Heirloom: Difference between revisions

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  |Source=[http://forum.dominionstrategy.com/index.php?topic=17770.0 Nocturne Previews #2: Shepherd, Pooka, Cemetery]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=17770.0 Nocturne Previews #2: Shepherd, Pooka, Cemetery]
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=== Secret History ===
{{Quote|Text=Matt suggested having a card that caused a starting Copper to be replaced by some non-supply card (that's my memory anyway; Matt thinks I just saw it in his homemade cards). He had tried it where the two cards interacted in some way. It sounded good. I thought I would try one, maybe have two or three if it worked out, possibly interacting or possibly not. In the end there are the full seven. There were times when I only had six good ones, but how do you just do six. And while only a couple of the cards directly interact with the heirlooms they are paired with, some of them interact in a more subtle way.
Originally they had the setup spelled out, then they had "Heirloom: Lucky Coin," then Billy suggested having it on its own banner. The yellow banner helps you spot these cards in time to do the setup before people are playing.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]
}}
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Revision as of 00:44, 25 November 2017

Cursed Gold, an Heirloom card.
Pooka, its corresponding Kingdom card.

Heirloom is a card type from Nocturne. Heirlooms are special Treasures that replace your starting Coppers. Each Heirloom is paired with a Kingdom card; when that Kingdom card is in the game, each player starts with the corresponding Heirloom in place of one of their Coppers.

List of Heirloom cards

Official Rules

  • Nocturne has cards with a yellow banner saying "Heirloom" and naming a card.
  • In games using a card with that banner, each player replaces a starting Copper with the named card.

Preparation

  • If any Kingdom cards being used have a yellow banner indicating an Heirloom, players start the game with that Heirloom replacing what would normally be a Copper.
  • For example in a game with Pixie and Tracker, players start with 3 Estates, 5 Coppers, a Goat, and a Pouch.
  • The unused Coppers go in the Copper pile.

Trivia

In other languages

  • Russian: Наследие (pron. naslyediye)

Preview

I have this preview from my father, who had it from his father, who had it from his father. Who won it in a cat's cradle contest, if you must know.

Seven cards in Nocturne come with an Heirloom. Let's see one.

That yellow band means, everyone replaces a starting Copper with the listed card. In a game with Shepherd, you have 3 Estates, 6 Coppers, and a Pasture. In a game with Shepherd, Pooka, and Cemetery (they're coming in a second), you start with 3 Estates, 4 Coppers, a Pasture, a Cursed Gold, and a Haunted Mirror. See how it works?

Secret History

Matt suggested having a card that caused a starting Copper to be replaced by some non-supply card (that's my memory anyway; Matt thinks I just saw it in his homemade cards). He had tried it where the two cards interacted in some way. It sounded good. I thought I would try one, maybe have two or three if it worked out, possibly interacting or possibly not. In the end there are the full seven. There were times when I only had six good ones, but how do you just do six. And while only a couple of the cards directly interact with the heirlooms they are paired with, some of them interact in a more subtle way. Originally they had the setup spelled out, then they had "Heirloom: Lucky Coin," then Billy suggested having it on its own banner. The yellow banner helps you spot these cards in time to do the setup before people are playing.


Cards $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons EarthFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Other concepts NightHeirloomFateDoomSpiritState
Dominion Card types
Basic types ActionTreasureVictoryCurse
Multi-expansion special types AttackDurationReactionCommand
Single-expansion special types PrizeRewardShelterRuinsLooterKnightReserveTravellerGatheringCastleNightHeirloomFateDoomSpiritZombieAugurClashFortLiaisonOdysseyTownsfolkWizardLootOmenShadow
Non-card types EventLandmarkBoonHexStateArtifactProjectWayAllyTraitProphecy
Dominion Game Mechanics
Turn Phases ActionBuyNightClean-up
Vanilla Bonuses +Card • +Action+Buy • +Coin
Tokens AdventuresCoin (Coffers, Villager, Favors) • DebtVictory
Other mechanics CallCost reductionDiscardExchangeExileGainOverpayPassPayRevealRotateSet asideTrash