Inheritance
Inheritance | |
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Info | |
Cost | |
Type | Event |
Set | Adventures |
Illustrator(s) | Mark Poole |
Event text | |
Once per game: Set aside a non-Command Action card from the Supply costing up to | . Move your Estate token to it. (During your turns, Estates are also Command Actions with "Play the card with your Estate token, leaving it there.")
- This article is about the Event. For the Trait with a similar name, see Inherited.
Inheritance is an Event from Adventures. It sets aside an Action card from the Supply and turns your Estates into Action cards that can play the set-aside card for the rest of the game.
FAQ
Official FAQ (2022)
- You can only buy this once per game. When you do, set aside a non-Command Action card from the Supply that costs up to , and put your Estate token on it.
- This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring.
- For the rest of the game, on your turns, Estates are also Command Action cards (in addition to still being Victory cards), and when you play one, it plays the card you set aside, leaving it set aside. If that effect tries to move the set aside card, it fails. If the set aside card has a "while this is in play" or "when discarded from play" effect, that will not do anything; the card is never in play.
- Leave the Estate in play until the Clean-up of the turn the card it played would have left play. Normally that means you will discard it that turn, but if the card is a Duration card, it will stay out like the Duration card would have, and if the card is something like Throne Room and used to play a Duration card, it will stay out the same way Throne Room itself would have.
- If the set aside card is from a pile you have a +1 Action or similar token on, you will get that effect when playing it.
- All Estates are affected, including ones in the Supply and ones other players have; for example this means you could gain one with Seaway.
- The set aside card does not need to continue costing or less; it only has to when Inheritance is bought.
- The card cannot be a Command card; Command cards are certain cards that can play other cards without moving them, including Band of Misfits, Overlord, and Captain.
Other rules clarifications
- Inheritance affects Estates in the trash and in other players' decks and hands. This means that they can be gained with Lurker, discarded by Rabble, and so on.
- Since it is no one's turn when scoring, this means that Estates will not count for Landmarks/Victory cards that care about Actions (like Orchard or Vineyard).
- Estates do not acquire the abilities of the card with your Estate token on it; they just cause it to be played when you play the Estate. This means that, for example, gaining an Estate doesn't activate any on-gain effects of the Action card you've Inherited; Inheriting a Crown or Werewolf does not allow you to play Estates in the Buy or Night phases; Inheriting a Reaction card does not allow you to react with Estates the way you would react with the Reaction card; etc.
- Under rare circumstances (involving a combination of certain Reaction cards, Way of the Mouse, and Vassal) it can be possible to play an Estate (if it's an Action card) on another player's turn. Whether or not an Estate is an Action card on another player's turn depends on whether they have bought Inheritance, not whether you have. If you do play an Estate on another player's turn, it plays the card with your Estate token on it as usual, not the card with their Estate token.
- If your opponent has bought Inheritance but you haven't, your Estates still count as Actions on their turns, but if you somehow manage to play one it doesn't do anything.
- While the Estates become Action cards, the Estate pile is not considered an Action pile, so you are unable to add the other Adventures tokens to the Estate pile except via Seaway.
Deprecated official FAQ (2015) |
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Deprecated rules clarifications (2015 2016 2019) |
Most Inheritance confusions are an issue of timing or ownership.
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Strategy
Inheritance is an often-centralizing Event that is typically worth planning around in the early game. There are two reasons for this:
- It converts Estates, the worst of your starting cards, into something useful, massively improving the quality of your early game deck.
- It makes future “copies” of the Inherited card cheap at 1 . , and worth
These two effects combine to make early Inheritances very strong.
Getting an early Inheritance usually requires intentionally buying components and managing your shuffles to spike . This often means increasing the draw and/or money density of your early deck, as even a hand of four Coppers and one Silver isn’t enough. One-shot draw or payload effects such as Experiment or Stockpile can be useful for this. High value Treasures such as Capital can also be helpful. Baron synergizes particularly well with Inheritance, as it generates a good amount of and can gain Estates later. In some rare circumstances it can be good to thin an Estate early to help you hit (e.g., with Goat). This is usually only worth doing if the target card for Inheritance is very strong, and there are sources of +Buy or gainers to regain the lost Estates quickly; if there are not, it can be better to just thin all of your Estates and build normally.
Good targets for Inheritance are typically cards that you would want multiple copies of in your deck. In you Inherit a cantrip such as Merchant, your Estates are no longer stop cards, which is tantamount to a thinning effect and thus a powerful one in the early game. Other good targets include villages such as Worker's Village or non-terminal payload cards such as Patron. Terminals such as Smithy can also be useful, but be aware of your terminal space after effectively adding three terminals simultaneously. Experiment and Encampment are exceptionally strong targets, as Inherited Estates do not inherit the drawbacks of those cards. Groom and Ironmonger are also good targets, as both benefit from the fact that Inherited Estates are both Victory and Action cards. Conspirator can be a good target with a little support, as playing an Estate with this card Inherited counts as two Action card plays, so if you play a single non-terminal Action beforehand, all of your Estates become activated Conspirators.
Inheritance may be skippable if there are no good targets, if a useful Estate thinner (such as Recruiter) is more easily accessible or useful, or if reaching is impractical (e.g., with Catapult present).
Rarely, it may be possible to Inherit a higher cost card with cost reduction. For example, Grand Market can be Inherited with a Quarry in play. Oftentimes this is slow or difficult to set up, and you will miss out on the benefits of an earlier Inheritance on a lesser card.
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 | |
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Once per game: Set aside a non-Victory Action card from the Supply costing up to | . Move your Estate token to it (your Estates gain the abilities and types of that card).Adventures | April 2015 | ||
Once per game: Set aside a non-Victory Action card from the Supply costing up to (Your Estates gain the abilities and types of that card.) |
. Move your Estate token to it.Adventures (2017 printing) | August 2017 | ||
Once per game: Set aside a non-Victory Action card from the Supply costing up to (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") |
. Move your Estate token to it.Dominion 2019 Errata and Rules Tweaks | September 24, 2019 | ||
Once per game: Set aside a non-Command Action card from the Supply costing up to (During your turns, Estates are also Actions with “Play the card with your Estate token, leaving it there.”) |
. Move your Estate token to it.Adventures (2021 printing) | October 15, 2019 | ||
Once per game: Set aside a non-Command Action card from the Supply costing up to (During your turns, Estates are also Command Actions with “Play the card with your Estate token, leaving it there.”) |
. Move your Estate token to it.Adventures (2022 printing) | June 29, 2022 |
Other language versions
Trivia
Inheritance is one of the available backgrounds in Dominion Online.
Preview
Secret History
Why once per game?
Donald X.'s opinion
People especially like to Inherit cantrips, and more especially villages. You can do well inheriting other good cheap cards though. It's exciting to lower costs and Inherit a Monument in one and Bridge Troll in another.
It was so sweet when we were first playtesting it - getting lots of , but as usual Events don't get cheaper so it's tricky to do that and get to . The recommended sets set up Estates into play, so bizarre. Drawing bad hands, no wait, these Estates all do things. Buying up Estates.Errata possibilities