Odyssey
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Odysseys | |
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Info | |
Cost | |
Type(s) | Action - Odyssey |
Kingdom card? | Yes |
Set | Allies |
Illustrator(s) | Julien Delval |
Card text | |
This pile starts the game with 4 copies each of Old Map, Voyage, Sunken Treasure, and Distant Shore, in that order. Only the top card can be gained or bought. |
Odyssey is a type of Kingdom card from the Allies expansion. There are 4 copies each of 4 differently-named Odysseys with a single randomizer card, forming a split pile: when Odysseys 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 Odysseys
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
Other language versions
Trivia
Preview
As before, the first card can rotate the pile. Old Map does a little filtering. Voyage is an extra turn with a tricky limitation: you only get to play 3 cards, and that includes Treasures. Although things that play cards other than from your hand get around this a little (e.g. Golem). Sunken Treasure can get you stuff you don't have yet, and Distant Shore is somehow a Lab that gains Estates.
Secret History
The first card was initially Importer (called Provisioner). Then it was a duration version of Old Map - cantrip, next turn draw/discard (with an option to trash Odyssey cards from the Supply). Matt suggested having this be the multicolor pile - each card a different color. So I tried some blue Old Maps, but the one I liked ending up being a straight Action. The second card started as a cool thing that became its own pile and then left the set, bound for the future. Then briefly it was Fugitive with a recursion clause, and then it got Voyage from the Wizards pile. Cade suggested the "from your hand" wording, which was crucial for e.g. not stranding cards that Golem hits. The third card was initially a Remodel with +2 Cards in front of it and "discard 2 cards" after it. An old concept, tried years ago. You know this time it didn't exactly fail, it just didn't want to be in the pile and then there was no home for it. I followed it with a treasure that cared how many types you had in play, then "gain an Action card from a pile that isn't full," then the final card. And then the last card in the pile started out as a token-based variation on Stronghold - 4 tokens, remove some this turn for + , the rest next turn for +Cards. The tokens weren't necessary, I could just fix the amounts. But you know, did that elsewhere. Here I was looking for a green card for that multicolor theme. I tried Miller with based on how many treasures you had, then a thing that gave based on the cost of a discarded card, and finally the final card. Hooray, we made it there.