Ruins

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[[Image:Survivors.jpg|thumb|right|200px|[[Survivors]], a Ruins card.]]
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'''Ruins''' are a [[type]] of [[basic cards]] in [[Dark Ages]]. They are weak and undesirable [[Action]] cards costing {{Cost|0}} that are typically added to a player's deck as a penalty or attack (though the player is free to buy or gain them by other means if they want). Ruins are added to the [[supply]] whenever a [[Looter]] is present in the game. The supply starts with the same number of Ruins as {{Card|Curse|Curses}}.
 
'''Ruins''' are a [[type]] of [[basic cards]] in [[Dark Ages]]. They are weak and undesirable [[Action]] cards costing {{Cost|0}} that are typically added to a player's deck as a penalty or attack (though the player is free to buy or gain them by other means if they want). Ruins are added to the [[supply]] whenever a [[Looter]] is present in the game. The supply starts with the same number of Ruins as {{Card|Curse|Curses}}.
  

Revision as of 23:02, 18 April 2015

Survivors, a Ruins card.

Ruins are a type of basic cards in Dark Ages. They are weak and undesirable Action cards costing $0 that are typically added to a player's deck as a penalty or attack (though the player is free to buy or gain them by other means if they want). Ruins are added to the supply whenever a Looter is present in the game. The supply starts with the same number of Ruins as CursesCurse.jpg.

There are 10 copies of each of 5 differently named Ruins cards; however, in games of fewer than 6 players not all 50 will be used. In these cases a random subset of the 50 Ruins are chosen face-down, so players are not aware of the exact contents of the Ruins supply pile. In any event, the Ruins supply pile is shuffled, and only the top card at any given time is face-up and available to be gained or bought.

Four out of five Ruins are cards that give a simple vanilla +1 bonus; these four are named after cards from the base Dominion set that have related effects, and their artwork is based on those or other earlier cards.

Contents

Additional Rules

List of Ruins

The different ruins cards are:

Preparation

  • If any Kingdom card has the type Looter (e.g. CultistCultist.jpg, Death CartDeath Cart.jpg, and MarauderMarauder.jpg), add the Ruins pile to this game.
  • Shuffle the Ruins cards, then count 10 per player after the first: 10 for two players, 20 for three players, 30 for four players, and so on.
  • Put the pile face down with the top card face up.
  • Return any remaining Ruins cards to the box as they are not used in this game.

Ruins pile

  • Players can buy Ruins even though they normally will not wish to.
  • Ruins cards are Actions; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as ProcessionProcession.jpg.
  • The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition.
  • Cards that try to get specific cards from the Supply fail to get a Ruins if the correct one is not the top one. For example if you buy a Ruined MarketRuined Market.jpg with TalismanTalisman.jpg, you only gain another Ruined Market if that is the top Ruins under the one you bought; if you use AmbassadorAmbassador.jpg to return SurvivorsSurvivors.jpg to the Supply, the next player will gain that SurvivorsSurvivors.jpg, but the player after that will not gain a card, unless the next Ruins is also a SurvivorsSurvivors.jpg.
  • The only card that may be bought or gained or chosen from the Ruins pile is the card on top.
  • Players cannot look through the pile, only at the top card; the players turn the top card over any time it is face down.
  • If a Ruins is returned to the Ruins pile with AmbassadorAmbassador.jpg, turn over the current top card and the returned card goes on top, turned face-up.
  • Ruins cards with different names count as differently named cards for cards that care about this. For example if TributeTribute.jpg reveals two different Ruins cards, it will give +4 Actions.
  • When ContrabandContraband.jpg is played, a player can name a Ruins, but that only stops that specific Ruins from being bought. However an EmbargoEmbargo.jpg token placed on the Ruins pile will affect any cards bought from it.


Strategy Article

Because they give minor benefits and don't give negative points, Ruins are not as harmful as CursesCurse.jpg, and Looters are thus not as good as Cursers. Cards like Scrying PoolScrying Pool.jpg, TransmuteTransmute.jpg, and VineyardVineyard.jpg, which care about Action cards, can actually make use of them. ProcessionProcession.jpg can also be used as a Ruins-trasher. See here for a quite comprehensive comparison between Ruins and Curses.

Synergies/Combos

Antisynergies

Trivia

Secret History

Back when, the main set had Confusion—a blank card—and an attack that gave it out. Confusion just wasn't worth the 30 or 50 extra cards it required. It plays so much like CurseCurse.jpg. When I decided to make Dark Ages 500 cards, I of course thought of Confusion. Confusion still wasn't worth doing though. But what about more interesting penalty cards? They wouldn't need to be all the same even. And well there they are, the Ruins. It was always those five. Some people argued that Ruined Village was more funny than worth printing; it's easily the worst one, and in a multiplayer game someone just randomly got handed it while someone else got Abandoned Mine. But I thought that wasn't so bad, and felt that it was important that it be very easy to learn the Ruins. Four are +1's and then there's Survivors. Bam.


I needed a rule for putting out the pile, and so put "Looter" on the bottom of the relevant kingdom cards. It seemed like it would be confusing if the Ruins pile wasn't in the supply, so it is; that meant the top card had to be visible, so that for example if I name it for ContrabandContraband.jpg we know that that's what you'd be buying (and you can't). This means you have to carefully deal them out in turn order and well that was as good as it got.


Cards $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Combos and Counters Apprentice/Market SquareBeggar/GardensBishop/FortressDonate/Market SquareHermit/Market SquareLurker/Hunting GroundsMasterpiece/FeodumProcession/FortressTrader/Feodum
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