Vanilla

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Market, a vanilla card.

Vanilla cards are cards that have no effect other than some combination of +Cards, +Actions, +Buy, and +$. These are the simplest card effects to understand and execute; for this reason the bulk of the game's vanilla Kingdom cards are in the base Dominion set, whose overall theme is simplicity of effect. They are often a useful baseline of comparison for the effects of similar cards.

Many cards have vanilla bonuses in addition to their other, seemingly more interesting or unique, effects in order to make them more balanced and interesting to play. For instance, a card saying simply "Each other player gains a Curse" would be too weak to be useful as a curser, so WitchWitch.jpg has a "vanilla" +2 cards bonus in order to make it playable.

Cards that are the simplest examples of what is seen as a larger family of cards are sometimes referred to specifically as "vanilla". For instance, VillageVillage.jpg is sometimes referred to as "vanilla Village" to distinguish it from the family of other villages, even though Worker's VillageWorker's Village.jpg and BazaarBazaar.jpg, both in the "village" category, are both vanilla cards themselves.

Contents

List of vanilla cards

Cards in italics have been removed.

Semi-vanilla cards

Certain cards could be considered vanilla under slightly broader criteria:

Trivia

Possibility of future vanilla cards

If you count things like Candlestick MakerCandlestick Maker.jpg then maybe there could be another one; it would take me making another set with something that could use the +1 notation, and then having a reasonable vanilla-if-that-counts card to do, but those things are possible. If you count discarding and trashing somehow, sure, maybe there's another thing there that somehow hasn't happened. If you count Ruinses and NecropolisNecropolis.jpg then maybe.

A pure original +'s vanilla kingdom card, probably not happening. The one chance it would have is "secretly the cost is a mechanic but we somehow aren't counting that," like debt (which did have vanilla cards for a bit). The problem is picking a set of things that aren't just redundant with or strictly better/worse than existing cards. The smaller numbers are covered; the bigger numbers are normally too expensive.

If "worth VP" counts then Empires had "double HaremHarem.jpg" for a bit. As the bottom card of a split pile, another invisible complication.


Cards $2 CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg $3 HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg $4 BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg $5 BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg $6 ArtisanArtisan.jpg
Removed cards $3 ChancellorChancellor.jpgWoodcutterWoodcutter.jpg $4 FeastFeast.jpgSpySpy.jpgThiefThief.jpg $6 AdventurerAdventurer.jpg
Combos and Counters Beggar/GardensChancellor/StashWorkshop/Gardens
Other concepts Vanilla
Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn
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