Raid
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=== Secret History === | === Secret History === | ||
{{Quote|Text=I wanted an attacking Event, but I didn't want it to be too similar to an existing Attack, or too painful to have hanging over your head the whole game. The -1 Card token seemed like a good fit and there it is. | {{Quote|Text=I wanted an attacking Event, but I didn't want it to be too similar to an existing Attack, or too painful to have hanging over your head the whole game. The -1 Card token seemed like a good fit and there it is. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures] | ||
+ | }} | ||
+ | === The concept of attacking Events === | ||
+ | {{Quote|Text= | ||
+ | I tried to get attacks into the Events; I didn't so much for [[Project]]s or [[Landmark]]s because that isn't so true to what they are. [[Landmark]]s are about {{VP}} and are already interactive. [[Project]]s give you an ability and well sure it could be an attack, but that isn't where they were aimed. Events though sounded like a good fit for attacking. | ||
+ | |||
+ | One issue is that some optional attacks are political. There's an Event that {{Card|Militia}}s, in a 4-player game. I could buy it. The player to my right just bought it, so I'd only be attacking Kevin. Well, is he winning? Another issue is, it's not so fun to be attacked every turn. It happens naturally eventually if you have enough players or you can draw your deck, but I don't want to push that, I want to delay it. Raid dodges these issues by having the upside be conditional, and by being bad. It's not like I want bad attacking Events though. | ||
+ | |||
+ | I tried some other attack Events, including a {{Hex|Locusts}} attack in [[Adventures]]. They didn't work, and hey I didn't need them to. It was fine not to have any, and I managed Raid anyway. Attacks are hard, and Events didn't solve any problems they have. | ||
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures] | |Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures] |
Revision as of 06:29, 18 April 2021
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Raid | |
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Info | |
Cost | |
Type | Event |
Set | Adventures |
Illustrator(s) | Jesse Mead |
Event text | |
Gain a Silver per Silver you have in play. Each other player puts their –1 Card token on their deck. |
Raid is an Event from Adventures. It is a Silver gainer, and makes each other player take their -1 Card token.
Contents |
FAQ
Official FAQ
- This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard.
- When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers.
- The Silvers go to your discard pile; if there aren't enough left, just take what is left.
- Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section.
Strategy
There is no strategy article for Raid, but it has been discussed on the forum.
Like most Silver gainers, Raid is best in a Big Money or slog strategy, since that is where Silver is a good card. In Big Money, it is an efficient way to add multiple Silvers to your deck instead of just one Treasure card per turn, and it has an Attack to boot, making your opponent's next turn worse. If you happen to hit , even with only one Silver in play, the Attack might make it worth it if there are no powerful terminals you happen to want. If you hit with three Silvers in play, you should almost always buy it over Gold in Big Money, since three Silvers tends to be better for your money density than a single Gold.
Raid shines in terminal draw-Big Money games, since having a large handsize can get you even more Silvers at a time than if you're just playing with a normal 5-card hand. Do keep in mind that it gets you a very fat deck, meaning you might add an extra draw card or two compared to what you would usually do. Raid is also very good in many types of slogs; Feodum is ridiculous, of course, but the bulky deck works very well with Gardens too, and because it makes your deck very resilient to greening, Silk Road and Duke are well-supported by Raid.
Raid is not usually an engine card (well, Event), but there are a couple of exceptions. The most notable one is Storyteller, as it doesn't particularly mind a ton of Silvers in your deck. With a Storyteller and three Silvers in hand, you can draw 7 cards, increasing your handsize by 3 - the same as three Laboratory or Village + Hunting Grounds. If you happen to dud a turn, because your Storytellers got lost among the Silvers, you can probably still buy a Province. Otherwise, if you are overdrawing your deck already but still lack payload (rare, but it happens), Raid is a quick way to increase your payload. With only 3 Silvers in play, your economy can increase from to in a single turn, which is awesome if you can draw all of it. Of course, if your draw is fairly limited, you really want to look for more efficient ways to increase your economy.
Synergies
- Feodum, to a lesser extent Silk Road, Duke and Gardens
- Storyteller
- Strong draw, especially with +Buy (Council Room, Margrave), especially with Conquest.
Antisynergies
- Compact engines with limited draw
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck. | Adventures 1st Edition | April 2015 | ||
Gain a Silver per Silver you have in play. Each other player puts their –1 Card token on their deck. | Adventures 2nd Edition | August 2017 |
Other language versions
Language | Name | Digital | Text | Notes | |
---|---|---|---|---|---|
Dutch | Overval | ||||
Finnish | Ryöstöretki (lit. foray) | this translation was previously used for Pillage | |||
French | Raid | ||||
German | Überfall | Pro Silber, das du im Spiel hast, nimmst du dir ein Silber. Jeder Mitspieler legt seinen -[Karte]-Marker auf seinen Nachziehstapel. | |||
Japanese | 奇襲 (pron. kishū) | 場の銀貨1枚につき銀貨1枚を獲得する。他のプレイヤーは全員、山札の上に自分の-1 カードトークンを置く。 | |||
Russian | Набег (pron. nabyeg) |
Trivia
Secret History
The concept of attacking Events
One issue is that some optional attacks are political. There's an Event that Militias, in a 4-player game. I could buy it. The player to my right just bought it, so I'd only be attacking Kevin. Well, is he winning? Another issue is, it's not so fun to be attacked every turn. It happens naturally eventually if you have enough players or you can draw your deck, but I don't want to push that, I want to delay it. Raid dodges these issues by having the upside be conditional, and by being bad. It's not like I want bad attacking Events though.
I tried some other attack Events, including a Locusts attack in Adventures. They didn't work, and hey I didn't need them to. It was fine not to have any, and I managed Raid anyway. Attacks are hard, and Events didn't solve any problems they have.