Palace
Palace | |
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Info | |
Type | Landmark |
Set | Empires |
Illustrator(s) | Mark Poole |
Landmark text | |
When scoring, 3 per set you have of Copper - Silver - Gold. |
Palace is a Landmark from Empires. It rewards players with for accumulating comparable amounts of the three basic Treasures—Copper, Silver, and Gold.
FAQ
Official FAQ
- For example, if you had 7 Coppers, 5 Silvers, and 2 Golds, that would be two sets of Copper - Silver - Gold, for 6 total.
Strategy
Palace is typically best viewed as supplemental alt-VP, rather than a full alternative to Provinces. This is because most decks do not have the deck control necessary to support the high number of stop cards required to score large amounts of with Palace. Most engines therefore cannot make much use of Palace, and if good trashing is available, trashing all of your Coppers to build a more reliable deck and use more efficient payload will often be better than keeping those Coppers around for Palace . Later in the game, it may be possible to regain a Copper or two to form a set with the other basic Treasures you’re using anyway, but it will often require too many gains to form more than a couple of sets; in Kingdoms with limited gains, scoring only 1 per card gained is a significant drawback. Even if a money strategy is viable, Palace can be low impact if an effect makes it undesirable to use basic Treasures (e.g., Bandit Fort), or if more potent Treasures are available (e.g. Platinum).
While Palace will usually play at most a minor role in engines, it can be relevant to money strategies, where it can provide supplemental if you are using Golds and Silvers as payload anyway and cannot trash your starting Coppers. In such cases, you can often complete sets of the three basic Treasures instead of engaging in Duchy dancing: each set gives the same VP as a Duchy while maintaining a better money density. This requires diligent deck tracking, however, so that you know what is necessary to complete a set of three.
Palace synergizes with effects that either make it easy to acquire the required Treasures, or facilitate handling the excess stop cards. Sources of +Buy and gainers can be useful for the former, while Exiling is a particularly good option for the latter. Gainers that can gain Silver and Gold are the most helpful; gaining Copper is usually a low priority, since Palace is mostly relevant when your starting Coppers cannot be trashed. Jack of All Trades and Treasure Trove are examples of cards that can help complete Palace sets. Similarly, Camel Train can Exile both Silver and Gold, allowing you to score with Palace without increasing the number of stop cards in your deck. More importantly, Banish and Sanctuary can exile starting Coppers, removing them from your deck while still keeping them available for Palace scoring.
Versions
English versions
Digital | Text | Release | Date | |
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When scoring, 3 per set you have of Copper - Silver - Gold. | Empires | June 2016 |
Other language versions
Trivia
Secret History