Village (card category)

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(List of villages: Throne variants belong in a separate section here; also, remove defensive sounding language ("...are definitely villages") and some copyediting and cleanup)
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Cards in ''italics'' have been removed.
 
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.
+
These cards increase your terminal space by providing +Actions in a way that is relatively easy to take advantage of.
  
* [[Dominion (base set)|Dominion]]: {{Card|Festival}}, {{Card|Throne Room}}, {{Card|Village}}
+
* [[Dominion (base set)|Dominion]]: {{Card|Festival}}, {{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|King's Court}}, {{Card|Worker's Village}}
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* [[Prosperity]]: {{Card|City}}, {{Card|Worker's Village}}
 
* [[Cornucopia]]: {{Card|Farming Village}}, {{Card|Hamlet}}
 
* [[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}}, {{Card|Lost City}}, {{Card|Port}}, {{Card|Royal Carriage}}
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* [[Adventures]]: {{Card|Champion}}, {{Card|Coin of the Realm}}, {{Card|Lost City}}, {{Card|Port}}
* [[Empires]]: {{Card|Bustling Village}}, {{Card|City Quarter}}, {{Card|Crown}}, {{Card|Encampment}}, {{Card|Villa}}
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* [[Empires]]: {{Card|Bustling Village}}, {{Card|City Quarter}}, {{Card|Encampment}}, {{Card|Villa}}
 
* [[Nocturne]]: {{Card|Blessed Village}}, {{Card|Cursed Village}}, {{Card|Ghost Town}}
 
* [[Nocturne]]: {{Card|Blessed Village}}, {{Card|Cursed Village}}, {{Card|Ghost Town}}
 
* [[Renaissance]]: {{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}}
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* [[Allies]]: {{Card|Capital City}}, {{Card|Merchant Camp}}, {{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. For more detailed insight into this concept, see [[Throne Room variant#Throne Room's Village Effect|here]].
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===Throne Room variants===
  
=== Villages that need extra effort or support ===
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The [[Throne Room variant]]s {{Card|Throne Room}}, ({{Card|Crown}}, {{Card|Royal Carriage}}, {{Card|Specialist}}, and {{Card|King's Court}}) allow you to play the same Action card multiple times on a turn. Although they behave a little differently than the standard villages above, they also increase your [[terminal space]]: using a Throne Room variant on a [[non-terminal]] Action, or on another Throne Room variant, will allow you to play two different [[terminal]] actions. These cards therefore usually 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]].
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 Throne Room variants with more restricted behavior appear on the lists below.
 +
 
 +
=== Villages that need extra effort or support ===
 +
These cards are villages that require you 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 {{Card|Prince}}, 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|Tribute}}'', you only get extra Actions if your opponent reveals an Action card from their deck; this is unreliable enough that the card was eventually [[removed]] from {{set|Intrigue}}.
 +
* With {{Card|Prince}}, there has to be an Action that can cost {{Cost|4}} or less, 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|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.
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* {{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.
 
* {{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 achievable with [[+Buy]] or [[gainer]]s, especially {{Card|Horse}} gainers like {{Card|Cavalry}}.
+
* {{Project|Academy}} gives villagers whenever actions are gained and so usually requires a way to gain non-terminal actions, which is often achievable with [[+Buy]] or [[gainer]]s, especially {{Card|Horse}} gainers like {{Card|Cavalry}}.
 
* {{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|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 often a very high cost.
 
 
* {{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.  
 
* {{Event|Toil}}, {{Card|Scepter}}, and {{Ally|Market Towns}} allow you to play additional Actions, but only in your Buy phase. This puts some limits on what you can usefully play with them.
 
* {{Event|Toil}}, {{Card|Scepter}}, and {{Ally|Market Towns}} allow you to play additional Actions, but only in your Buy phase. This puts some limits on what you can usefully play with them.
  
 
=== Villages offering limited terminal space ===
 
=== Villages offering limited terminal space ===
These cards are definitely villages, and are often easy to use as such, but are only available in very limited numbers or have some other restriction that means you can only play one or very few extra terminals per turn.
+
These cards are villages that are only available in very limited numbers, or have some other restriction that means you can only play one or very few extra terminals per turn.
  
 
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.
  
 +
* {{Card|Tactician}} can usually only be played once per turn, and it really only moves your terminal space around, since it's terminal when you play it and only provides one extra Action next turn.
 
* {{Card|Crossroads}} will only allow two additional terminal actions per turn.
 
* {{Card|Crossroads}} will only allow two additional terminal actions per turn.
* {{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|Necropolis}}, {{Card|Trusty Steed}}, and {{card|Dame Molly}} 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.
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* {{Project|Barracks}} can only be bought once, and lets you play only one extra termina per turnl.
 +
* {{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 often a very high cost.
 
* {{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}} 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|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.
 
* {{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|Tactician}} and {{card|Lich}} typically only let you move extra terminal space around and also offer very limited extra terminal space because you can typically only play {{Card|Tactician}} per turn and {{card|Lich}} is hard to get in multiples and very expensive to use, costing a turn.
 
  
 
== Cards Gallery ==
 
== Cards Gallery ==

Revision as of 20:45, 2 August 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

These cards increase your terminal space by providing +Actions in a way that is relatively easy to take advantage of.

Throne Room variants

The Throne Room variants Throne RoomThrone Room.jpg, (CrownCrown.jpg, Royal CarriageRoyal Carriage.jpg, SpecialistSpecialist.jpg, and King's CourtKing's Court.jpg) allow you to play the same Action card multiple times on a turn. Although they behave a little differently than the standard villages above, they also increase your terminal space: using a Throne Room variant on a non-terminal Action, or on another Throne Room variant, will allow you to play two different terminal actions. These cards therefore usually enable the same types of decks that other villages do:. For more detailed insight into this concept, see here.

Some Throne Room variants with more restricted behavior appear on the lists below.

Villages that need extra effort or support

These cards are villages that require you 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 TributeTribute.jpg, you only get extra Actions if your opponent reveals an Action card from their deck; this is unreliable enough that the card was eventually removed from IntrigueIntrigue.jpg.
  • With PrincePrince.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.
  • 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 achievable with +Buy or gainers, especially HorseHorse.jpg gainers like CavalryCavalry.jpg.
  • 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.
  • PaddockPaddock.jpg only becomes a village when two supply piles are empty and so the game is likely nearly over.
  • ToilToil.jpg, ScepterScepter.jpg, and Market TownsMarket Towns.jpg allow you to play additional Actions, but only in your Buy phase. This puts some limits on what you can usefully play with them.

Villages offering limited terminal space

These cards are villages that are only available in very limited numbers, or have some other restriction that means you can only play one or very few extra terminals per turn.

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.

  • TacticianTactician.jpg can usually only be played once per turn, and it really only moves your terminal space around, since it's terminal when you play it and only provides one extra Action next turn.
  • CrossroadsCrossroads.jpg will only allow two additional terminal actions per turn.
  • NecropolisNecropolis.jpg, Trusty SteedTrusty Steed.jpg, and Dame MollyDame Molly.jpg are villages you can (usually) only get one copy of, allowing you only one additional terminal action per turn.
  • BarracksBarracks.jpg can only be bought once, and lets you play only one extra termina per turnl.
  • 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 often a very high cost.
  • 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.
  • 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.

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 extra effort or support

Broker.jpgConclave.jpgDiplomat.jpgGolem.jpgHerald.jpgIronmonger.jpgMadman.jpgPrince.jpgProcession.jpgRecruiter.jpgRoyal Galley.jpgSacrifice.jpgScepter.jpgTeacher.jpgAcademy.jpgLost Arts.jpgMarket Towns.jpgPiazza.jpgToil.jpgSummon.jpg

Villages offering limited terminal space

Acting Troupe.jpgCrossroads.jpgDame Molly.jpgDisciple.jpgGhost.jpgLich.jpgNecropolis.jpgPaddock.jpgSauna.jpgAvanto.jpgSnowy Village.jpgTactician.jpgTrusty Steed.jpgBarracks.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".


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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