Ferry
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Ferry | |
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Info | |
Cost | |
Type | Event |
Set |
Adventures![]() |
Illustrator(s) | Mark Poole |
Event text | |
Move your – (Cards from that pile cost less on your turns.) | cost token to an Action Supply pile.
Ferry is an Event from Adventures. It lets the buyer move their – cost token.
Contents |
[edit] FAQ
[edit] Official FAQ
- When you buy this, you move your - cost token to any Action Supply pile.
- This token makes cards from that pile cost less, but not less than Tokens section. , on your turns; see the
[edit] Other rules clarifications
- Other players' cards from the tokened pile are also reduced in cost during your turns.
- For split piles, the types of a pile are determined solely by the types on its randomizer card. For example, the Odysseys pile has the types Action-Odyssey, even though the cards themselves have other types.
[edit] Strategy
There is no full strategy article for Ferry, but the card has been discussed on the forum!
Ferry is one of the most powerful events. Cost reduction cards in general are nice, but Ferry doesn't even need +Buy to excel, since you can just keep profiting from the reduced cost throughout the game after buying Ferry just once. It is rare for a board not to contain any powerful terminal + cards are amazing, but even something like Mountebank is ridiculous if you can open with it. And with Ferry on the board, you always can.
or more cards you want to make cheaper; especially non-In general, you'll almost always want to open with Ferry. The exception might be if there's a board with a) no expensive cards, and b) no +Buy or gainers. In this case, you probably want to play some variant of Big Money, or maybe some kind of single-Province engine that doesn't need cost reduction.
It is by no means a waste to buy Ferry multiple times per game. Of course, you should not overdo it, but once the initial pile you reduced the cost of runs out, you might want to switch to making another card cheaper.
and a Buy is quite a small price to pay for this ability.[edit] Synergies
- Attacks, trashers) + cards in general, especially ones you want early (
- Gainers such as Workshop, but especially Artificer can pick up lots of cheap Ferried cards in no time
- Squire is free when Ferried and can give +2 Buys when played, enabling a very quick empty pile
- Border Village, Haggler, Band of Misfits and Catacombs do something with a card costing less than it; while lousy targets for Ferry itself, they can make use of other Ferried cards
- Stonemason--putting Ferry on this means you can get *any* Action at 2 for the price of 1
[edit] Antisynergies
- Weak Big Money boards without expensive cards
- The -Teacher placing tokens on an action supply pile. cost token interferes with
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
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Move your - ). | cost token to an Action Supply pile (cards from that pile cost less on your turns, but not less thanAdventures | April 2015 |
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Move your – .) | cost token to an Action Supply pile. (Cards from that pile cost less on your turns, but not less thanAdventures (2017 printing) | August 2017 |
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Move your – (Cards from that pile cost less on your turns.) |
cost token to an Action Supply pile.Adventures (2021 printing) |
[edit] Other language versions
[edit] Trivia
[edit] Secret History
[edit] Why does it cost 3?
It is not necessarily so bad to get
The key thing is, what does it do to fun. A subset of that is, how does it affect skill. It leaves the game plenty fun and skillful. So, there it is. Like some other Events, it's like a rules change. You are very likely to get it, but that's okay, because, plenty fun and skillful. Like some other Events that are like rules changes, it heavily depends on the other cards. / . You get to buy the . They get Ferry/ , you get / . If it's a card you want multiples of, you can get Ferry later, though they are ahead there. If it isn't, yeeha. If there are multiple good 's, you can open with a good one-of, then Ferry turn 3. You know.