Urchin
From DominionStrategy Wiki
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!German | !German | ||
− | | Gassenjunge || {{CardVersionImage|UrchinGerman2019rulebook|Urchin German version 2019 | + | | Gassenjunge || {{CardVersionImage|UrchinGerman2019rulebook|Urchin German version 2019 by ASS}} || || '''+1 Karte<br>+1 Aktion'''<br>Jeder Mitspieler legt Handkarten ab,<br> bis er nur noch 4 hat.<hr style="width:66%;text-align:center;margin-left:17%;">Wenn diese Karte im Spiel ist und du eine weitere<br>Angriffskarte ausspielst, darfst du zuerst<br>diese Karte entsorgen, um einen<br>Söldner vom Söldner-Stapel zu nehmen. || (2019) |
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!Japanese | !Japanese |
Revision as of 08:30, 28 September 2021
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Urchin | |
---|---|
Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Martin Hoffmann |
Card text | |
+1 Card +1 Action Each other player discards down to 4 cards in hand. When you play another Attack card with this in play, you first may trash this, to gain a Mercenary from the Mercenary pile. |
Urchin is an Action-Attack card from Dark Ages. By itself, Urchin is a very weak handsize attack, since discarding down to 4 cards is rarely very harmful. However, if you get Urchin to collide with another attack, you get a Mercenary - a powerful attack and a trasher.
Contents |
FAQ
Official FAQ
- When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand.
- Players who already have 4 or fewer cards in hand do not do anything.
- While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin.
- If you do, you gain a Mercenary.
- The Mercenary comes from the Mercenary pile, which is not in the Supply.
- If there are no Mercenaries left you do not gain one.
- If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary.
- If you play two different Urchins however, playing the second one will let you trash the first one.
Other Rules clarifications
- You do not gain a Mercenary if you trash Urchin some other way.
- It doesn't matter whether the other Attack card is actually used for attacking the opponent. For instance, if you play a Minion and choose not to make your opponents discard, or play an Attack according to a Way instead of for its attacking effects, or play a Black Cat on your own turn, you can still trash an Urchin that's in play and get a Mercenary.
- You trash Urchin and gain a Mercenary before you make any decisions about how to resolve the abilities of the other Action card (or whether to use a Way).
Strategy Article
There is no strategy article yet for Urchin. Feel free to add your thoughts!
- Urchin's attack is, by itself, incredibly weak - forcing your opponent to discard one card really doesn't do much of anything.
- Mercenary's trashing is super-fast once you get it going. You trash two cards, get +2 Cards and + to have a normal-strength turn, AND it's a handsize attack.
- When you open double Urchin, the chances of the colliding on turn 3 or 4 are 45.45%. Regardless of whether or not they collide, you often want to pick up a third Urchin one of those two turns to end up with 2 Mercenaries.
Synergies/Combos
- Fortress
- Scrying Pool doesn't mind having a slow economy for a while because isn't that hard to hit, likes cantrips like Urchin, and likes the eventual Mercenary trashing.
- Torturer: Play urchin, followed by Torturer, and choosing to discard is even more damaging.
- Council Room, Soothsayer, and especially Governor: Urchin works as a "kicker" to counteract the bonus these cards give opponents.
- Soldier: Urchin, like other non-terminal Attacks, is a great setup for Soldier, particularly given its low cost.
Antisynergies
- Chapel and Remake trash earlier than Mercenary
- Minion's attack is blunted if preceded by Urchin's attack
- Horse Traders
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Card. +1 Action. Each other player discards down to 4 cards in hand. When you play another Attack card with this in play, you may trash this. If you do, gain a Mercenary from the Mercenary pile. |
Dark Ages 1st Edition | August 2012 | ||
+1 Card. +1 Action. Each other player discards down to 4 cards in hand. When you play another Attack card with this in play, you first may trash this, to gain a Mercenary from the Mercenary pile. |
Dark Ages 2nd Edition | September 2017 |
Other language versions
Trivia
Theme
As a kid he's an urchin, he grows up to be a mercenary. He gets taught the ropes by another attack card. Even if it's just another urchin he learns a thing or two.
Previously he grew up to be a bandit. That made more sense. It didn't work out because sometimes you would want to fight Bandit by buying some and you couldn't, you had to upgrade Urchins. So I switched it to Mercenary, which was called Mercenary because you pay it to attack.
Secret History
I wanted an attack that learned how to be a better attack. The initial attack had to be weak, and it had to have +1 card +1 action, making it need to be even weaker. "Discard down to 4" was an obvious candidate and worked out immediately. It can hurt, but is often inoffensive.
Retrospective
I'm not fond of Urchin. I don't think it's just about changing the cost. It's a whole package. But, focusing on the cost, if Mercenary were something else and Urchin had to have that trigger, it would be great if it didn't cost , so that there was more variety to openings.