, I take it." Other things you can do in these cases, e.g. "once per turn," were more of a change; despite how it may look, I was trying to minimize changes.
 
 
["While this is in play"] also endlessly confuses players. Who are these players, someone is asking. Man. They're everywhere. Maybe you are in a bubble of rules experts, I dunno; they're really out there. They are surprised when {{Card|Throne Room|Throne}} - {{Card|Goons}} doesn't work and so on.
 
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=21326.0 The Why of the Errata]
 
 
}}
 
}}
  
{{Navbox Prosperity}}
 
 
{{Navbox Cards}}
 
{{Navbox Cards}}
[[Category:Alt Treasure]]
 
[[Category:Treasure gainer]]
 

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