Fort
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Forts | |
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Info | |
Cost | |
Type(s) | Action - Fort |
Kingdom card? | Yes |
Set | Allies |
Illustrator(s) | Garret DeChellis |
Card text | |
This pile starts the game with 4 copies each of Tent, Garrison, Hill Fort, and Stronghold, in that order. Only the top card can be gained or bought. |
Fort is a type of Kingdom card from the Allies expansion. There are 4 copies each of 4 differently-named Forts with a single randomizer card, forming a split pile: when Forts are selected as a Kingdom card for a game, they are put into a single Supply pile in order by increasing cost, of which only the top card can be gained at any given time. The cheapest of the four allows you to "rotate" the pile—move all copies of the current top card to the bottom of the pile, revealing the next card in the sequence.
List of Forts
Image Gallery
Additional rules
General rules for playing with Dominion: Allies' six split piles are described in the rulebook.
Other rules clarifications
Strategy
Versions
English versions
Digital | Text | Release | Date | |
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This pile starts the game with 4 copies each of Tent, Garrison, Hill Fort, and Stronghold, in that order. Only the top card can be gained or bought. | Allies | 2022 |
Other language versions
Trivia
Secret History
Tent started as its own pile. Actually it goes back to Hinterlands, where it seemed strong. With the wisdom of my years I felt like probably it wasn't really. Then it went into a split pile because well you sure don't need ten of these. Before Garrison, versions of Royal Galley were here, plus a reaction you could play when an Action gave you + or more. Garrison started out as its own pile, making + and +1 Buy this turn (for ). Then it made + next turn instead of +Cards, and after a while left due to having too many +Buy cards. It tried again as a treasure and then here it is. It removes the tokens so that it doesn't multiply if you have two of them. The third slot tried a few Remodels before getting to Hill Fort. The first version of Hill Fort gave +3 Cards at end of turn when trashed; a fine ability for something, but not too relevant here. And there was a Moat, because, aren't Forts things that keep attacks out? But the pile didn't have an attack. Stronghold started out dividing tokens between this turn and next, with them giving + this turn and +Cards next turn. You did not tend to finagle this so much, and it was way simpler to just offer up + this turn or +4 Cards next turn. I mean + this turn or +3 Cards next turn. This one also tried giving +Cards at end of turn when gained/trashed, before just getting 2 . It's nice to have on some of the bottom cards for the split piles, since sometimes you don't see them for a while.
Retrospective
I like Forts. The flavor is solid, a nice way to have this hard-to-grasp concept the split piles wanted, of showing a progression though you aren't really progressing a thing. Tent was a great idea to get into a split pile; there's less pressure on each card to be the best thing ever, and Tent had been a good idea waiting years to get used. And I mean I think it's underrated, sometimes it's actually good to have that +
for a few turns in a row. Garrison is a lot of fun. Hill Fort would have been perfect for the set, going with the other choose-ones, but was too strong to do as a pile; but being in a split pile slows it down nicely and lets us have that experience. Stronghold, man, it's fine. Again, being in a split pile puts less pressure on a card to be the best thing ever, except from DZ apparently. It's a cute concept and didn't use up a whole pile to get into a set. Well done Donald X., I knew you had it in you.