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[[Image:Village.jpg|thumb|right|200px|[[Village]], the archetype for this category.]]
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'''Village''' is the informal generic name for the family of Dominion Kingdom cards which offer the ability to generate +2 (or more) Actions—so called because many of them have "village" in their names. The simplest and most [[vanilla]] village card is {{Card|Village}} itself. Typically, these cards will also offer +1 Card as well, but there are some village cards which will offer other benefits instead. Cards that do not explicitly or usually give +2 Actions are sometimes called '''pseudo-villages'''.
  
'''Village''' is the informal generic name for the family of cards which offer the ability to play more than one [[terminal]] Action in a turn—so called because many of them have "village" in their names. The simplest village card is {{Card|Village}} itself. Typically, these cards offer +2 Actions, but there are some village cards which give this effect in other ways.
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Every Dominion expansion has at least one village.
  
The presence of villages in a given [[Kingdom]] is important because having a cap on the number of terminal actions that can be played in a turn is a significant limiting factor in the potential of decks that can be built; Kingdoms with villages and Kingdoms without villages play very differently. Without the presence of villages in a Kingdom, the focus of most decks shifts to the [[non-terminal]]s, plus the most desirable [[terminal]] available.
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== List of villages ==
  
Every small Dominion expansion has at least two villages, and every other expansion has at least three.
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For some cards, +2 actions is an option you can choose when playing the card, not an automatic effect. In the lists below, these cards are italicized.
  
== List of villages ==
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=== Drawing villages ===
Cards in ''italics'' have been removed.
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=== Villages with no restrictions ===
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These cards increase your terminal space by providing +Actions in a way that is relatively easy to take advantage of.
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* [[Dominion (base set)|Dominion]]: {{Card|Festival}}, {{Card|Village}}
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These villages replace themselves in the hand by drawing at least one card when played—thus ensuring that the mere presence of the village in your deck doesn't prevent you from having in hand the terminal Actions you want to play it with.
* [[Intrigue]]: {{Card|Mining Village}}, {{Card|Nobles}}, {{Card|Shanty Town}}
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* [[Seaside]]: {{Card|Bazaar}}, {{Card|Fishing Village}}, {{Card|Native Village}}
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* [[Dominion]]: {{Card|Village}}
* [[Alchemy]]: {{Card|University}}
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* [[Intrigue]]: {{Card|Mining Village}}, {{Card|Shanty Town}} (sometimes draws)
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* [[Seaside]]: {{Card|Bazaar}}
 
* [[Prosperity]]: {{Card|City}}, {{Card|Worker's Village}}
 
* [[Prosperity]]: {{Card|City}}, {{Card|Worker's Village}}
* [[Cornucopia]]: ''{{Card|Farming Village}}'', {{Card|Hamlet}}
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* [[Cornucopia]]: {{Card|Farming Village}}, ''{{Card|Hamlet}}'', ''{{Card|Trusty Steed}} (optionally draws)''
* [[Hinterlands]]: {{Card|Border Village}}, {{Card|Inn}}
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* [[Dark Ages]]: {{Card|Bandit Camp}}, {{Card|Fortress}}, {{Card|Squire}}, {{Card|Wandering Minstrel}}
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* [[Guilds]]: {{Card|Plaza}}
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* [[Cornucopia & Guilds]]: {{card|Farmhands}}
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* [[Adventures]]: {{Card|Coin of the Realm}}, {{Card|Lost City}}, {{Card|Port}}
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* [[Empires]]: {{Card|Bustling Village}}, {{Card|City Quarter}}, {{Card|Encampment}}, {{Card|Villa}}
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* [[Nocturne]]: {{Card|Blessed Village}}, {{Card|Cursed Village}}, {{Card|Ghost Town}}
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* [[Renaissance]]: {{card|Hideout}}, {{Card|Mountain Village}}
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* [[Menagerie (expansion)|Menagerie]]: {{Card|Hostelry}}, {{card|Hunting Lodge}}, {{Card|Village Green}}, {{Way|Way of the Ox}}
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* [[Allies]]: {{Card|Capital City}}, {{Card|Merchant Camp}}, {{Card|Town}}
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* [[Plunder (expansion)|Plunder]]: {{card|Harbor Village}}, {{Card|Longship}}, {{card|Swamp Shacks}}, {{card|Wealthy Village}}
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* [[Promo]]: {{Card|Walled Village}}
 
* [[Promo]]: {{Card|Walled Village}}
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* [[Hinterlands]]: {{Card|Border Village}}, {{Card|Inn}}
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* [[Dark Ages]]: {{Card|Bandit Camp}}, {{Card|Fortress}}, {{Card|Madman}}, {{Card|Wandering Minstrel}}
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* [[Guilds]]: {{card|Plaza}}
  
===Throne Room variants===
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=== Disappearing villages ===
  
The [[Throne Room variant]]s {{Card|Throne Room}}, {{Card|Crown}}, {{card|Mastermind}}, {{Card|Royal Carriage}}, {{Card|Specialist}}, and {{Card|King's Court}} allow you to play the same Action card multiple times on a turn. Although they behave a little differently than the standard villages above, they also increase your [[terminal space]]: using a Throne Room variant on a [[non-terminal]] Action, or on another Throne Room variant, will allow you to play two different [[terminal]] actions. These cards therefore usually enable the same types of decks that other villages do. For more detailed insight into this concept, see [[Throne Room variant#Throne Room's Village Effect|here]].
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These villages do not replace themselves in hand when played, which can sometimes make it more challenging to line them up with the terminals they need to support.
  
Some Throne Room variants with more restricted behavior appear on the lists below.
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* Dominion: {{Card|Festival}}
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* Intrigue: ''{{Card|Nobles}}'', {{Card|Shanty Town}} (sometimes draws)
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* Seaside: {{Card|Fishing Village}}, {{Card|Native Village}} (can increase handsize through the Native Village mat)
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* [[Alchemy]]: {{Card|University}}
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* Cornucopia: ''{{Card|Trusty Steed}} (optionally draws)''
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* Dark Ages: {{Card|Dame Molly}}, {{Card|Necropolis}}, ''{{Card|Squire}}''
  
=== Villages that need extra effort or support ===
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{{Card|Hamlet}}, from Cornucopia, draws a card when played but must discard a card from hand to activate its village effect. Since it thereby reduces handsize, it fits well into some of the same engines that disappearing villages are best suited to.
These cards are villages that require you to jump through some hoops to get the effect. For some people it may be useful to think of these cards separately than the above list because you have to go through an explicit check to make sure it actually works on a given kingdom, other people don’t see it that way.
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* With ''{{card|Tribute}}'', you only get extra Actions if your opponent reveals an Action card from their deck; this is unreliable enough that the card was eventually [[removed]] from {{set|Intrigue}}.
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=== Conditional villages ===
* With {{Card|Prince}}, there has to be an Action that can cost {{Cost|4}} or less, or else the effect doesn’t work.
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* With {{Card|Diplomat}}, there needs to be a way to have 5 or fewer cards in hand after playing it, or else the effect doesn’t work.
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* With {{Card|Golem}}, there needs to be some other [[non-terminal]] on the board for the effect to work past the first play of Golem.
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* With {{Card|Trail}}, you only get extra Actions if you gain, trash, or discard this other than in Clean-up.
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* For {{Card|Herald}} and {{Card|Ironmonger}}, you need to have enough Action cards in your deck to reveal an Action card often enough to get the effect a useful amount of times.
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* {{Card|Champion}} gives you unconditional unlimited Actions; but it takes a long time to get a Champion, so you're still going to have to plan to spend most of the midgame depending on other types of villages for your terminal space.
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* With {{Event|Lost Arts}} and {{Card|Teacher}} you typically need a non-terminal Action  to apply the [[Adventures tokens|+1 Action token]], otherwise you are restricted to extra copies of only one type of [[terminal]] (the one you apply the token to).
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* {{Card|Conclave}} only gives a village effect if you can play an Action you do not have a copy of in play, so in practice, it only works if you have enough different Actions in your deck. {{trait|Inspiring}} has a similar effect, plus it depends on playing the specific card with the Inspiring trait.
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* {{card|First Mate}} and {{trait|Patient}}, on the other hand, allow you to play multiple copies of the ''same'' card without using up Actions.
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* With {{Card|Royal Galley}}, there needs to be some non-terminal, non-Duration card on the board.
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* {{Project|Academy}} gives villagers whenever actions are gained and so usually requires a way to gain non-terminal actions, which is often achievable with [[+Buy]] or [[gainer]]s, especially {{Card|Horse}} gainers like {{Card|Cavalry}}.
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* {{Card|Procession}}, {{Card|Sacrifice}}, {{card|Recruiter}}, and {{card|Broker}} can require you to trash cards you might prefer to keep in order to get the village effect.
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* {{card|Paddock}} only becomes a village when two [[supply]] piles are empty and so the game is likely nearly over.
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* {{Event|Toil}}, {{Card|Scepter}}, and {{Ally|Market Towns}} allow you to play additional Actions, but only in your Buy phase. This puts some limits on what you can usefully play with them. {{event|Invasion}} specifically lets you play an [[Attack]] during your Buy phase.
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* {{card|Landing Party}} doesn't return to your deck until you begin a turn by playing a [[Treasure]], which usually means skipping your Action phase. Thus it lets you play extra Actions on one turn at the cost of forgoing playing Actions on a different turn.
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* {{card|Taskmaster}} gives you an extra Action on your next turn only if you gain a card costing {{cost|5}} on this turn (but it will keep doing so for as many turns as you keep gaining {{cost|5}}s).
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* {{card|Flagship}} is a Throne Room variant, but it itself is terminal; so using it doesn't actually increase your total amount of terminal space on the turn when you play it.
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=== Villages offering limited terminal space ===
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These cards provide +2 or more actions sometimes, and the player cannot always control whether they will; how reliable they are as engine components may therefore vary greatly from game to game.
These cards are villages that are only available in very limited numbers, or have some other restriction that means you can only play one or very few extra terminals per turn.
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When given a kingdom with only these villages, it can be useful to go through the line of reasoning for when there are no villages, but modify it with the limiting factor — “What can I do when I can only play 2 terminals per turn?” instead of just one per turn, for example.
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* Intrigue: {{Card|Tribute}} works as a village only if one of the two cards on top of your oppenent's deck (to your left) is an Action card.
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* Hinterlands: {{Card|Crossroads}} works as a village (providing +3 Actions) only the first time it is played per turn.
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* Dark Ages: {{Card|Ironmonger}} works as a village only if an Action card is revealed from your deck.
  
* {{Card|Tactician}} can usually only be played once per turn, and it really only moves your terminal space around, since it's terminal when you play it and only provides one extra Action next turn.
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=== Pseudo-villages ===
* {{Card|Crossroads}} will only allow two additional terminal actions per turn.
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* {{Card|Necropolis}}, ''{{Card|Trusty Steed}}'', {{card|Dame Molly}}, {{card|Courser}}, and {{card|Demesne}} are villages you can (usually) only get one copy of, allowing you only one additional terminal action per turn.
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* {{Project|Barracks}} can only be bought once, and lets you play only one extra terminal per turn. {{project|Citadel}} and {{project|Piazza}} have the same issue in more complex ways.
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* {{Card|Madman}} works great when played, but it’s a [[one-shot]], and in order to get more of them, you have to not buy any cards on a turn, which is often a very high cost.
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* {{Card|Sauna}}/{{Card|Avanto}}, as a split pile, is difficult to get a lot of, so the number of terminals that can realistically be played is limited by that and the fact that sometimes it can be difficult to line them up properly and get maximum value.
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* {{Card|Disciple}}, {{Card|Ghost}}, and {{card|Staff}} can be hard to get in multiples and there is a limited supply of them.
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* {{Card|Acting Troupe}} is a [[one-shot]]; it gives you a bunch of [[villagers]] that can be used for +Actions whenever you want, but once you've used them up, you're out of +Actions.
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* {{Card|Snowy Village}} gives you a lot of actions, but prevents you from getting any ''more'' Actions after that.
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* {{card|Lich}} gives you +Actions, but at the steep price of making you lose a turn, so you really don't want to play it very often.
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* {{card|Gondola}} allows you to play an extra Action card while gaining it, which in general can only happen a limited number of times.
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* {{event|Launch}} is an [[Event]] that gives you +Action in exchange for {{cost|3}}, but may only be used once per turn.
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== Cards Gallery ==
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These cards cause you to make 2 or more additional plays of Action cards without actually giving you +2 Actions (though the cards they play for you might do so).
=== Villages and Throne Room variants with no restrictions ===
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{{CardImage|Bandit Camp}}{{CardImage|Bazaar}}{{CardImage|Blessed Village}}{{CardImage|Border Village}}{{CardImage|Bustling Village}}{{CardImage|Capital City}}{{CardImage|Champion}}{{CardImage|City}}{{CardImage|City Quarter}}{{CardImage|Coin of the Realm}}{{CardImage|Crown}}{{CardImage|Cursed Village}}{{CardImage|Encampment}}{{CardImage|Farming Village}}{{CardImage|Festival}}{{CardImage|Fishing Village}}{{CardImage|Fortress}}{{CardImage|Ghost Town}}{{CardImage|Hamlet}}{{CardImage|Hideout}}{{CardImage|Hostelry}}{{CardImage|Hunting Lodge}}{{CardImage|Inn}}{{CardImage|King's_Court}}{{CardImage|Lost City}}{{CardImage|Mastermind}}{{CardImage|Merchant Camp}}{{CardImage|Mining Village}}{{CardImage|Mountain Village}}{{CardImage|Native Village}}{{CardImage|Nobles}}{{CardImage|Plaza}}{{CardImage|Port}}{{CardImage|Royal Carriage}}{{CardImage|Shanty Town}}{{CardImage|Specialist}}{{CardImage|Squire}}{{CardImage|Swamp Shacks}}{{CardImage|Throne Room}}{{CardImage|Town}}{{CardImage|University}}{{CardImage|Villa}}{{CardImage|Village}}{{CardImage|Village Green}}{{CardImage|Walled Village}}{{CardImage|Wandering Minstrel}}{{CardImage|Wealthy Village}}{{CardImage|Worker's Village}}{{LandscapeImage|Way of the Ox}}
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=== Villages that need extra effort or support ===
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* Dominion: {{Card|Throne Room}}
{{CardImage|Broker}}{{CardImage|Conclave}}{{CardImage|Diplomat}}{{CardImage|Golem}}{{CardImage|Herald}}{{CardImage|Ironmonger}}{{CardImage|Paddock}}{{CardImage|Prince}}{{CardImage|Procession}}{{CardImage|Recruiter}}{{CardImage|Royal Galley}}{{CardImage|Sacrifice}}{{CardImage|Scepter}}{{CardImage|Trail}}{{CardImage|Teacher}}{{LandscapeImage|Academy}}{{LandscapeImage|Lost Arts}}{{LandscapeImage|Market Towns}}{{LandscapeImage|Toil}}{{LandscapeImage|Summon}}
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* Alchemy: {{Card|Golem}}
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* Prosperity: {{Card|King's Court}}
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* Dark Ages: {{Card|Procession}}
  
=== Villages offering limited terminal space ===
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* Guilds: {{Card|Herald}} gives you +1 Action, and may cause you to play 1 additional Action card on top of that.
{{CardImage|Acting Troupe}}{{CardImage|Crossroads}}{{CardImage|Dame Molly}}{{CardImage|Disciple}}{{CardImage|Ghost}}{{CardImage|Lich}}{{CardImage|Madman}}{{CardImage|Necropolis}}{{CardImage|Sauna}}{{CardImage|Avanto}}{{CardImage|Snowy Village}}{{CardImage|Staff}}{{CardImage|Tactician}}{{CardImage|Trusty Steed}}<br>{{LandscapeImage|Barracks}}{{LandscapeImage|Citadel}}{{LandscapeImage|Piazza}}
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== Trivia ==
 
== Trivia ==
[[Donald X. Vaccarino]] has explained that the reason cards that give +2 Actions are often named after "villages" or other populated places (e.g., City, Hamlet) is because extra Actions are thematically represented by "a group of people doing things for you". Starting with {{Set|Dark Ages}}, there have been villages without these thematic names.
 
{{Quote
 
|Text=The related names both help you remember what a card does, and help me name cards. So I had them right away; they were not unintentional. There's a 2nd "village" on the 2nd page of cards; I probably had it within a week of the first one.
 
  
I wasn't always consistent though, for random reasons.
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[[Donald X. Vaccarino]] has explained that the reason cards that give +2 Actions are often named after "villages" or other populated places (e.g., City, Hamlet) is because extra Actions are thematically represented by "a group of people doing things for you". The only cards that always provide +2 Actions but whose names do not represent populated places are from Dark Ages: Dame Molly, Madman, and Wandering Minstrel.
|Name=[[Donald X. Vaccarino]]
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|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg775803#msg775803 Interview with Donald X.]
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}}
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{{Card|Ruined Village}} is the only card with "village" in its name that does not provide +2 Actions; as a [[Ruins]], it is notionally a village that has been stripped of most of its ability.
 
{{Card|Ruined Village}} is the only card with "village" in its name that does not provide +2 Actions; as a [[Ruins]], it is notionally a village that has been stripped of most of its ability.
 
An inexperienced player who buys too many villages and not enough terminal Actions is informally referred to as a "[[village idiot]]".
 
  
 
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[[Category:Terminality]]
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