Village (card category)

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(Villages with some restrictions)
(Reorganized card list.)
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== List of villages ==
 
== List of villages ==
 +
Cards in ''italics'' have been removed.
 
=== 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.
 
Typically, these cards offer +2 Actions, but there are some cards which give this effect in other ways.
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* [[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}}
+
* [[Adventures]]: {{Card|Champion}}, {{Card|Coin of the Realm}}, {{Card|Lost City}}, {{Card|Port}}, {{Card|Royal Carriage}}
 
* [[Empires]]: {{Card|Bustling Village}}, {{Card|City Quarter}}, {{Card|Crown}}, {{Card|Encampment}}, {{Card|Villa}}
 
* [[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}}
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* [[Nocturne]]: {{Card|Blessed Village}}, {{Card|Cursed Village}}, {{Card|Ghost Town}}
* [[Renaissance]]: {{Project|Barracks}}, {{card|Hideout}}, {{Card|Mountain Village}}
+
* [[Renaissance]]: {{card|Hideout}}, {{Card|Mountain Village}}
 
* [[Menagerie (expansion)|Menagerie]]: {{Card|Hostelry}}, {{card|Hunting Lodge}}, {{Card|Village Green}}, {{Way|Way of the Ox}}
 
* [[Menagerie (expansion)|Menagerie]]: {{Card|Hostelry}}, {{card|Hunting Lodge}}, {{Card|Village Green}}, {{Way|Way of the Ox}}
 
* [[Allies]]: {{Card|Capital City}}, {{Card|Merchant Camp}}, {{Card|Specialist}}, {{Card|Town}}
 
* [[Allies]]: {{Card|Capital City}}, {{Card|Merchant Camp}}, {{Card|Specialist}}, {{Card|Town}}
 
* [[Promo]]: {{Card|Walled Village}}
 
* [[Promo]]: {{Card|Walled Village}}
  
{{Card|Throne Room}} and its variants ({{Card|Crown}}, {{Card|Royal Carriage}}, {{Card|Specialist}}, {{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.
+
{{Card|Throne Room}} and its variants ({{Card|Crown}}, {{Card|Royal Carriage}}, {{Card|Specialist}}, {{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. For more detailed insight into this concept, see [[Throne Room variant#Throne Room's Village Effect|here]].
 
+
{{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 ===
 
=== Villages that need a little support ===
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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.
 
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.
  
* 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.
+
* 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. Additionally, {{Event|Summon}} requires Buys and significant {{Cost}} for continued use.
 
* 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 non-terminal on the board for the effect to work past the first play of Golem.
+
* 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.
 
* 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.
 +
* 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.
 
* With {{Card|Royal Galley}}, there needs to be some non-terminal, non-Duration card on the board.
 
* 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 difficult but can be easy to achieve with some {{Card|Horse}} [[gainer]]s like {{Card|Cavalry}}.
 +
  
 
=== Villages with some restrictions ===
 
=== Villages with some restrictions ===
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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}} and {{Card|Trusty Steed}} are villages you can (usually) only get one copy of, allowing you only one additional terminal action per turn.
+
* {{Card|Necropolis}} and {{Card|Trusty Steed}} are villages you can (usually) only get one copy of, allowing you only one additional terminal action per turn. Similarly, you can have only one {{Project|Barracks}} which therefore lets you play only one extra terminal.
 
* {{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|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|Tactician}} gives an extra action but only in a single Tactician deck, which requires discarding your hand.
 
* {{Card|Tactician}} gives an extra action but only in a single Tactician deck, which requires discarding your hand.
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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|Disciple}} and {{Card|Ghost}} can be hard to get in multiples and there is a limited supply of them.
 
* {{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|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.
* 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.
+
* 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.
 
* {{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.
* {{Project|Academy}} gives villagers whenever actions are gained and so usually requires a way to gain non-terminal actions.
 
 
* {{Card|Snowy Village}} gives you a lot of actions, but prevents you from getting any ''more'' Actions after that.
 
* {{Card|Snowy Village}} gives you a lot of actions, but prevents you from getting any ''more'' Actions after that.
 
* {{card|Paddock}} only becomes a village when two [[supply]] piles are empty and so the game is likely nearly over.  
 
* {{card|Paddock}} only becomes a village when two [[supply]] piles are empty and so the game is likely nearly over.  
 
* {{card|Lich}} always gives +2 Actions, but playing it makes you lose a turn, so it should rarely be used for this effect.
 
* {{card|Lich}} always gives +2 Actions, but playing it makes you lose a turn, so it should rarely be used for this effect.
* {{Event|Toil}} and {{Ally|Market Towns}} allow you to play additional Actions, but only in your Buy phase.
+
* {{Event|Toil}}, {{Card|Scepter}}, and {{Ally|Market Towns}} allow you to play additional Actions, but only in your Buy phase.
  
 
=== Villages that don't work out in practice ===
 
=== Villages that don't work out in practice ===
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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|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|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|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}}).
 +
 +
Additionally, the card {{Card|Ruined Village}} has the word ''village'' in its name, but only gives +1 Action and so is not in fact a village that lets you play additional terminals.
  
 
== Cards Gallery ==
 
== Cards Gallery ==
 
=== Villages with no restrictions ===
 
=== Villages 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|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|Hostelry}}{{CardImage|Hunting Lodge}}{{CardImage|Inn}}{{CardImage|King's_Court}}{{CardImage|Lost City}}{{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|Teacher}}{{CardImage|Throne Room}}{{CardImage|Town}}{{CardImage|University}}{{CardImage|Villa}}{{CardImage|Village}}{{CardImage|Village Green}}{{CardImage|Walled Village}}{{CardImage|Wandering Minstrel}}{{CardImage|Worker's Village}}{{LandscapeImage|Barracks}}{{LandscapeImage|Lost Arts}}{{LandscapeImage|Way of the Ox}}
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{{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|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|Throne Room}}{{CardImage|Town}}{{CardImage|University}}{{CardImage|Villa}}{{CardImage|Village}}{{CardImage|Village Green}}{{CardImage|Walled Village}}{{CardImage|Wandering Minstrel}}{{CardImage|Worker's Village}}{{LandscapeImage|Way of the Ox}}
  
 
=== Villages that need a little support ===
 
=== Villages that need a little support ===
{{CardImage|Diplomat}}{{CardImage|Golem}}{{CardImage|Herald}}{{CardImage|Ironmonger}}{{CardImage|Prince}}{{CardImage|Royal Galley}}{{LandscapeImage|Piazza}}{{LandscapeImage|Summon}}
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{{CardImage|Conclave}}{{CardImage|Diplomat}}{{CardImage|Golem}}{{CardImage|Herald}}{{CardImage|Ironmonger}}{{CardImage|Prince}}{{CardImage|Royal Galley}}{{CardImage|Teacher}}{{LandscapeImage|Academy}}{{LandscapeImage|Piazza}}{{LandscapeImage|Summon}}
  
 
=== Villages with some restrictions ===
 
=== Villages with some restrictions ===
{{CardImage|Acting Troupe}}{{CardImage|Broker}}{{CardImage|Crossroads}}{{CardImage|Disciple}}{{CardImage|Ghost}}{{CardImage|Lich}}{{CardImage|Madman}}{{CardImage|Necropolis}}{{CardImage|Paddock}}{{CardImage|Procession}}{{CardImage|Recruiter}}{{CardImage|Sacrifice}}{{CardImage|Sauna}}{{CardImage|Avanto}}{{CardImage|Snowy Village}}{{CardImage|Tactician}}{{CardImage|Trusty Steed}}{{LandscapeImage|Academy}}{{LandscapeImage|Market Towns}}{{LandscapeImage|Toil}}
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{{CardImage|Acting Troupe}}{{CardImage|Broker}}{{CardImage|Crossroads}}{{CardImage|Disciple}}{{CardImage|Ghost}}{{CardImage|Lich}}{{CardImage|Madman}}{{CardImage|Necropolis}}{{CardImage|Paddock}}{{CardImage|Procession}}{{CardImage|Recruiter}}{{CardImage|Sacrifice}}{{CardImage|Sauna}}{{CardImage|Avanto}}{{CardImage|Scepter}}{{CardImage|Snowy Village}}{{CardImage|Tactician}}{{CardImage|Trusty Steed}}{{LandscapeImage|Barracks}}{{LandscapeImage|Lost Arts}}{{LandscapeImage|Market Towns}}{{LandscapeImage|Toil}}
  
 
=== Villages that don't work out in practice ===
 
=== Villages that don't work out in practice ===

Revision as of 08:08, 11 July 2022

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 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

Cards in italics have been removed.

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, SpecialistSpecialist.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. For more detailed insight into this concept, see here.

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.

  • 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. Additionally, SummonSummon.jpg requires Buys and significant $ for continued use.
  • 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.
  • With Lost ArtsLost Arts.jpg and TeacherTeacher.jpg you typically need a non-terminal Action to apply the +1 Action token, otherwise you are restricted to extra copies of only one type of terminal (the one you apply the token to).
  • ConclaveConclave.jpg 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.
  • With Royal GalleyRoyal Galley.jpg, there needs to be some non-terminal, non-Duration card on the board.
  • AcademyAcademy.jpg gives villagers whenever actions are gained and so usually requires a way to gain non-terminal actions which is often difficult but can be easy to achieve with some HorseHorse.jpg gainers like CavalryCavalry.jpg.


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 are villages you can (usually) only get one copy of, allowing you only one additional terminal action per turn. Similarly, you can have only one BarracksBarracks.jpg which therefore lets you play only one extra terminal.
  • ProcessionProcession.jpg, SacrificeSacrifice.jpg, RecruiterRecruiter.jpg, and BrokerBroker.jpg can require you to trash cards you might prefer to keep in order to get the village effect.
  • TacticianTactician.jpg gives an extra action but only in a single Tactician deck, which requires discarding your hand.
  • 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.
  • Snowy VillageSnowy Village.jpg gives you a lot of actions, but prevents you from getting any more Actions after that.
  • PaddockPaddock.jpg only becomes a village when two supply piles are empty and so the game is likely nearly over.
  • LichLich.jpg always gives +2 Actions, but playing it makes you lose a turn, so it should rarely be used for this effect.
  • ToilToil.jpg, ScepterScepter.jpg, and Market TownsMarket Towns.jpg allow you to play additional Actions, but only in your Buy phase.

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.
  • 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).

Additionally, the card Ruined VillageRuined Village.jpg has the word village in its name, but only gives +1 Action and so is not in fact a village that lets you play additional terminals.

Cards Gallery

Villages with no restrictions

Bandit Camp.jpgBazaar.jpgBlessed Village.jpgBorder Village.jpgBustling Village.jpgCapital City.jpgChampion.jpgCity.jpgCity Quarter.jpgCoin of the Realm.jpgCrown.jpgCursed Village.jpgEncampment.jpgFarming Village.jpgFestival.jpgFishing Village.jpgFortress.jpgGhost Town.jpgHamlet.jpgHideout.jpgHostelry.jpgHunting Lodge.jpgInn.jpgKing's Court.jpgLost City.jpgMerchant Camp.jpgMining Village.jpgMountain Village.jpgNative Village.jpgNobles.jpgPlaza.jpgPort.jpgRoyal Carriage.jpgShanty Town.jpgSpecialist.jpgSquire.jpgThrone Room.jpgTown.jpgUniversity.jpgVilla.jpgVillage.jpgVillage Green.jpgWalled Village.jpgWandering Minstrel.jpgWorker's Village.jpgWay of the Ox.jpg

Villages that need a little support

Conclave.jpgDiplomat.jpgGolem.jpgHerald.jpgIronmonger.jpgPrince.jpgRoyal Galley.jpgTeacher.jpgAcademy.jpgPiazza.jpgSummon.jpg

Villages with some restrictions

Acting Troupe.jpgBroker.jpgCrossroads.jpgDisciple.jpgGhost.jpgLich.jpgMadman.jpgNecropolis.jpgPaddock.jpgProcession.jpgRecruiter.jpgSacrifice.jpgSauna.jpgAvanto.jpgScepter.jpgSnowy Village.jpgTactician.jpgTrusty Steed.jpgBarracks.jpgLost Arts.jpgMarket Towns.jpgToil.jpg

Villages that don't work out in practice

Dame Molly.jpgPixie.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". Starting with Dark AgesDark Ages.jpg, there have been villages without these thematic names.

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.

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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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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