Farm
Farm | |
---|---|
original art version | |
Info | |
Cost | |
Type(s) | Treasure - Victory |
Kingdom card? | Yes |
Set | Intrigue |
Illustrator(s) |
Claus Stephan Maura Kalusky |
Card text | |
2 |
- You may be looking for Harem. Harem was the name of Farm in previous editions of Intrigue. Beyond the name and art, the two cards are identical.
Farm is a Treasure-Victory card from Intrigue. Its price is that of Gold (more expensive than a Duchy) but the cost output is that of Silver and the is lower than that of Duchy.
FAQ
Official FAQ
- This can be played in your Buy phase like other Treasures, and is worth 2 at the end of the game.
- Use 8 Harems/Farms for games with 2 players, 12 for games with 3 or more players.
Strategy
Farm suffers from many of the same problems as Gold—chiefly that it’s an expensive stop card that usually has a high opportunity cost—while generating even less , which makes it usually undesirable in an engine. At the same time, it is also worse than a cheaper Duchy at scoring . However, the combination of both these effects in a single card does make it occasionally relevant, most often in money strategies.
Like Duchy, Farm can be a useful option when you’re employing a money strategy if you want to add but cannot afford Province; its advantage over Duchy is that it allows you to continue increasing (rather than decreasing) your money density at the same time. This is especially relevant if you want to start greening early, for example with Hoard or Battlefield. However, you’ll still sometimes prefer Gold over Farm when using a money strategy, especially if it’s early in the game or if money density is even more important than usual, e.g. because Colony is present or you’re facing a discarding attack.
In an engine context, Farm is occasionally useful as a supplementary source of alt-VP that can allow you to score while building, in a fashion similar to Nobles. It can be a reasonable target for Treasure gainers such as Hero or Mint—although gaining these specifically for this purpose is unlikely to be the focal point of an efficient build, the ability to use a Treasure gainer to score may be important if there are no other sources of additional gains. Farm can also be useful as a Victory card that can be put into play, with effects such as Storyteller (where it functions as both and draw) or gainers such as Kiln and Changeling (which cannot usually be used to score). Finally, the fact that Farm costs means it can be relevant with Displace, which allows you to alternate between Exiling Farm and Province to gain a copy of the other card, thus scoring with every play of Displace.
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
2 |
Intrigue | July 2009 | ||
2 |
Intrigue (Second Edition) | October 2016 | ||
2 |
July 2023 |
Other language versions
Trivia
Until Empires, Farm was the only Treasure–Victory card. Donald X. Vaccarino designed and playtested one or two other such cards, including a card that gave , 1 , and +Buy, but that turned out to be too weak to be usable.
Theme
Original card art
The author of the drawing (Maura Kalusky) said there is no man in the picture, all the characters are women.
Secret History
I tried a few different mixes of victory points and
Retrospective
New name and art