Urchin
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Urchin | |
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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.
- You trash this before you resolve the instructions on the other attack you play. This means it doesn't matter if you don't choose to attack (e.g. you pick + with Minion, or play the attack as 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 | |
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+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
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.