Smugglers
From DominionStrategy Wiki
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== Strategy Article == | == Strategy Article == | ||
+ | There is no strategy article for Smugglers. | ||
+ | |||
+ | It's a situational card; whether it is a good buy depends on whether your strategy aligns with your opponents' buys. Used well, it can let you build a roaring [[engine]] cheaply; used poorly, it can bog your engine with too many [[Treasure]]s, cause clashing terminals in your [[Big Money]] strategy, or simply do nothing while your opponent buys [[Potion]]-cost cards. It can be very powerful if both you and your opponent are racing for a particular pile, such as [[Minions]]. With cost reduction such as [[Highway]], Smugglers can even duplicate Province or Colony gains. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
+ | * Straightforward strategies such as [[Minion]] or [[Torturer]] races. | ||
+ | * Cost reducers, [[Bridge]] or [[Highway]]. | ||
+ | * Cantrips | ||
=== Antisynergies === | === Antisynergies === | ||
+ | * [[Potion]]-cost cards | ||
+ | * Card which you only want one copy of | ||
+ | |||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === |
Revision as of 22:08, 2 November 2012
Smugglers | |
---|---|
Cost | 3 |
Type | [[Action]] |
Set/Expansion | Seaside |
Illustrator | [[]] |
Gain a copy of a card costing up to $6 that the player to your right gained on his last turn. |
Contents |
FAQ
Official FAQ
- This looks at the most recent turn of the player to your right, even if you've taken multiple turns in a row.
- If that player gained no cards, or nothing costing 6 or less, then Smugglers does nothing.
- If that player gained multiple cards costing 6 or less, you choose which one to gain a copy of.
- Gained cards must come from the supply.
- They can be any card gained, whether bought or otherwise gained; you can even gain a card that the previous player gained with Smugglers.
- If the previous player gained a card via Black Market, you will not be able to gain a copy of it, as there are no copies of it in the supply.
- This is not an Attack; Lighthouse and Moat can't stop it.
Other Rules clarifications
- If your opponent gained a Ruins or a Knight, Smugglers will only let you gain a copy if the top card of the Ruins or Knights pile has the same name. (This is quite unlikely in the case of Knights!)
- Cards with a Potion cost do not cost less than 6.
- Smugglers must gain cards from the Supply, and so cannot gain Spoils,Mercenary, or Madman.
Strategy Article
There is no strategy article for Smugglers.
It's a situational card; whether it is a good buy depends on whether your strategy aligns with your opponents' buys. Used well, it can let you build a roaring engine cheaply; used poorly, it can bog your engine with too many Treasures, cause clashing terminals in your Big Money strategy, or simply do nothing while your opponent buys Potion-cost cards. It can be very powerful if both you and your opponent are racing for a particular pile, such as Minions. With cost reduction such as Highway, Smugglers can even duplicate Province or Colony gains.
Synergies/Combos
- Straightforward strategies such as Minion or Torturer races.
- Cost reducers, Bridge or Highway.
- Cantrips
Antisynergies
- Potion-cost cards
- Card which you only want one copy of
Trivia
Secret History
This started life as "+$2. Cards the previous player bought cost $1 less this turn," in the 4th expansion. It was okay, but the bonus just didn't come up often enough to be exciting. So I replaced it with this better way to care about what the previous player bought. I tried it as "up to $5" but it really needed to go to $6. The best thing about the card is when the previous player buys a card you don't really want, but you can't pass up the opportunity to take one, and it ends up warping your deck.