Village (card category)

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* [[Prosperity]]: {{Card|City}}, {{Card|Worker's Village}}
 
* [[Prosperity]]: {{Card|City}}, {{Card|Worker's Village}}
 
* [[Cornucopia]]: {{Card|Farming Village}}, ''{{Card|Hamlet}}'', ''{{Card|Trusty Steed}} (optionally draws)''
 
* [[Cornucopia]]: {{Card|Farming Village}}, ''{{Card|Hamlet}}'', ''{{Card|Trusty Steed}} (optionally draws)''
 +
* [[Promo]]: {{Card|Walled Village}}
 
* [[Hinterlands]]: {{Card|Border Village}}, {{Card|Inn}}
 
* [[Hinterlands]]: {{Card|Border Village}}, {{Card|Inn}}
 
* [[Dark Ages]]: {{Card|Bandit Camp}}, {{Card|Fortress}}, {{Card|Madman}}, {{Card|Wandering Minstrel}}
 
* [[Dark Ages]]: {{Card|Bandit Camp}}, {{Card|Fortress}}, {{Card|Madman}}, {{Card|Wandering Minstrel}}
* [[Promo]]: {{Card|Walled Village}}
 
  
 
=== Disappearing villages ===
 
=== Disappearing villages ===

Revision as of 11:26, 11 November 2012

Village is the informal generic name for the family of Dominion Kingdom cards which offer the ability to generate +2 (or more) Actions—so called because many of them have "village" in their names. The simplest and most vanilla village card is VillageVillage.jpg 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.

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".

Every Dominion expansion has at least one village.

Contents

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

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.

Disappearing villages

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.

Conditional villages

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.

  • Intrigue: TributeTribute.jpg works as a village only if one of the two cards on top of your oppenent's deck (to your left) is an Action card.
  • Hinterlands: CrossroadsCrossroads.jpg works as a village (providing +3 Actions) only the first time it is played per turn.
  • Dark Ages: IronmongerIronmonger.jpg works as a village only if an Action card is revealed from your deck.

Pseudo-villages

These cards cause you to make 2 or more additional plays of Action cards without actually giving you +Actions (though the cards they play for you might do so).

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