Shanty Town
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− | '''Shanty Town''' is an [[Action]] card from [[Intrigue]]. It is a [[ | + | '''Shanty Town''' is an [[Action]] card from [[Intrigue]]. It is a [[village (card category)|village]]—i.e., it gives +2 Actions—that draws cards only if you have no other Action cards in hand. |
== FAQ == | == FAQ == | ||
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=== Other Rules clarifications === | === Other Rules clarifications === | ||
* If you {{Card|Throne Room}} a Shanty Town, you reveal your hand, get +2 actions, and potentially draw two cards, then you reveal your hand again, get 2 more actions, and potentially draw two more cards. You do NOT reveal your hand once and get +4 cards. | * If you {{Card|Throne Room}} a Shanty Town, you reveal your hand, get +2 actions, and potentially draw two cards, then you reveal your hand again, get 2 more actions, and potentially draw two more cards. You do NOT reveal your hand once and get +4 cards. | ||
− | == Strategy | + | == Strategy == |
− | + | Shanty Town is a weak [[Village (card category)|village]], often equivalent to {{Card|Necropolis}} in its effect. If you can activate its [[draw]] effect by playing it without [[Action]] cards in hand, it is equivalent to {{Card|Lost City}}, but this is usually very difficult or impossible to do consistently in an [[engine]]. Shanty Town has two fundamental problems: | |
+ | # When used as your primary village, it’s usually a [[stop card]]. Generally, you need to play your villages before your [[terminal]]s, but if there is already a terminal in your hand, Shanty Town draws no cards. The point of adding a village to your deck is to play more terminals, but the more terminals you add to your deck, the worse Shanty Town gets at drawing, meaning you need more draw from other sources to find those terminals. | ||
+ | # Even when Shanty Town acts as [[non-terminal]] draw, you’re somewhat unlikely to be able to use the resulting [[terminal space]], as you need one of the two cards you draw with Shanty Town to be an Action. | ||
+ | # The draw capacity of Shanty Town significantly decreases when multiple copies [[collision|collide]]: with two copies, only the second one draws two cards and the other none. More copies of Shanty Town colliding make the draw efficiency even worse. | ||
+ | As such, in many cases Shanty Town compares poorly to other villages that consistently maintain your hand size (like {{Card|Village}}) or more reliably offer a helpful bonus (like {{Card|Squire}}). If you need extra [[terminal space]] and there is no alternative, Shanty Town can fulfill that purpose even though it may often not draw any cards. | ||
− | Shanty Town is | + | Shanty Town is stronger when you can play it without any other Action cards in hand. This is likely to occur in several cases. |
+ | * If all of your other Actions are [[non-terminal]], you can consistently play everything else before your Shanty Town, then draw with Shanty Town and continue your turn. | ||
+ | * Similarly, if your deck has other villages in it you may be able to play Shanty Town after terminals as well. Even if this isn't always possible, a copy or two is relatively low-investment and low-risk with a moderate payoff, as Shanty Town effectively acts as an unreliable but occasionally [[dud]]-preventing {{Card|Lost City}}. | ||
+ | * In the early game, when your deck contains very few other Action cards, Shanty Town can effectively act as non-terminal draw and cheap [[cycling]]. This may be useful if, for example, your priority is playing a [[non-terminal]] [[thinning|thinner]] such as {{Card|Bounty Hunter}}. | ||
+ | * Shanty Town generally works better with smaller hand sizes, as in such cases it’s more likely that you will not have another Action card in hand. This may be either because you’ve already played several stop cards (e.g. {{Card|Ironworks}}), or because of a [[handsize attack]] (e.g. {{Card|Clerk}}). In the case of the latter, Shanty Town can be a decent defensive maneuver. | ||
− | + | ===External strategy articles=== | |
− | + | ''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.'' | |
− | === | + | * [http://forum.dominionstrategy.com/index.php?topic=3087 O's 2012 article] |
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== Versions == | == Versions == | ||
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! Print !! Digital !! Text !! Release !! Date | ! Print !! Digital !! Text !! Release !! Date | ||
|- | |- | ||
− | | {{ | + | | {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=2|o=1||Shanty Town from Goko/Making Fun}} || '''+2 Actions'''<br>Reveal your hand.<br>If you have no Action cards in hand, +2 Cards. || Intrigue 1st Edition || July 2009 |
|- | |- | ||
− | | {{ | + | | {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || '''+2 Actions'''<br>Reveal your hand. If you have no Action cards in hand, '''+2 Cards'''. || Intrigue [[Second Edition|2nd Edition]] || October 2016 |
|} | |} | ||
===Other language versions=== | ===Other language versions=== | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
− | ! | + | ! Language !! Name !! Print !! Digital !! Text !! Notes |
|- | |- | ||
− | + | !Chinese | |
− | + | | 貧民窟 (pron. ''pínmínkū'', lit. ''slum housing'') || || || | |
− | + | ||
|- | |- | ||
− | | || || | + | !Czech |
+ | | Chudinská čtvrť || || || || | ||
|- | |- | ||
− | | || || | + | !Dutch |
+ | | Sloppenwijk || {{CardLangVersionImage|Dutch}} || || '''+2 Acties'''<br>Toon je hand. Als je geen actiekaarten in je hand hebt: +2 Kaarten. || Eerste editie<br>(2009) | ||
|- | |- | ||
− | | || || | + | !Finnish |
+ | | Hökkelikylä || || || || | ||
|- | |- | ||
− | | | + | !French |
+ | | Taudis (lit. ''slums'') || || || || | ||
|- | |- | ||
− | | || || | + | !German |
+ | | Armenviertel<br>(lit. ''poor quarter'') || {{CardVersionImage|Shanty TownGerman2021rulebook|German language Shanty Town 2021 by ASS}} || {{CardLangVersionImage|German|d=1}} ||'''+2 Aktionen'''<br>Decke deine Handkarten auf. Wenn du keine Aktionskarte auf deiner Hand hast: '''+2 Karten.''' || 2. Edition<br>(2021) | ||
|- | |- | ||
− | | || || | + | !Hungarian |
+ | | Kunyhótelep || || || || | ||
|- | |- | ||
− | | || || | + | !Italian |
+ | | Baraccopoli || || || || | ||
|- | |- | ||
− | | | + | !Japanese |
+ | | 貧民街<br>(pron. ''himmingai'', lit. ''slums'') || || || '''+2 アクション'''<br>手札を公開する。その中にアクションカードが1枚もない場合、'''+2 カードを引く'''。|| | ||
|- | |- | ||
− | | | + | !Korean |
+ | | 빈민가 (pron. ''binminga'', lit. ''ghetto'') || || || || | ||
|- | |- | ||
− | | | + | !Norwegian |
+ | | Fattigkvarter (lit. ''poor quarter'') || || || || | ||
|- | |- | ||
− | | || || | + | !Polish |
+ | | Rudera<br>(lit. ''hovel'') || {{CardLangVersionImage|Polish}} || || '''+2 akcje'''<br>Odkryj swoją rękę. Jeśli nie masz na ręce żadnych kart Akcji, +2 karty. || (2016) | ||
|- | |- | ||
− | | || || Spanish || Chabolas (lit. ''shanties'') || | + | !Russian |
+ | | Трущобы<br>(pron. ''trushshoby'', lit. ''slum'') || || {{CardLangVersionImage|Russian|d=1}} || '''+2 Действиа'''<br>Раскройте вашу руку. Если у вас нет карт Действия в руке, '''+2 Карты'''. || | ||
+ | |- | ||
+ | !rowspan=2|Spanish | ||
+ | | Chabolas (lit. ''shanties'') || {{CardLangVersionImage|Spanish|o=1}} || || '''+2 Acciones'''<br>Revela toda tu mano.<br>Si no tienes ninguna carta de Acción en ella, '''+2 Cartas.''' || First Edition<br>(2009) | ||
+ | |- | ||
+ | | Chabolas (lit. ''shanties'') || {{CardLangVersionImage|Spanish}} || || '''+2 Acciones'''<br>Revela toda tu mano.<br>Si no tienes ninguna carta de Acción en ella, '''+2 Cartas'''. || Second Edition<br>(2016) | ||
|} | |} | ||
+ | |||
== Trivia == | == Trivia == | ||
[[Image:Shanty_TownArt.jpg|thumb|right|354px|Official card art.]] | [[Image:Shanty_TownArt.jpg|thumb|right|354px|Official card art.]] | ||
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{{Quote|Text=Those of you noting that [[Dark Ages]] is the 7th expansion, and that in the Secret History for Dominion I say that {{Card|Adventurer}} came from the 7th expansion: that 7th expansion was the top-of-deck one. Ditto for Shanty Town.|Name=[[Donald X. Vaccarino]]|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards] | {{Quote|Text=Those of you noting that [[Dark Ages]] is the 7th expansion, and that in the Secret History for Dominion I say that {{Card|Adventurer}} came from the 7th expansion: that 7th expansion was the top-of-deck one. Ditto for Shanty Town.|Name=[[Donald X. Vaccarino]]|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards] | ||
}} | }} | ||
− | + | === Further thoughts from Donald X. === | |
+ | {{Quote|Text= When it's not a bad Village (which is still a Village so there's that), it can be a tricky {{Card|Laboratory|Lab}}. Man people know about Shanty Town, right? | ||
+ | | Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half] | ||
+ | }} | ||
{{Navbox Intrigue}} | {{Navbox Intrigue}} | ||
{{Navbox Cards}} | {{Navbox Cards}} | ||
+ | [[category:non-terminals]] | ||
+ | [[category:villages]] | ||
+ | [[category:variable draw]] | ||
+ | [[category:likes slogs]] |
Latest revision as of 11:44, 25 December 2023
Shanty Town | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Intrigue |
Illustrator(s) | Maura Kalusky |
Card text | |
+2 Actions Reveal your hand. If you have no Action cards in hand, +2 Cards. |
Shanty Town is an Action card from Intrigue. It is a village—i.e., it gives +2 Actions—that draws cards only if you have no other Action cards in hand.
Contents |
[edit] FAQ
[edit] Official FAQ
- You get +2 Actions, then reveal your hand.
- If it has no Action cards in it (including Action cards with other types too, such as Nobles), then you draw 2 cards.
[edit] Other Rules clarifications
- If you Throne Room a Shanty Town, you reveal your hand, get +2 actions, and potentially draw two cards, then you reveal your hand again, get 2 more actions, and potentially draw two more cards. You do NOT reveal your hand once and get +4 cards.
[edit] Strategy
Shanty Town is a weak village, often equivalent to Necropolis in its effect. If you can activate its draw effect by playing it without Action cards in hand, it is equivalent to Lost City, but this is usually very difficult or impossible to do consistently in an engine. Shanty Town has two fundamental problems:
- When used as your primary village, it’s usually a stop card. Generally, you need to play your villages before your terminals, but if there is already a terminal in your hand, Shanty Town draws no cards. The point of adding a village to your deck is to play more terminals, but the more terminals you add to your deck, the worse Shanty Town gets at drawing, meaning you need more draw from other sources to find those terminals.
- Even when Shanty Town acts as non-terminal draw, you’re somewhat unlikely to be able to use the resulting terminal space, as you need one of the two cards you draw with Shanty Town to be an Action.
- The draw capacity of Shanty Town significantly decreases when multiple copies collide: with two copies, only the second one draws two cards and the other none. More copies of Shanty Town colliding make the draw efficiency even worse.
As such, in many cases Shanty Town compares poorly to other villages that consistently maintain your hand size (like Village) or more reliably offer a helpful bonus (like Squire). If you need extra terminal space and there is no alternative, Shanty Town can fulfill that purpose even though it may often not draw any cards.
Shanty Town is stronger when you can play it without any other Action cards in hand. This is likely to occur in several cases.
- If all of your other Actions are non-terminal, you can consistently play everything else before your Shanty Town, then draw with Shanty Town and continue your turn.
- Similarly, if your deck has other villages in it you may be able to play Shanty Town after terminals as well. Even if this isn't always possible, a copy or two is relatively low-investment and low-risk with a moderate payoff, as Shanty Town effectively acts as an unreliable but occasionally dud-preventing Lost City.
- In the early game, when your deck contains very few other Action cards, Shanty Town can effectively act as non-terminal draw and cheap cycling. This may be useful if, for example, your priority is playing a non-terminal thinner such as Bounty Hunter.
- Shanty Town generally works better with smaller hand sizes, as in such cases it’s more likely that you will not have another Action card in hand. This may be either because you’ve already played several stop cards (e.g. Ironworks), or because of a handsize attack (e.g. Clerk). In the case of the latter, Shanty Town can be a decent defensive maneuver.
[edit] External strategy articles
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.
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+2 Actions Reveal your hand. If you have no Action cards in hand, +2 Cards. |
Intrigue 1st Edition | July 2009 | ||
+2 Actions Reveal your hand. If you have no Action cards in hand, +2 Cards. |
Intrigue 2nd Edition | October 2016 |
[edit] Other language versions
[edit] Trivia
[edit] Secret History
[edit] Further thoughts from Donald X.