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 Dominion [[Action]] 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 offer +2 Actions, but there are some village cards which 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.
  
Every Dominion expansion has at least one village.
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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 ===
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Typically, these cards offer +2 Actions, but there are some cards which give this effect in other ways.
  
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.
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* [[Dominion (base set)|Dominion]]: {{Card|Festival}}, {{Card|Throne Room}}, {{Card|Village}}
 
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* [[Intrigue]]: {{Card|Mining Village}}, {{Card|Nobles}}, {{Card|Shanty Town}}
=== Drawing villages ===
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* [[Seaside]]: {{Card|Bazaar}}, {{Card|Fishing Village}}, {{Card|Native Village}}
 
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* [[Alchemy]]: {{Card|University}}
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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* [[Prosperity]]: {{Card|City}}, {{Card|King's Court}}, {{Card|Worker's Village}}
 
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* [[Cornucopia]]: {{Card|Farming Village}}, {{Card|Hamlet}}
* [[Dominion (base set)|Dominion]]: {{Card|Village}}
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* [[Intrigue]]: {{Card|Mining Village}}, ''{{Card|Shanty Town}} (sometimes draws)''
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* [[Seaside]]: {{Card|Bazaar}}
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* [[Prosperity]]: {{Card|City}}, {{Card|Worker's Village}}
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* [[Cornucopia]]: {{Card|Farming Village}}, ''{{Card|Hamlet}} (If you discard a card) '', ''{{Card|Trusty Steed}} (optionally draws)''
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* [[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}}, {{Event|Lost Arts}}, {{Card|Lost City}}, {{Card|Port}}, {{Card|Royal Carriage}}, {{Card|Teacher}}
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* [[Empires]]: {{Card|Bustling Village}}, {{Card|City Quarter}}, {{Card|Crown}}, {{Card|Encampment}}, {{Card|Villa}}
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* [[Nocturne]]: {{Card|Blessed Village}}, {{Card|Conclave}}, {{card|Cursed Village}}, {{Card|Ghost Town}}
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* [[Renaissance]]: {{card|Hideout}}, {{Card|Mountain Village}}, {{project|Barracks}}
 
* [[Promo]]: {{Card|Walled Village}}
 
* [[Promo]]: {{Card|Walled Village}}
  
=== Disappearing villages ===
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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.
  
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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'''{{Event|Lost Arts}}''' and '''{{Card|Teacher}}''' can give the +1 Action token, which gives the same effect, just with a different flavor.
  
* Dominion: {{Card|Festival}}
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=== Villages that need a little support ===
* Intrigue: ''{{Card|Nobles}}, {{Card|Shanty Town}} (sometimes draws)''
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These cards are definitely villages, but you have to jump through some hoops to get the effect.
* 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}}''
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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. Similarly, {{Card|Inn}} and {{Card|Plaza}} also do well in such engines.
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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.
  
=== Delayed villages ===
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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 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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* 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.
  
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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=== 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.
  
* Seaside: {{Card|Tactician}}
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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.
* Adventures: {{Card|Coin of the Realm}}
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=== Conditional villages ===
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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|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.
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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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* 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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* {{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.
  
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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=== 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.
  
* 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|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}}.
* Hinterlands: {{Card|Crossroads}} works as a village (providing +3 Actions) only the first time it is played per turn.
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* {{Card|Tactician}} only gives one extra action, and it requires playing a Tactician on the previous turn to get it.
* Dark Ages: {{Card|Ironmonger}} works as a village only if an Action card is revealed from your deck.
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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.
  
=== Pseudo-villages ===
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== Cards Gallery ==
These are [[Throne Room variant|Throne Room variants]] that cause you to play an Action card (or cards) one or more times without actually giving you +2 Actions (though the cards they play for you might do so).
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=== Villages with no restrictions ===
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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|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|Village}}{{CardImage|Walled Village}}{{CardImage|Wandering Minstrel}}{{CardImage|Worker's Village}}
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{{EventImage|Barracks}}{{EventImage|Lost Arts}}
  
* Dominion: {{Card|Throne Room}}
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=== Villages that need a little support ===
* Alchemy: {{Card|Golem}}
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{{CardImage|Diplomat}}{{CardImage|Golem}}{{CardImage|Herald}}{{CardImage|Ironmonger}}{{CardImage|Prince}}
* Prosperity: {{Card|King's Court}}
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{{EventImage|Piazza}}{{EventImage|Summon}}
* 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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* Promo: {{Card|Prince}} plays a cheap card every turn without requiring an Action
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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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=== Villages with some restrictions ===
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{{CardImage|Acting Troupe}}{{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}}
  
 
== 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.
 
[[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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{{Navbox card categories}}
 
{{Navbox card categories}}
 
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[[Category:Terminality]]
[[Category:Card categories]]
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Revision as of 13:30, 28 August 2019

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 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-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

Typically, these cards offer +2 Actions, but there are some cards which give this effect in other ways.

Throne RoomThrone Room.jpg and its variants (CrownCrown.jpg, Royal CarriageRoyal Carriage.jpg, King's CourtKing's Court.jpg) 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 ArtsLost Arts.jpg and TeacherTeacher.jpg 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 fewer 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, IronmongerIronmonger.jpg, and PiazzaPiazza.jpg, 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.

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.
  • NecropolisNecropolis.jpg and Trusty SteedTrusty Steed.jpg will only allow one additional terminal action per turn.
  • ProcessionProcession.jpg, SacrificeSacrifice.jpg, and RecruiterRecruiter.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.
  • With TributeTribute.jpg 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.
  • Acting TroupeActing Troupe.jpg 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.

  • Dame MollyDame Molly.jpg 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 KnightsKnights.jpg.
  • TacticianTactician.jpg only gives one extra action, and it requires playing a Tactician on the previous turn to get it.
  • 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 (The Field's GiftThe Field's Gift.jpg).
  • FoolFool.jpg gives the state Lost in the WoodsLost in the Woods.jpg which also gives the same 1/12 chance of getting the village effect at the start of your turn.

Cards Gallery

Villages with no restrictions

Bandit Camp.jpgBazaar.jpgBlessed Village.jpgBorder Village.jpgBustling Village.jpgChampion.jpgCity.jpgCity Quarter.jpgCoin of the Realm.jpgConclave.jpgCrown.jpgCursed Village.jpgEncampment.jpgFarming Village.jpgFestival.jpgFishing Village.jpgFortress.jpgGhost Town.jpgHamlet.jpgHideout.jpgInn.jpgKing's Court.jpgLost City.jpgMining Village.jpgMountain Village.jpgNative Village.jpgNobles.jpgPlaza.jpgPort.jpgRoyal Carriage.jpgShanty Town.jpgSquire.jpgTeacher.jpgThrone Room.jpgUniversity.jpgVilla.jpgVillage.jpgWalled Village.jpgWandering Minstrel.jpgWorker's Village.jpg Barracks.jpgLost Arts.jpg

Villages that need a little support

Diplomat.jpgGolem.jpgHerald.jpgIronmonger.jpgPrince.jpg Piazza.jpgSummon.jpg

Villages with some restrictions

Acting Troupe.jpgCrossroads.jpgDisciple.jpgGhost.jpgMadman.jpgNecropolis.jpgProcession.jpgSacrifice.jpgSauna.jpgAvanto.jpgTrusty Steed.jpg

Villages that don't work out in practice

Dame Molly.jpgFool.jpgPixie.jpgTactician.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".


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