Village (card category)

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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 generate +2 (or more) Actions—so called because many of them have "village" in their names. They are also sometimes called '''splitters'''. 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'''.
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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 will also offer +2 Actions, but there are some village cards which will give this effect in other ways.
  
Villages are a fundamental component of [[engine]] strategies, because only with villages is it possible to play more than one [[terminal]] Action per turn, and it is terminal Actions that often provide some of the most desirable effects, such as [[terminal draw|+Cards]], large amounts of +{{cost}}, or strong [[Attack|Attacks]].
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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.
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Every small Dominion expansion has at least two villages, and every other expansion has at least three.
  
Every Dominion expansion has at least one village.
 
  
 
== List of villages ==
 
== List of villages ==
  
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.
 
  
=== Drawing villages ===
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=== Villages with no restrictions ===
  
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.
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These cards will always be able to give the "village effect." Some are better than others, but they can all get the job done. For most of these it’s very straight-forward in how the village effect is given because the card just gives +2 Actions.
  
* [[Dominion (base set)|Dominion]]: {{Card|Village}}
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* [[Dominion (base set)|Dominion]]: {{Card|Festival}}, {{Card|Throne Room}}, {{Card|Village}}
* [[Intrigue]]: {{Card|Mining Village}}, {{Card|Shanty Town}} (sometimes draws)
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* [[Intrigue]]: {{Card|Mining Village}}, {{Card|Nobles}}, {{Card|Shanty Town}}
* [[Seaside]]: {{Card|Bazaar}}
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* [[Seaside]]: {{Card|Bazaar}}, {{Card|Fishing Village}}, {{Card|Native Village}}
* [[Prosperity]]: {{Card|City}}, {{Card|Worker's Village}}
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* [[Alchemy]]: {{Card|University}}
* [[Cornucopia]]: {{Card|Farming Village}}, ''{{Card|Hamlet}} (If you discard a card)'', ''{{Card|Trusty Steed}} (optionally draws)''
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* [[Prosperity]]: {{Card|City}}, {{Card|King's Court}}, {{Card|Worker's Village}}
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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|Madman}}, {{Card|Wandering Minstrel}}
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* [[Dark Ages]]: {{Card|Bandit Camp}}, {{Card|Fortress}}, {{Card|Squire}}, {{Card|Wandering Minstrel}}
 
* [[Guilds]]: {{Card|Plaza}}
 
* [[Guilds]]: {{Card|Plaza}}
* [[Adventures]]: {{Card|Port}}, {{Card|Lost City}}
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* [[Adventures]]: {{Card|Champion}}, {{Card|Coin of the Realm}}, {{Card|Lost Arts}}, {{Card|Lost City}}, {{Card|Port}}, {{Card|Royal Carriage}}, {{Card|Teacher}}
* [[Empires]]: {{Card|City Quarter}} (sometimes draws), {{Card|Encampment}}, {{Card|Bustling Village}}, ''{{card|Sacrifice}} (if you trash an Action card)''
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* [[Empires]]: {{Card|Bustling Village}}, {{Card|City Quarter}}, {{Card|Crown}}, {{Card|Encampment}}, {{Card|Villa}}
* [[Nocturne]]: {{card|Blessed Village}}, {{card|Cursed Village}} (sometimes draws}
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* [[Nocturne]]: {{Card|Blessed Village}}, {{Card|Conclave}}, {{card|Cursed Village}}, {{Card|Ghost Town}}
 
* [[Promo]]: {{Card|Walled Village}}
 
* [[Promo]]: {{Card|Walled Village}}
  
=== Disappearing villages ===
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'''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.
  
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.
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'''Lost Arts''' and '''Teacher''' can give the +1 Action token, which gives the same effect, just with a different flavor.
  
* Dominion: {{Card|Festival}}
 
* Intrigue: ''{{Card|Nobles}}'', {{Card|Shanty Town}} (sometimes draws)
 
* Seaside: {{Card|Fishing Village}}, {{Card|Native Village}} (can increase handsize through the Native Village mat)
 
* [[Alchemy]]: {{Card|University}}
 
* Cornucopia: ''{{Card|Trusty Steed}} (optionally draws)''
 
* Dark Ages: {{Card|Dame Molly}}, {{Card|Necropolis}}, ''{{Card|Squire}}''
 
* Empires: {{Card|City Quarter}} (sometimes draws), {{Card|Villa}}
 
* Nocturne: {{card|Cursed Village}} (sometimes draws}
 
  
{{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. Similarly, {{Card|Inn}} and {{Card|Plaza}} also do well in such engines.
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=== Villages that need a little support ===
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 +
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 {{Card|Prince}} and {{Card|Summon}}, there has to be an action that can 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.
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 +
* 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.
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* With {{Card|Tribute}} the player on your left needs to have that same kind of Action density.
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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.
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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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* {{Card|Crossroads}} will only allow two additional terminal actions per turn.
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* {{Card|Necropolis}} and {{Card|Trusty Steed}} will only allow one additional terminal action per turn.
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* {{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.
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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|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.
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* {{Card|Disciple}} and {{Card|Ghost}} can be hard to get in multiples and there is a limited supply of them.
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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.
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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.
  
=== Delayed villages ===
 
  
These cards do not give you +2 actions when you play them, but give you one or more additional actions (as if you had played a village) on a future turn:
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=== Not villages ===
  
* Seaside: {{Card|Tactician}}
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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.
* Adventures: {{Card|Coin of the Realm}}
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* [[Nocturne]]: {{card|Ghost Town}}
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=== Conditional 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.
  
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.
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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.
  
* Intrigue: {{Card|Tribute}} works as a village only if one of the two cards on top of your opponent's deck (to your left) is an Action card.
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* {{Card|Ruined Village}} is not a village, even though it has "village" in the title.
* Intrigue: {{card|Diplomat}} works as a village only if you have 5 or fewer cards in hand after playing it.
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* Hinterlands: {{Card|Crossroads}} works as a village (providing +3 Actions) only the first time it is played each turn.
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* Dark Ages: {{Card|Ironmonger}} works as a village only if an Action card is revealed from your deck.
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* Nocturne: {{Card|Conclave}} works as a village only if you have an Action card in hand that you don't yet have in play.
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=== Pseudo-villages ===
 
These are Actions that play other Actions, sometimes more than once, and while they do not explicitly give extra Actions, play a similar role in decks to strict Villages.  Many of these are [[Throne Room variant]]s.
 
  
* Dominion: {{Card|Throne Room}}
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== Cards Gallery ==
* Alchemy: {{Card|Golem}}
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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|Crossroads}}{{CardImage|Crown}}{{CardImage|Cursed Village}}{{CardImage|Dame Molly}}{{CardImage|Diplomat}}{{CardImage|Disciple}}{{CardImage|Encampment}}{{CardImage|Farming Village}}{{CardImage|Festival}}{{CardImage|Fishing Village}}{{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}}
* Prosperity: {{Card|King's Court}}
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* Dark Ages: {{Card|Procession}}
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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.
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* Adventures: {{Card|Disciple}}, {{Card|Royal Carriage}}
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* Empires: {{Card|Crown}}
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* Promo: {{Card|Sauna}}/{{Card|Avanto}}, {{Card|Prince}}
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{{Event|Lost Arts}}, from Adventures, can turn a non-terminal Action ''into'' a village, or substitute for a village by converting a terminal Action into a non-terminal. {{Card|Champion}} simply gives you as many +Actions as you need to play all your Action cards.
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{{CardImage|Lost Arts}}{{CardImage|Summon}}
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=== Removed Cards ===
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{{CardImage|Tribute}}
  
 
== Trivia ==
 
== Trivia ==

Revision as of 09:16, 14 May 2018

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. They are also sometimes called splitters. The simplest village card is VillageVillage.jpg 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 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-terminals, plus the most desirable terminal available.

Every small Dominion expansion has at least two villages, and every other expansion has at least three.


Contents

List of villages

Villages with no restrictions

These cards will always be able to give the "village effect." Some are better than others, but they can all get the job done. For most of these it’s very straight-forward in how the village effect is given because the card just gives +2 Actions.

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.

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.

  • With PrincePrince.jpg and SummonSummon.jpg, there has to be an action that can cost $4 or less, or else the effect doesn’t work.
  • With DiplomatDiplomat.jpg, 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 GolemGolem.jpg, there needs to be some other non-terminal on the board for the effect to work past the first play of Golem.
  • For HeraldHerald.jpg and IronmongerIronmonger.jpg, 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 TributeTribute.jpg 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.

  • CrossroadsCrossroads.jpg will only allow two additional terminal actions per turn.
  • Dame MollyDame Molly.jpg 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.
  • TacticianTactician.jpg only gives one extra action, and it requires playing a Tactician on the previous turn to get it.
  • ProcessionProcession.jpg and SacrificeSacrifice.jpg can require you to trash cards you might prefer to keep in order to get the village effect.
  • SaunaSauna.jpg/AvantoAvanto.jpg, 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.
  • DiscipleDisciple.jpg and GhostGhost.jpg can be hard to get in multiples and there is a limited supply of them.
  • MadmanMadman.jpg 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.
  • PixiePixie.jpg is also a one-shot and only gives a 1/12 chance of actually getting the village effect each time it's played.


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.

  • ConspiratorConspirator.jpg, CultistCultist.jpg, VassalVassal.jpg: 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.

  • Ruined VillageRuined Village.jpg is not a village, even though it has "village" in the title.


Cards Gallery

Bandit Camp.jpgBazaar.jpgBlessed Village.jpgBorder Village.jpgBustling Village.jpgChampion.jpgCity.jpgCity Quarter.jpgCoin of the Realm.jpgConclave.jpgCrossroads.jpgCrown.jpgCursed Village.jpgDame Molly.jpgDiplomat.jpgDisciple.jpgEncampment.jpgFarming Village.jpgFestival.jpgFishing Village.jpgFortress.jpgGhost.jpgGhost Town.jpgGolem.jpgHamlet.jpgHerald.jpgInn.jpgIronmonger.jpgKing's Court.jpgLost City.jpgMadman.jpgMining Village.jpgNative Village.jpgNecropolis.jpgNobles.jpgPixie.jpgPlaza.jpgPort.jpgPrince.jpgProcession.jpgRoyal Carriage.jpgSauna.jpgAvanto.jpgSacrifice.jpgShanty Town.jpgSquire.jpgTactician.jpgTeacher.jpgThrone Room.jpgTrusty Steed.jpgUniversity.jpgVilla.jpgVillage.jpgWalled Village.jpgWandering Minstrel.jpgWorker's Village.jpg

Lost Arts.jpgSummon.jpg

Removed Cards

Tribute.jpg

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.

Ruined VillageRuined Village.jpg 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".


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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