Guide
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|type2 = Reserve | |type2 = Reserve | ||
|illustrator = Eric J Carter | |illustrator = Eric J Carter | ||
− | |text = +1 Card<br/>+1 Action<br/>Put this on your Tavern mat. | + | |text = '''+1 Card<br/>+1 Action'''<br/>Put this on your Tavern mat. |
− | |text2 = At the start of your turn, you may call this, to discard your hand and draw 5 cards. | + | |text2 = At the start of your turn, you may call this, to discard your hand and draw 5 cards. |
}} | }} | ||
− | '''Guide''' is a [[sifter|sifting]] [[Action]]-[[Reserve]] from [[Adventures]]. | + | '''Guide''' is a [[sifter|sifting]] [[Action]]-[[Reserve]] from [[Adventures]]. A [[vanilla]] [[cantrip]] on play, it can be [[call|called]] at the start of a turn to discard and replace your hand. This can allow you to recover from a [[handsize attack]], or just to skip an unlucky draw. |
== FAQ == | == FAQ == | ||
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== Strategy == | == Strategy == | ||
− | + | Guide is a [[cantrip]] that gets stored on your Tavern mat until you want to discard a [[dud]] or suboptimal hand for a fresh one. Adding a Guide or two in the midgame is often an inexpensive way to boost your deck’s reliability. Guide’s relevance in a [[Kingdom]] depends on the speed of the game (more likely to be useful in longer games), the [[opportunity cost]] of getting Guide (lower with +Buy) and the probability of dudding (which, for example, is lower with good [[thinning]], but significantly higher with many [[Attack]]s). | |
− | Guide is useful | + | Guide’s most obvious use is to replace a hand containing lots of [[junk]], which can occur for various reasons, such as a lack of thinning, [[junker|junking attacks]] such as {{Card|Witch}}, or the addition of [[Victory]] cards in the endgame. |
+ | |||
+ | Guide can also provide you with a full hand if the original one has a reduced size for any reason. This may be due to [[handsize attack]]s by your opponent; Guide is especially useful against {{Card|Clerk}}, as you can topdeck a good card and discard the rest to draw the topdecked one with a full hand. It can also arise from your own start-of-turn effects, e.g., {{Card|Ratcatcher}}, {{Project|Cathedral}}, or {{State|Lost in the Woods}}. An especially important synergy is with {{Card|Outpost}}, because starting an {{Card|Outpost}} turn with a Guide on your Tavern mat allows for an extra turn with a full hand of five cards. Other than providing you with better hands, Guide also synergizes with cards than can React to being discarded, such as {{Card|Tunnel}}; {{Card|Village Green}} can be especially relevant, since discarding it with Guide allows you to effectively begin your turn with a hand of more than five cards. | ||
+ | |||
+ | Guide is less useful when there is a low risk of drawing useless cards (because the deck is high-quality and free of junk) and/or your hand size is never reduced at or during the beginning of your turn. Guide is unlikely to be useful if you can often expect to start your turn with an increased hand size, for example due to {{Way|Way of the Squirrel}} or {{Event|Expedition}}. | ||
+ | |||
+ | == Versions == | ||
+ | ===English versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Print !! Digital !! Text !! Release !! Date | ||
+ | |- | ||
+ | | {{CardVersionImage|GuideOld|Guide}} || {{CardVersionImage|GuideDigitalOld|Guide from Goko/Making Fun}} || '''+1 Card<br>+1 Action'''<br>Put this on your Tavern mat.<hr style="width:66%;text-align:center;margin-left:17%;">At the start of your turn, you may call this, to discard your hand and draw 5 cards. || Adventures 1st Edition || April 2015 | ||
+ | |- | ||
+ | | {{CardVersionImage|Guide|Guide}} || {{CardVersionImage|GuideDigital|Guide from Shuffle iT}} || '''+1 Card<br>+1 Action'''<br>Put this on your Tavern mat.<hr style="width:66%;text-align:center;margin-left:17%;">At the start of your turn, you may call this, to discard your hand and draw 5 cards. || Adventures [[Second Edition|2nd Edition]] || August 2017 | ||
+ | |} | ||
+ | |||
+ | ===Other language versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Language !! Name !! Print !! Digital !! Text !! Notes | ||
+ | |- | ||
+ | !Dutch | ||
+ | | Gids || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=s}} || '''+1 Kaart<br>+1 Actie'''<br>Leg deze kaart op je Herbegtableau.{{Divline}}Je mag deze kaart aan het begin van je<br>beurt oproepen om je hele hand af te<br>leggen en 5 kaarten te trekken. || (2015) | ||
+ | |- | ||
+ | !Finnish | ||
+ | | Opas || || || || | ||
+ | |- | ||
+ | !French | ||
+ | | Guide || || || || | ||
+ | |- | ||
+ | !German | ||
+ | | Kundschafter<br>(lit. ''scout'') || {{CardVersionImage|GuideGerman|German language Guide 2015 by ASS}} || || '''+1 Karte<br>+1 Aktion'''<br>Lege diese Karte auf dein Wirtshaustableau.<hr style="width:66%;text-align:center;margin-left:17%;">Zu Beginn deines Zuges darfst du diese Karte von deinem Tableau aufrufen. Wenn du das tust: Lege alle Handkarten ab und ziehe 5 Karten. || (2015) | ||
+ | |- | ||
+ | !German | ||
+ | | Kundschafter<br>(lit. ''scout'') || || {{CardLangVersionImage|German|d=1}} || style="padding:15px 0px;"| '''+1 Karte<br>+1 Aktion'''<br>Lege diese Karte auf dein Wirtshaustableau.<hr style="width:66%;text-align:center;margin-left:17%;">Zu Beginn deines Zuges darfst du diese Karte aufrufen, um deine Handkarten abzulegen und 5 Karten zu ziehen. || (Nachdruck 2021) | ||
+ | |- | ||
+ | !Japanese | ||
+ | | 案内人<br>(pron. ''annainin'') || || || style="padding:15px 0px;"| '''+1 カードを引く'''<br>'''+1 アクション'''<br>これをあなたの酒場マットの上に置く。<hr style="width:66%;text-align:center;margin-left:17%;">あなたのターンの開始時に、手札をすべて捨て5枚カードを引くために、これを呼び出してもよい。 || | ||
+ | |- | ||
+ | !Polish | ||
+ | | Przewodnik || || || || <small>Although Polish version is not released,<br>this name is referred to in Polish Dominion 2E rulebook.</small> | ||
+ | |- | ||
+ | !Russian | ||
+ | | Проводник (pron. ''provodnik'') || || || || | ||
+ | |} | ||
== Trivia == | == Trivia == | ||
[[Image:GuideArt.jpg|thumb|right|354px|Official card art.]] | [[Image:GuideArt.jpg|thumb|right|354px|Official card art.]] | ||
− | |||
=== Preview === | === Preview === | ||
{{Quote | {{Quote | ||
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|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] | ||
+ | }} | ||
+ | === Donald X.'s opinion === | ||
+ | {{Quote|Text= It's easy to get too many of these. The first one is pretty attractive, and there you are with {{Cost|3}} again. Obv. it's nice vs. {{Card|Militia}}s, though sometimes your 3 cards are better than a random 5. Sometimes you can get tricky ordering effects: call {{Card|Ratcatcher}} to trash, call Guide for a new hand. You know. | ||
+ | | Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half] | ||
+ | }} | ||
+ | {{Quote|Text= | ||
+ | I agree with LF that there's probably a good reason to Guide a lot early on. If your best card isn't in your hand, man, why not get to it. In {{Card|Page}}/{{Card|Peasant}} games, you Guide away good hands constantly, to try to upgrade faster. And of course sometimes it's a nice defense. | ||
+ | |||
+ | Even a single Guide is fine. Sometimes you don't have a specific reason for Guide, it's just some nice insurance. Sometimes it's just the best thing you can get for {{Cost|3}}, and you build a rockin' engine that doesn't need them, and late in the game there are three sitting in the Tavern, waiting for a dud starting hand that may never come. | ||
+ | | Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=14834.msg571376#msg571376 Let's Discuss Adventures Cards: Guide] | ||
}} | }} | ||
{{Navbox Adventures}} | {{Navbox Adventures}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Latest revision as of 09:00, 16 January 2024
Guide | |
---|---|
Info | |
Cost | |
Type(s) | Action - Reserve |
Kingdom card? | Yes |
Set | Adventures |
Illustrator(s) | Eric J Carter |
Card text | |
+1 Card +1 Action Put this on your Tavern mat. At the start of your turn, you may call this, to discard your hand and draw 5 cards. |
Guide is a sifting Action-Reserve from Adventures. A vanilla cantrip on play, it can be called at the start of a turn to discard and replace your hand. This can allow you to recover from a handsize attack, or just to skip an unlucky draw.
Contents |
[edit] FAQ
[edit] Official FAQ
- When you play this, you get +1 Card and +1 Action, and put it on your Tavern mat. It stays on your mat until you call it at the start of one of your turns.
- If multiple things can happen at the start of your turn, you can do them in any order.
- When you call Guide, it moves from the mat into play, and you discard your hand, then draw 5 cards.
- You discard it that turn with your other cards in play.
[edit] Strategy
Guide is a cantrip that gets stored on your Tavern mat until you want to discard a dud or suboptimal hand for a fresh one. Adding a Guide or two in the midgame is often an inexpensive way to boost your deck’s reliability. Guide’s relevance in a Kingdom depends on the speed of the game (more likely to be useful in longer games), the opportunity cost of getting Guide (lower with +Buy) and the probability of dudding (which, for example, is lower with good thinning, but significantly higher with many Attacks).
Guide’s most obvious use is to replace a hand containing lots of junk, which can occur for various reasons, such as a lack of thinning, junking attacks such as Witch, or the addition of Victory cards in the endgame.
Guide can also provide you with a full hand if the original one has a reduced size for any reason. This may be due to handsize attacks by your opponent; Guide is especially useful against Clerk, as you can topdeck a good card and discard the rest to draw the topdecked one with a full hand. It can also arise from your own start-of-turn effects, e.g., Ratcatcher, Cathedral, or Lost in the Woods. An especially important synergy is with Outpost, because starting an Outpost turn with a Guide on your Tavern mat allows for an extra turn with a full hand of five cards. Other than providing you with better hands, Guide also synergizes with cards than can React to being discarded, such as Tunnel; Village Green can be especially relevant, since discarding it with Guide allows you to effectively begin your turn with a hand of more than five cards.
Guide is less useful when there is a low risk of drawing useless cards (because the deck is high-quality and free of junk) and/or your hand size is never reduced at or during the beginning of your turn. Guide is unlikely to be useful if you can often expect to start your turn with an increased hand size, for example due to Way of the Squirrel or Expedition.
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Card +1 Action Put this on your Tavern mat. At the start of your turn, you may call this, to discard your hand and draw 5 cards. |
Adventures 1st Edition | April 2015 | ||
+1 Card +1 Action Put this on your Tavern mat. At the start of your turn, you may call this, to discard your hand and draw 5 cards. |
Adventures 2nd Edition | August 2017 |
[edit] Other language versions
[edit] Trivia
[edit] Preview
[edit] Secret History
[edit] Donald X.'s opinion