Rabble
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|Text = +3 Cards<br/>Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses. | |Text = +3 Cards<br/>Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses. | ||
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+ | '''Rabble''' is an [[Action]]-[[Attack]] card from [[Prosperity]]. It draws 3 cards like a {{card|Smithy}}, but also attacks the opponents by making them discard [[Action]] and [[Treasure]] cards from their deck and keeping [[Victory]] and {{card|Curse}} cards on top. It is a weak attack when played only once or in the early or mid-game, but becomes very potent when stacked in the late-game, having the potential to make your opponent start every turn with 3 [[dead]] cards in hand. | ||
== FAQ == | == FAQ == | ||
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=== Other Rules clarifications === | === Other Rules clarifications === | ||
== Strategy Article == | == Strategy Article == | ||
+ | There isn't a Rabble strategy article, though it was discussed [http://forum.dominionstrategy.com/index.php?topic=2973.msg108925#msg108925 on the forums]. | ||
+ | |||
+ | Alone, Rabble is little better than an expensive {{Card|Smithy}}. Up until the mid-game, its attack can even help the opponent by providing cycling, especially if there's a way to trash the starting {{card|Estate}}s. However, in the late-game, a Rabble stack can make an opponent stall, hard, giving your engine time to catch up. Typically, a Rabble engine needs a little bit more help from +Buy or from another good engine enabler to be viable. | ||
+ | |||
+ | When playing against Rabble, remember not to green early, and don't start buying Duchies until you have to - any extra green will make the lock that much more powerful. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
+ | * {{card|University}}, as another slow-to-ramp-up card which will gain you huge numbers of Rabbles, is a good fit for a [[Village (Card type)|Village]] in a Rabble engine. | ||
+ | * {{card|Saboteur}} can destroy your opponent's Provinces after the Rabble leaves them on top. | ||
+ | * {{card|Ghost Ship}} can make a Rabble lock even more potent. | ||
+ | * {{card|Council Room}} is safe to play with Rabble, since the +1 Card benefit to the opponent is negated if the Rabble has left green on top. | ||
+ | * {{card|Minion}} can be used to make the opponent immediately draw the green cards you've left on their deck. | ||
+ | * {{card|Colony}} games give Rabble engines more time to ramp up, and ensure that early greening is punished extra-heavily | ||
=== Antisynergies === | === Antisynergies === | ||
+ | * {{card|Native Village}} can be used to hide away on a mat the green cards that are conveniently left on top of the deck. | ||
+ | * {{card|Farming Village}}, {{card|Golem}}, and {{card|Scout}} laugh at green cards on top of the deck. | ||
+ | * {{card|Warehouse}}: a single play of Warehouse can clear all three green cards. | ||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === |
Revision as of 04:45, 8 November 2012
Rabble | |
---|---|
Cost | |
Type | Action - Attack |
Set/Expansion | Prosperity |
Illustrator | RC Torres |
+3 Cards Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses. |
Rabble is an Action-Attack card from Prosperity. It draws 3 cards like a Smithy, but also attacks the opponents by making them discard Action and Treasure cards from their deck and keeping Victory and Curse cards on top. It is a weak attack when played only once or in the early or mid-game, but becomes very potent when stacked in the late-game, having the potential to make your opponent start every turn with 3 dead cards in hand.
Contents |
FAQ
Official FAQ
- The other players shuffle if necessary to get 3 cards to reveal, and just reveal what they can if they still have fewer than 3 cards.
- They discard revealed Treasures and Actions and put the rest back on top in whatever order they want.
- Cards with more than one type match all of their types; for example if a player reveals Nobles from Dominion: Intrigue, it is an Action - Victory card, which means it is an Action, so he discards it.
Other Rules clarifications
Strategy Article
There isn't a Rabble strategy article, though it was discussed on the forums.
Alone, Rabble is little better than an expensive Smithy. Up until the mid-game, its attack can even help the opponent by providing cycling, especially if there's a way to trash the starting Estates. However, in the late-game, a Rabble stack can make an opponent stall, hard, giving your engine time to catch up. Typically, a Rabble engine needs a little bit more help from +Buy or from another good engine enabler to be viable.
When playing against Rabble, remember not to green early, and don't start buying Duchies until you have to - any extra green will make the lock that much more powerful.
Synergies/Combos
- University, as another slow-to-ramp-up card which will gain you huge numbers of Rabbles, is a good fit for a Village in a Rabble engine.
- Saboteur can destroy your opponent's Provinces after the Rabble leaves them on top.
- Ghost Ship can make a Rabble lock even more potent.
- Council Room is safe to play with Rabble, since the +1 Card benefit to the opponent is negated if the Rabble has left green on top.
- Minion can be used to make the opponent immediately draw the green cards you've left on their deck.
- Colony games give Rabble engines more time to ramp up, and ensure that early greening is punished extra-heavily
Antisynergies
- Native Village can be used to hide away on a mat the green cards that are conveniently left on top of the deck.
- Farming Village, Golem, and Scout laugh at green cards on top of the deck.
- Warehouse: a single play of Warehouse can clear all three green cards.
Trivia
Secret History