Divine Wind
From DominionStrategy Wiki
Divine Wind | |
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Info | |
Type | Prophecy |
Set |
Rising Sun![]() |
Illustrator(s) | Garret DeChellis |
Prophecy text | |
When you remove the last | , remove all Kingdom card piles from the Supply, and set up 10 new random piles.
Divine Wind is a Prophecy from Rising Sun. When activated, it sweeps away all Kingdom cards from the supply, replacing them with a brand-new kingdom of 10 cards.
Contents |
[edit] FAQ
[edit] Official FAQ
- The 10 Kingdom card Supply piles used this game are removed, as well as an 11th pile if something added one (such as Young Witch's Bane pile, from Cornucopia).
- Ruins (from Dark Ages), Potions (from Alchemy), and Platinum and Colony (from Prosperity) are not removed.
- Deal out 10 new Kingdom cards. Do any Setup for them that they require, including things like putting out the Potions if necessary. Do not give out Heirlooms (from Nocturne). Do not re-determine whether or not to use Shelters (from Dark Ages) or Platinum and Colony. Deal out an Ally (from Allies) if you get a Liaison and didn't already have one.
- The removed piles are gone; they no longer count as empty piles if empty, and cards can't be returned to those piles. Players can continue playing with cards they got from those piles though.
- Tokens on the removed piles are no longer on them (such as tokens from Teacher, from Adventures). Traits (from Plunder) and Obelisk (from Empires) still affect their removed piles, and the Bane (for Young Witch) is still the Bane.
- Search (from Plunder) does not trigger when piles are removed.
- "In games using this" abilities, like Shaman's (from Plunder), continue to function for removed piles.
[edit] Other rules clarifications
- Any other cards that were involved in the original kingdom (Ferryman's pile, Riverboat's card, Page's upgrades, etc.) are not removed after Divine Wind.
- If a singular card has already been used in the original kingdom (e.g. it was used by Riverboat, or it was in the Black Market deck), the pile cannot be one of the 10 new piles.
- Removed Adventures tokens return to their player (and they can place the token again). Any other tokens (e.g.
for Farmers' Market, or tokens for Family of Inventors) are removed forever.
- Players only get an initial Favor token the first time a Liaison is added to the game. If the original kingdom had a Liaison, and Divine Wind adds another one, you don't do that setup again.
- You can't exchange cards with a removed pile. That means, for example, if you have a Peasant still in your deck when the Divine Wind blows through, you won't be able to be able to replace it with a Soldier, and if you have a Vampire it will no longer be able to turn into a Bat.
- Cost-reduction does not apply to cards that aren't in the game. This means if you play Highway and then activate Divine Wind, the cost reduction does not apply when Young Witch chooses its Bane.
- A Druid in the original kingdom will keep its 3 Boons after Divine Wind happens. A Druid added in the new kingdom will set aside whatever 3 Boons are on top of the deck.
- If there aren't enough Boons left (e.g. too many are set aside due to Blessed Village), Druid sets aside as many as possible.
[edit] Strategy
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
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When you remove the last | , remove all Kingdom card piles from the Supply, and set up 10 new random piles.Rising Sun | August 2024 |
[edit] Other language versions
Language | Name | Digital | Text | Notes | |
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German | Göttlicher Wind | ![]() |
Wenn du die letzte Königreichstapel aus dem Vorrat und legt 10 neue, zufällige Königreichstapel aus. |
entfernst, entfert alle
[edit] Trivia
[edit] Preview
Divine Wind sweeps the board clean and refills it with who knows what. Try to get everything you need from the first set of 10 before it blows through.
[edit] Secret History
I really wanted something with this name, as it's this historical thing[1], a tsunami wiping out invading Mongols. The first one was a Moat, which is awful gameplay. There was "once per turn when gain a card may trash it or when trash a card may gain it," how is that even a Divine Wind. I had a conditional Moat, also stupid. Then I had this sweet thing that wipes the board clean. So fun.
[edit] Playing IRL
Divine Wind was not designed with online play in mind. And I've played it IRL. Now normally I only play with two expansions at a time; if say Horses might appear, well odds are they're already on the table.
To date, I've playtested every expansion IRL, and intended everything for real life play. I've worked on campaigns that are online-only, but that's it. We've considered doing an online-only promo at some point, but it hasn't happened.