Hill Fort

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Hill Fort
Info
Cost $5
Type(s) Action - Fort
Kingdom card? Yes
Set Allies
Illustrator(s) Garret DeChellis
Card text
Gain a card costing up to $4. Choose one: Put it into your hand; or +1 Card and +1 Action.

Hill Fort is an Action-Fort card from Allies. It is a gainer that can put the gained card in your hand to use immediately; if you don't want to do that, it can be a cantrip instead.

It is part of a split pile that it shares with the other Forts: Tent, Garrison, and Stronghold.

FAQ

Official FAQ

  • First completely resolve gaining a card costing up to $4; then choose whether to put it into your hand or get +1 Card and +1 Action.
  • If the card is no longer where it was gained to (normally your discard pile) then you will fail to put it into your hand if you choose that. If it's been covered up in your discard pile, you can still put it into your hand.

Other rules clarifications

  • Because you resolve all on-gain effects before you make your choice, this means that if you gain a Sheepdog and put it into your hand, you can't use the Sheepdog's reaction to react to its own gain.
  • If you're subject to the effect of Gatekeeper, the gained card will be exiled before you get a chance to put it into your hand.

Strategy

External strategy articles

Versions

English versions

Print Digital Text Release Date
Hill Fort Hill Fort from Shuffle iT Gain a card costing up to $4. Choose one:
Put it into your hand; or +1 Card and +1 Action.
Allies March 2022

Other language versions

Language Name Print Digital Text Notes
Dutch Huivelfort Dutch language Hill Fort Pak een kaart die
ten hoogste $4 kost.
Kies 1 van de volgende:
Doe de kaart in je hand;
of +1 Kaarten +1 Actie.
(2022)
German Hügelfort German language Hill Fort German language Hill Fort from Shuffle iT Nimm eine Karte die bis zu $4 kostet.
Wähle eins:
Nimm sie auf deine Hand
oder +1 Karte und +1 Aktion.

Trivia

Official card art.

Secret History

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.


Cards $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Other concepts FavorsSplit piles

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