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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]] | + | '''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 offer +2 Actions, but there are some village cards which 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 == | ||
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=== Villages with no restrictions === | === Villages with no restrictions === | ||
− | + | 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|Village}} | + | * [[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}}, {{Event|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}} | |
− | * [[ | + | * [[Renaissance]]: {{card|Hideout}}, {{Card|Mountain Village}}, {{project|Barracks}} |
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* [[Promo]]: {{Card|Walled Village}} | * [[Promo]]: {{Card|Walled Village}} | ||
− | + | '''{{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. | |
− | + | '''{{Event|Lost Arts}}''' and '''{{Card|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. | ||
− | + | 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 | + | * 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 fewer cards in hand after playing it, 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 | + | * 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}}, {{Card|Ironmonger}}, and {{project|Piazza}}, 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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− | === Villages | + | === Villages with some restrictions === |
− | These cards are villages | + | 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. | ||
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* {{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|Procession}}, {{Card|Sacrifice}}, and {{card|Recruiter}} 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|Disciple}} and {{Card|Ghost}} can be hard to get in multiples and there is a limited supply of them. |
− | * {{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. | + | * {{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| | + | * 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. |
− | * {{ | + | * {{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. |
− | * {{ | + | |
− | * {{ | + | === Villages that don't work out in practice === |
+ | 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}}. | ||
+ | * {{Card|Tactician}} only gives one extra action, and it requires playing a Tactician on the previous turn to get it. | ||
+ | * {{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}}). | ||
+ | * {{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. | ||
== Cards Gallery == | == Cards Gallery == | ||
− | === Villages | + | === Villages with no restrictions === |
− | {{CardImage|Bandit Camp}}{{CardImage|Bazaar}}{{CardImage|Blessed Village}}{{CardImage|Border Village}}{{CardImage|Bustling Village | + | {{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|Hideout}}{{CardImage|Inn}}{{CardImage|King's_Court}}{{CardImage|Lost City}}{{CardImage|Mining Village}}{{CardImage|Mountain 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}} |
+ | {{EventImage|Barracks}}{{EventImage|Lost Arts}} | ||
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+ | === Villages that need a little support === | ||
+ | {{CardImage|Diplomat}}{{CardImage|Golem}}{{CardImage|Herald}}{{CardImage|Ironmonger}}{{CardImage|Prince}} | ||
+ | {{EventImage|Piazza}}{{EventImage|Summon}} | ||
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+ | === Villages with some restrictions === | ||
+ | {{CardImage|Acting Troupe}}{{CardImage|Crossroads}}{{CardImage|Disciple}}{{CardImage|Ghost}}{{CardImage|Madman}}{{CardImage|Necropolis}}{{CardImage|Procession}}{{CardImage|Sacrifice}}{{CardImage|Sauna}}{{CardImage|Avanto}}{{CardImage|Trusty Steed}} | ||
− | === Villages that | + | === Villages that don't work out in practice === |
− | {{CardImage| | + | {{CardImage|Dame Molly}}{{CardImage|Fool}}{{CardImage|Pixie}}{{CardImage|Tactician}} |
− | === | + | === Removed Cards === |
− | {{CardImage| | + | {{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". | + | [[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. |
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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. | ||