Distant Lands
Distant Lands | |
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Info | |
Cost | |
Type(s) | Action - Reserve - Victory |
Kingdom card? | Yes |
Set | Adventures |
Illustrator(s) | Matthias Catrein |
Card text | |
Put this on your Tavern mat. Worth 4 if on your Tavern mat at the end of the game (otherwise worth 0 ). |
Distant Lands is an Action-Reserve-Victory card from Adventures. It's an alt-VP card worth more than Duchy at the same cost, but has to be played (and put on your Tavern mat) before you can get those .
Unlike other Reserve cards, Distant Lands stays on your Tavern mat permanently once played; there is no way to call it or otherwise return it to your deck.
FAQ
Official FAQ
- This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players.
- This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it.
- At the end of the game, Distant Lands is worth 4 if it is on your mat, or 0 if it is not. It counts as part of your deck either way (for example it can contribute to how many a Gardens is worth).
Strategy
Distant Lands is a dense Victory card—that is, it offers a good ratio of to price and number of stop cards added to your deck, making it a fairly strong source of alt-VP—but as a tradeoff there’s a one-time cost in terms of draw and terminal space. Distant Lands is therefore best supported by an engine, where it can be somewhat thought of as a terminal one-shot payload card. In Kingdoms with stronger payload such as Bridge Troll, the draw and terminal space consumed by Distant Lands may be too high a cost.
Distant Lands needs to be played in order to provide any . When you play it, it removes itself from your deck, meaning that it doesn’t hurt your subsequent ability to draw; this makes it particularly useful in scenarios that encourage early greening (e.g. Kingdoms with Battlefield) or in which you want to make many Victory card purchases (e.g. with Groundskeeper). The fact that Distant Lands needs to be played also means it works especially well in a gain-and-play scenario, e.g., with Wish, Innovation, or Artisan as this allows you to score without hurting your deck at all. Otherwise, to ensure that you can play it relatively soon, you need an engine that allows you to cycle through your deck quickly (which usually means good thinning and/or strong draw, with sifting also being potentially useful) and some spare terminal space. The latter is particularly important: if you lack the terminal space to play your Distant Lands when you draw it, it will continue to clog up your future shuffles without even providing .
The fact that Distant Lands needs to be drawn and played to provide means it can be a worse choice than Duchy for the endgame (when you would like to buy Province but lack the , or in a Duchy dancing scenario), as even though it provides more at the same price, you may not get a chance to play it before the game ends.
Versions
English versions
Digital | Text | Release | Date | |
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Put this on your Tavern mat. Worth 4 if on your Tavern mat at the end of the game (otherwise worth 0 ). |
Adventures 1st Edition | April 2015 | ||
Put this on your Tavern mat. Worth 4 if on your Tavern mat at the end of the game (otherwise worth 0 ). |
Adventures 2nd Edition | August 2017 |
Other language versions
Trivia
Secret History
Relevant outtakes
Some of the mentioned outtakes eventually became Landmarks (specifically Wall, Orchard, and Triumphal Arch.
Donald X.'s opinion