Shelter
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Revision as of 18:09, 8 September 2013
Shelters are a card type from Dark Ages. In games using Kingdom cards from Dark Ages, Shelters may be used in players' starting decks instead of the Estates that starting decks usually contain. Shelters do not have a supply pile; the only ones in the game are the ones that players start with. Although they cannot be bought, Shelters have a cost of .
Shelter cards have a red frame—however, since every Shelter card has two types, each Shelter's frame is half red and half the color associated with its other type.
There are three differently-named Shelters; each player's deck starts with one of each.
- Hovel—a Reaction–Shelter
- Necropolis—an Action–Shelter
- Overgrown Estate—a Victory–Shelter
Contents |
Additional rules
The rules for playing with Shelters are described in the Dominion: Dark Ages rulebook and are reproduced here.
Preparation
- If only Kingdom cards from Dark Ages are being used this game, the Shelter cards replace starting Estates - each player's starting deck is seven Coppers, a Hovel, a Necropolis, and an Overgrown Estate.
- If a mix of Kingdom cards from Dark Ages and other sets is being used, then the use of Shelters should be determined randomly, based on the proportion of Dark Ages cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the Randomizer deck - and if it is from Dark Ages, use Shelters in place of starting Estates.
- Do not use the same card to choose whether or not to use Shelters as you use to choose whether or not to use Platinum and Colony (from Prosperity).
- Using Shelters does not change the Estate Supply pile; it still contains 8 Estates for 2 players and 12 Estates for 3 or more players.
FAQ
Official FAQ
Other Rules clarifications
- It is allowed to reveal a Shelter when playing Ambassador. In that case, it is not returned to the Supply (since it is not in the Supply) and opponents do not gain a copy of it.
Strategy Article
Shelters will typically not alter your strategy very much; they are more tactical than strategic.
Synergies/Combos
- Engines with trashing don't lose three points for trashing their Estates. They also start out with a free village in the form of Necropolis.
- Fairgrounds, Menagerie, and Horn of Plenty synergize with unique cards like Shelters.
Antisynergies
- Baron. Baron's strength as an opener depends on the fact that it can discard an Estate for . With no Estates in your starting deck, Baron can't earn you money.
- Ambassador. Ambassador's deck-thinning doesn't work on Shelters.
- Remake and Upgrade. Shelters cost , so you can't trash them for Silver the way you would with Estates.
- Hunting Party. Since the Shelters are all differently-named cards, Hunting Parties will draw them when they would discard duplicate Estates.
- Jester. When Jester hits a Hovel or Necropolis, it has no effect, as those cannot be Gained.
Trivia
Secret History