Editing Village (card category)
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
[[Image:Village.jpg|thumb|right|200px|[[Village]], the archetype for this category.]] | [[Image:Village.jpg|thumb|right|200px|[[Village]], the archetype for this category.]] | ||
− | '''Village''' is the informal generic name for the family of cards which offer the ability to play more than one [[terminal]] | + | '''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. They are also sometimes called '''splitters'''. The simplest village card is {{Card|Village}} itself. Typically, these cards will also offer +2 Actions, but there are some village cards which will give this effect in other ways. |
− | The presence of villages in a given | + | 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. |
Every small Dominion expansion has at least two villages, and every other expansion has at least three. | Every small Dominion expansion has at least two villages, and every other expansion has at least three. | ||
+ | |||
== List of villages == | == List of villages == | ||
− | + | ||
+ | |||
=== Villages with no restrictions === | === Villages with no restrictions === | ||
− | |||
− | * [[Dominion (base set)|Dominion]]: {{Card|Festival}}, {{Card|Village}} | + | Typically, these cards offer +2 Actions, but there are some cards which give this effect in other ways. |
+ | |||
+ | * [[Dominion (base set)|Dominion]]: {{Card|Festival}}, {{Card|Throne Room}}, {{Card|Village}} | ||
* [[Intrigue]]: {{Card|Mining Village}}, {{Card|Nobles}}, {{Card|Shanty Town}} | * [[Intrigue]]: {{Card|Mining Village}}, {{Card|Nobles}}, {{Card|Shanty Town}} | ||
* [[Seaside]]: {{Card|Bazaar}}, {{Card|Fishing Village}}, {{Card|Native Village}} | * [[Seaside]]: {{Card|Bazaar}}, {{Card|Fishing Village}}, {{Card|Native Village}} | ||
* [[Alchemy]]: {{Card|University}} | * [[Alchemy]]: {{Card|University}} | ||
− | * [[Prosperity]]: {{Card|City}}, {{Card|Worker's Village}} | + | * [[Prosperity]]: {{Card|City}}, {{Card|King's Court}}, {{Card|Worker's Village}} |
− | * [[Cornucopia]]: | + | * [[Cornucopia]]: {{Card|Farming Village}}, {{Card|Hamlet}} |
* [[Hinterlands]]: {{Card|Border Village}}, {{Card|Inn}} | * [[Hinterlands]]: {{Card|Border Village}}, {{Card|Inn}} | ||
* [[Dark Ages]]: {{Card|Bandit Camp}}, {{Card|Fortress}}, {{Card|Squire}}, {{Card|Wandering Minstrel}} | * [[Dark Ages]]: {{Card|Bandit Camp}}, {{Card|Fortress}}, {{Card|Squire}}, {{Card|Wandering Minstrel}} | ||
* [[Guilds]]: {{Card|Plaza}} | * [[Guilds]]: {{Card|Plaza}} | ||
− | * [[ | + | * [[Adventures]]: {{Card|Champion}}, {{Card|Coin of the Realm}}, {{Card|Lost Arts}}, {{Card|Lost City}}, {{Card|Port}}, {{Card|Royal Carriage}}, {{Card|Teacher}} |
− | + | * [[Empires]]: {{Card|Bustling Village}}, {{Card|City Quarter}}, {{Card|Crown}}, {{Card|Encampment}}, {{Card|Villa}} | |
− | + | * [[Nocturne]]: {{Card|Blessed Village}}, {{Card|Conclave}}, {{card|Cursed Village}}, {{Card|Ghost Town}} | |
− | * [[ | + | |
− | + | ||
− | + | ||
− | * [[ | + | |
− | + | ||
* [[Promo]]: {{Card|Walled Village}} | * [[Promo]]: {{Card|Walled Village}} | ||
− | + | '''Throne Room''' and its variants ('''Crown''', '''Royal Carriage''', '''King’s Court''') are definitely villages, even though it may not be obvious at first. The effects of these cards will enable the same types of decks that other villages do. | |
− | + | '''Lost Arts''' and '''Teacher''' can give the +1 Action token, which gives the same effect, just with a different flavor. | |
− | + | === Villages that need a little support === | |
− | + | These cards are definitely villages, but you have to jump through some hoops to get the effect. | |
− | These cards are villages | + | |
− | + | 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. Some people might even bring '''Royal Carriage''', '''Lost Arts''', or '''Peasant/Teacher''' down to this list because they make more sense here. | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | === Villages | + | * With {{Card|Prince}} and {{Card|Summon}}, there has to be an action that can cost $4 or less, or else the effect doesn’t work. |
− | These cards are villages | + | |
+ | * With {{Card|Diplomat}}, there needs to be a way to have 5 or less cards in hand after playing it, or else the effect doesn’t work. | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | * For {{Card|Herald}} and {{Card|Ironmonger}}, you need to have Action cards in your deck to reveal an Action card often enough to get the effect a useful amount of times. | ||
+ | |||
+ | * With {{Card|Tribute}} the player on your left needs to have that same kind of Action density. | ||
+ | |||
+ | |||
+ | === Villages with some restrictions === | ||
+ | |||
+ | These cards are definitely villages, but they have some limiting factor that should probably be taken into account when considering the decks that can be built with them. | ||
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. | 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. | ||
− | |||
* {{Card|Crossroads}} will only allow two additional terminal actions per turn. | * {{Card|Crossroads}} will only allow two additional terminal actions per turn. | ||
− | * {{Card|Necropolis}} | + | |
− | * {{ | + | * {{Card|Necropolis}} and {{Card|Trusty Steed}} will only allow one additional terminal action per turn. |
− | + | ||
+ | * {{Card|Dame Molly}} has the same issue, only on top of that she can sometimes be lower in the pile or your opponents could get her instead; plus, she dies to other Knights. | ||
+ | |||
+ | * {{Card|Tactician}} only gives one extra action, and it requires playing a Tactician on the previous turn to get it. | ||
+ | |||
+ | * {{Card|Procession}} and {{Card|Sacrifice}} can require you to trash cards you might prefer to keep in order to get the village effect. | ||
+ | |||
* {{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. | * {{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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | * {{Card|Disciple}} and {{Card|Ghost}} can be hard to get in multiples and there is a limited supply of them. | |
− | + | ||
− | {{ | + | |
− | + | * {{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 a very high cost. | |
− | {{ | + | |
− | === | + | * {{Card|Pixie}} is also a one-shot and only gives a 1/12 chance of actually getting the village effect each time it's played ([[The Field's Gift]]). |
− | {{CardImage| | + | |
+ | * {{Card|Fool}} gives the state [[Lost in the Woods]] which also gives the same 1/12 chance of getting the village effect at the start of your turn. | ||
+ | |||
+ | |||
+ | === Not villages === | ||
+ | |||
+ | With the definition of village used here, it can be possible to misunderstand and think of certain cards as villages that don't provide the effect of playing multiple terminal actions in a turn. These cards are not villages. These cards don’t actually give the same effect as other villages; they don’t enable the same types of turns. Without something else present that is actually a village, you are subject to the same limitations as a kingdom with no villages. | ||
+ | |||
+ | * {{Card|Conspirator}}, {{Card|Cultist}}, {{Card|Vassal}}: The logic with these cards is that Cultist, for example, is a terminal action which allows for playing more Cultists in the same turn, so multiple terminals have been played. The argument is similar for Conspirator and Vassal. | ||
+ | |||
+ | The flaw in this logic is that in this case, most of those Cultists that were played weren’t really terminal. It makes more sense to think of these cards as “sometimes non-terminal” or as having a “non-terminal mode” to them. This categorization is more appropriate to the way these cards actually work in games of Dominion. | ||
+ | |||
+ | * {{Card|Ruined Village}} is not a village, even though it has "village" in the title. | ||
+ | |||
+ | |||
+ | == Cards Gallery == | ||
+ | {{CardImage|Bandit Camp}}{{CardImage|Bazaar}}{{CardImage|Blessed Village}}{{CardImage|Border Village}}{{CardImage|Bustling Village}}{{CardImage|Champion}}{{CardImage|City}}{{CardImage|City Quarter}}{{CardImage|Coin of the Realm}}{{CardImage|Conclave}}{{CardImage|Crossroads}}{{CardImage|Crown}}{{CardImage|Cursed Village}}{{CardImage|Dame Molly}}{{CardImage|Diplomat}}{{CardImage|Disciple}}{{CardImage|Encampment}}{{CardImage|Farming Village}}{{CardImage|Festival}}{{CardImage|Fishing Village}}{{CardImage|Fool}}{{CardImage|Fortress}}{{CardImage|Ghost}}{{CardImage|Ghost Town}}{{CardImage|Golem}}{{CardImage|Hamlet}}{{CardImage|Herald}}{{CardImage|Inn}}{{CardImage|Ironmonger}}{{CardImage|King's_Court}}{{CardImage|Lost City}}{{CardImage|Madman}}{{CardImage|Mining Village}}{{CardImage|Native Village}}{{CardImage|Necropolis}}{{CardImage|Nobles}}{{CardImage|Pixie}}{{CardImage|Plaza}}{{CardImage|Port}}{{CardImage|Prince}}{{CardImage|Procession}}{{CardImage|Royal Carriage}}{{CardImage|Sauna}}{{CardImage|Avanto}}{{CardImage|Sacrifice}}{{CardImage|Shanty Town}}{{CardImage|Squire}}{{CardImage|Tactician}}{{CardImage|Teacher}}{{CardImage|Throne Room}}{{CardImage|Trusty Steed}}{{CardImage|University}}{{CardImage|Villa}}{{CardImage|Village}}{{CardImage|Walled Village}}{{CardImage|Wandering Minstrel}}{{CardImage|Worker's_Village}} | ||
+ | |||
+ | {{CardImage|Lost Arts}}{{CardImage|Summon}} | ||
+ | === Removed Cards === | ||
+ | {{CardImage|Tribute}} | ||
== 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". 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. | |
− | + | ||
− | + | ||
− | + | ||
{{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. | ||