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[[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]] 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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'''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 also offer +2 Actions, but there are some village cards which give this effect in other ways.
  
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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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.
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== List of villages ==
 
== List of villages ==
Cards in ''italics'' have been removed.
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=== Villages with no restrictions ===
 
=== Villages with no restrictions ===
These cards increase your terminal space by providing +Actions in a way that is relatively easy to take advantage of.
 
  
* [[Dominion (base set)|Dominion]]: {{Card|Festival}}, {{Card|Village}}
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Typically, these cards offer +2 Actions, but there are some cards which give this effect in other ways.
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* [[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}}
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* [[Prosperity]]: {{Card|City}}, {{Card|King's Court}}, {{Card|Worker's Village}}
* [[Cornucopia]]: ''{{Card|Farming Village}}'', {{Card|Hamlet}}
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* [[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}}
* [[Cornucopia & Guilds]]: {{card|Farmhands}}
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* [[Adventures]]: {{Card|Champion}}, {{Card|Coin of the Realm}}, {{Event|Lost Arts}}, {{Card|Lost City}}, {{Card|Port}}, {{Card|Royal Carriage}}, {{Card|Teacher}}
* [[Adventures]]: {{Card|Coin of the Realm}}, {{Card|Lost City}}, {{Card|Port}}
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* [[Empires]]: {{Card|Bustling Village}}, {{Card|City Quarter}}, {{Card|Crown}}, {{Card|Encampment}}, {{Card|Villa}}
* [[Empires]]: {{Card|Bustling Village}}, {{Card|City Quarter}}, {{Card|Encampment}}, {{Card|Villa}}
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* [[Nocturne]]: {{Card|Blessed Village}}, {{Card|Conclave}}, {{card|Cursed Village}}, {{Card|Ghost Town}}
* [[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}}
  
===Throne Room variants===
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'''{{Card|Throne Room}}''' and its variants ('''{{Card|Crown}}''', '''{{Card|Royal Carriage}}''', '''{{Card|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.
  
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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'''{{Event|Lost Arts}}''' and '''{{Card|Teacher}}''' can give the +1 Action token, which gives the same effect, just with a different flavor.
  
Some Throne Room variants with more restricted behavior appear on the lists below.
 
  
=== Villages that need extra effort or support ===
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=== Villages that need a little support ===
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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These cards are definitely villages, but you have to jump through some hoops to get the effect.
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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.
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* With {{Card|Prince}} and {{Event|Summon}}, 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 less 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.
  
* 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}}.
 
* With {{Card|Prince}}, there has to be an Action that can cost {{Cost|4}} or less, or else the effect doesn’t work.
 
* 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.
 
* 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.
 
* With {{Card|Trail}}, you only get extra Actions if you gain, trash, or discard this other than in Clean-up.
 
 
* 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.
 
* 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.
* {{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.
 
* 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).
 
* {{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.
 
* {{card|First Mate}} and {{trait|Patient}}, on the other hand, allow you to play multiple copies of the ''same'' card without using up Actions.
 
* With {{Card|Royal Galley}}, there needs to be some non-terminal, non-Duration card on the board.
 
* {{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}}.
 
* {{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.
 
* {{card|Paddock}} only becomes a village when two [[supply]] piles are empty and so the game is likely nearly over.
 
* {{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.
 
* {{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.
 
* {{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).
 
* {{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.
 
  
=== Villages offering limited terminal space ===
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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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=== Villages with some restrictions ===
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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|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.
 
 
* {{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|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|Necropolis}} and {{Card|Trusty Steed}} will only allow one additional terminal action per turn.
* {{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|Procession}} and {{Card|Sacrifice}} can require you to trash cards you might prefer to keep in order to get the village effect.
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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.
 
* {{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}}, {{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|Disciple}} and {{Card|Ghost}} can be hard to get in multiples and there is a limited supply of them.
* {{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|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|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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* With {{Card|Tribute}} the player on your left needs to have enough Action cards in their deck to reveal an Action card often enough to get the effect a useful amount of times.
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=== Villages that don't work out in practice ===
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These cards fit the definition of village used here, and with just the right circumstances can be useful for this effect. However, it is almost never worth building a deck that relies on getting the village effect from these cards alone.
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* {{Card|Dame Molly}} only allows for one additional terminal action per turn; and on top of that she can sometimes be lower in the pile or your opponents could get her instead. Plus, she dies to other {{Card|Knights}}.
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* {{Card|Tactician}} only gives one extra action, and it requires playing a Tactician on the previous turn to get it.
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* {{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 ({{Boon|The Field's Gift}}).
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* {{Card|Fool}} gives the state {{State|Lost in the Woods}} which also gives the same 1/12 chance of getting the village effect at the start of your turn.
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=== Not villages ===
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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.
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* {{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.
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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.
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* {{Card|Ruined Village}} is not a village, even though it has "village" in the title.
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== Cards Gallery ==
 
== Cards Gallery ==
=== Villages and Throne Room variants with no restrictions ===
 
{{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}}
 
  
=== Villages that need extra effort or support ===
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=== Villages with no restrictions ===
{{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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{{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|Crown}}{{CardImage|Cursed Village}}{{CardImage|Encampment}}{{CardImage|Farming Village}}{{CardImage|Festival}}{{CardImage|Fishing Village}}{{CardImage|Fortress}}{{CardImage|Ghost Town}}{{CardImage|Hamlet}}{{CardImage|Inn}}{{CardImage|King's_Court}}{{CardImage|Lost City}}{{CardImage|Mining Village}}{{CardImage|Native Village}}{{CardImage|Nobles}}{{CardImage|Plaza}}{{CardImage|Port}}{{CardImage|Royal Carriage}}{{CardImage|Shanty Town}}{{CardImage|Squire}}{{CardImage|Teacher}}{{CardImage|Throne Room}}{{CardImage|University}}{{CardImage|Villa}}{{CardImage|Worker's_Village}}{{CardImage|Village}}{{CardImage|Walled Village}}{{CardImage|Wandering Minstrel}}
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{{EventImage|Lost Arts}}
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=== Villages that need a little support ===
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{{CardImage|Diplomat}}{{CardImage|Golem}}{{CardImage|Herald}}{{CardImage|Ironmonger}}{{CardImage|Prince}}
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{{EventImage|Summon}}
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=== Villages with some restrictions ===
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{{CardImage|Crossroads}}{{CardImage|Disciple}}{{CardImage|Ghost}}{{CardImage|Madman}}{{CardImage|Necropolis}}{{CardImage|Procession}}{{CardImage|Sacrifice}}{{CardImage|Sauna}}{{CardImage|Avanto}}{{CardImage|Trusty Steed}}
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=== Villages that don't work out in practice ===
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{{CardImage|Dame Molly}}{{CardImage|Fool}}{{CardImage|Pixie}}{{CardImage|Tactician}}
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=== Removed Cards ===
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{{CardImage|Tribute}}
  
=== Villages offering limited terminal space ===
 
{{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}}
 
  
 
== 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.
  

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