Overlord
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Revision as of 13:25, 29 June 2021
Overlord | |
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Info | |
Cost | |
Type(s) | Action - Command |
Kingdom card? | Yes |
Set | Empires |
Illustrator(s) | Elisa Cella |
Card text | |
Play a non-Command Action card from the Supply costing up to , leaving it there. |
Overlord is an Action-Command card from Empires. It copies the effects of another Action in the Supply that you choose, and is a Debt card.
Contents |
FAQ
Unofficial FAQ for Current Version
- When you play this, you pick a non-Command Action card from the Supply that costs up to , and play it.
- The Action card stays in the Supply; it does not move to the play area and if an effect tries to move it, such as Encampment returning to the Supply, it will fail to move it.
- Normally this will just mean that you follow the instructions on the card you picked.
- For example, with Village in the Supply, you could have the Overlord play the Village and get +1 Card and +2 Actions.
- If you have an Overlord play a Duration card, or a Throne Room on a Duration card, Overlord will stay in play the same way the Duration card or Throne Room would.
- If you play an Overlord multiple times such as via a Throne Room, you will pick what to play with it each time; the choices can be different.
- Overlord can only play a visible card in the Supply, and the top card of a pile; it cannot play a card from an empty pile, or a card that has not been uncovered from a split pile, or a card from a split pile that has been bought out, or a non-Supply card (like Mercenary from Dominion: Dark Ages).
- Overlord cannot play a Crown during a Buy phase, since normally Overlord itself is not a Treasure and so cannot normally be played in Buy phases.
Other Rules clarifications
- Overlord is an Emulator, so see the tracking rules there for interactions with Durations.
- Overlord plays similarly to Band of Misfits, so see the other rules clarifications there.
FAQ for Prior Version
Official FAQ
- When you play this, you pick an Action card from the Supply that costs up to , and treat this card as if it were the card you chose.
- Normally this will just mean that you follow the instructions on the card you picked.
- For example, with Village in the Supply, you could play Overlord as Village and get +1 Card +2 Actions.
- Overlord also gets the chosen card's cost, name, and types, until it leaves play.
- If you play Overlord as a card that moves itself somewhere, such as to the trash or the Supply, Overlord will do that; for example Overlord played as Encampment will be set aside and return to the Overlord pile at the start of Clean-up.
- If you play Overlord as a Duration card, or as a Throne Room on a Duration card, Overlord will stay in play the same way the Duration card or Throne Room would.
- If you play an Overlord multiple times such as via a Throne Room, you will only pick what to play it as the first time; the other times it will be the same thing.
- Once in play, Overlord is the thing it copied, rather than an Overlord; for example Colonnade will produce if you buy a copy of that card, but not if you buy an Overlord.
- Overlord can only be played as a visible card in the Supply, and the top card of a pile; it cannot be played as a card from an empty pile, or as a card that has not been uncovered from a split pile, or as a card from a split pile that has been bought out, or as a non-Supply card (like Mercenary from Dominion: Dark Ages).
- Overlord cannot be played as Crown during a Buy phase, since Overlord itself is not a Treasure and so cannot be played in Buy phases.
Other Rules clarifications
- Overlord plays similarly to Band of Misfits, so see the other rules clarifications there.
- If you play Overlord as Band of Misfits, you will play it as an Action costing less than what Overlord costs, which will normally be when played as Band of Misfits. However, it is possible to play Overlord as Band of Misfits without putting Overlord into play, and so it reverts to being Overlord which costs Necromancer and play an Overlord from the trash as a Band of Misfits, you will play it as an Action in the Supply costing less than , such as Engineer or Ruined Village. ; for example if you play
Strategy
As a Command card, Overlord provides an alternative way of playing Action cards costing at most , which can be useful, especially in the early game. If there is a card that you would like to play as soon as possible (often a trasher or junker, for example Recruiter), opening with an Overlord can be a strong move, effectively allowing you to play the card as soon as if you had opened with /, regardless of your actual opening split. Usually when opening with Overlord, it’s best to buy it on turn 2 so you can get something else alongside it, though if there is nothing good to buy on turn 1 you can buy Overlord immediately, leaving you with only after the opening.
As with other cards costing shuffle as possible by delaying payment of the until the next shuffle. Often this type of play can leave you in a cycle of buying Overlord turn after turn, as you are unable to afford anything other than Overlord after repaying the from last turn’s Overlord. This isn’t necessarily a bad thing, but it's worth considering the alternatives. If you plan on playing with a card costing or more it may be necessary to buy nothing for a turn so you can afford it. Furthermore, you usually want to buy a limited number of Overlords in total. This is because it's a very expensive card.
, it’s usually best to buy Overlord immediately before shuffling your deck. This lets you get as many good cards into yourThis high price is Overlord's main weakness. While its Smugglers (which can’t be used to poach Overlords) and Knights (which can’t trash Overlords), or with cards that have negative on-gain effects (such as Lost City and Cursed Village), or with cards such as Wine Merchant and Acting Troupe which have downsides which are mitigated when played by a Command card.
cost means you can buy it whenever you don’t already have , you eventually have to pay for a card that is often doing the same thing as one that costs . Thus, the benefit of Overlord’s flexibility comes mostly from the first few copies and after that other cards are more efficient. Exceptions occur when there is some other benefit from Overlord’s unusual cost, as withOverlord is also synergistic with cards such as Trading Post which are primarily useful the first few times you play them. In this case, it’s usually better to play Overlord as Trading Post rather than gaining an actual Trading Post, as this avoids the problem of having a dead card later on. Another notable Overlord synergy is with effects which allow you to gain multiple Overlords cheaply, some via the Exile mechanic (such as Camel Train and Transport), and some by other means (e.g. Way of the Rat and Kiln).
Overlord is best in Kingdoms where there are both strong terminals and strong non-terminals. This is because you can play Overlord as a terminal when you have the terminal space to do so and play it as a non-terminal when you do not. In this way, an Overlord gives the upside of a terminal without the downsides of terminal collision.
Versions
English versions
Digital | Text | Release | Date | |
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Play this as if it were an Action card in the Supply costing up to . This is that card until it leaves play. | Empires | June 2016 | ||
Play an Action card from the Supply costing up to , leaving it there. | Dominion 2019 Errata and Rules Tweaks | September 24, 2019 | ||
Play a non-Command Action card from the Supply costing up to , leaving it there. | October 10, 2019 |
Other language versions
Trivia
Secret History