Looter

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Cultist, a Looter card.

Looters are a card type from Dark Ages. They have effects that cause one or more players to gain Ruins either when they are played or when they are gained. When a Looter is present among the Kingdom cards selected for a game (either in the supply or via a Black Market deck), Ruins are added to the supply as basic cards.

Two of the Looters, Cultist and Marauder, are junkers, as they provide ways to distribute Ruins to other players, in a manner similar to Cursers. They each also have a Curser analogue - Witch for Cultist, and Soothsayer for Marauder. The overall strategy for their use is discussed on the junkers page.

The remaining Looter, Death Cart, only gives Ruins to the player who gains it. While this may at first seem like a negative, Death Cart provides a way to use those Ruins, by fielding $5 when it trashes an Action (such as a Ruins). It is not a junker, but a trash for benefit card.

Each of the Looters also fits in with one or more subthemes of Dark Ages. Cultist does something when trashed, and combos with itself; Marauder gives the player Spoils; Death Cart trashes, and combos with certain other cards in Dark Ages.

List of Looters

Official Rules

  • If any Kingdom card has the type Looter (e.g. Cultist, Death Cart, and Marauder), add the Ruins pile to this game.
  • Shuffle the Ruins cards, then count 10 per player after the first: 10 for two players, 20 for three players, 30 for four players, and so on. Put the pile face down with the top card face up. Return any remaining Ruins cards to the box as they are not used in this game.

Card gallery

Trivia

In other languages

  • Czech: Plenitel (lit. plunderer)
  • Dutch: Plunderaar (lit. "plunderer")
  • Finnish: Ryöstäjä
  • French: Pillard (lit. plunderer)
  • German: Plündern (lit. looting)
  • Russian: Грабитель (pron. grabityel')

Type

The key thing is that Ruins is in the Supply. You have to remember it at the start of the game; someone might actually want to buy that top Ruins. Whereas if you forget about Loot, it's fine; get the pile out the moment you realize you need it.


Cards $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Combos and Counters Apprentice/Market SquareBeggar/GardensBishop/FortressDonate/Market SquareHermit/Market SquareLurker/Hunting GroundsMasterpiece/FeodumProcession/FortressTrader/Feodum
Other concepts When trashLooter
Dominion Card types
Basic types ActionTreasureVictoryCurse
Multi-expansion special types AttackDurationReactionCommand
Single-expansion special types PrizeRewardShelterRuinsLooterKnightReserveTravellerGatheringCastleNightHeirloomFateDoomSpiritZombieAugurClashFortLiaisonOdysseyTownsfolkWizardLootOmenShadow
Non-card types EventLandmarkBoonHexStateArtifactProjectWayAllyTraitProphecy