Bandit Fort: Difference between revisions
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|type1 = Landmark | |type1 = Landmark | ||
|illustrator = Julien Delval | |illustrator = Julien Delval | ||
|text = When scoring, -2{{VP}} for each Silver and each Gold you have. | |text = When scoring, '''-2'''{{VP}} for each Silver and each Gold you have. | ||
}} | }} | ||
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== Strategy == | == Strategy == | ||
Bandit Fort is a [[Landmark]] that heavily disincentivizes relying on {{Card|Silver}} and {{Card|Gold}} for [[payload]]. As a result, [[Action]]-based payload (such as {{Card|Patron}} or {{Card|Peddler}}) or strong alternative Treasures (such as {{Card|Platinum}} or {{Card|Spices}}) will be more appealing. In the absence of other reasonable payload options, Bandit Fort might even increase the viability of cards like {{Card|Harem}} that are usually weak and expensive to gain in comparison to the basic Treasures. Depending on what alternatives are available, Bandit Fort may make a weak [[engine]] using subpar payload such as {{Card|Merchant Ship}} a better option than a [[money strategy]] that has to suffer a large {{VP}} penalty. Bandit Fort’s presence may also slightly increase the appeal of skipping weak {{Card|Copper}} thinning in favor of building a deck that can draw {{Card|Copper|Coppers}} instead (for example with {{Card|Apothecary}}). | |||
{{Card|Silver}} and {{Card|Gold}} can still be worth using even in the presence of Bandit Fort. If there is no alternative payload available, or the other options are exceedingly weak, the {{VP}} penalty is somewhat negated, as both players will need to obtain {{Card|Silver}} and/or {{Card|Gold}} in order to [[build]] effective decks at all. Even if other payload is available, it may not be accessible or viable in the [[opening]], and so an early {{Card|Silver}} or two might help you hit important early price points (e.g. {{Card|Sentry}}) and build faster than you could otherwise. Regardless of the alternatives available, because the {{VP}} penalty is only a concern at the end of the game, [[trashing]] your problematic Treasures before that point mitigates the downside of temporarily using them. {{Event|Donate}} is particularly notable for this: if you have a spare Buy, you can remove all {{Card|Silver}} and {{Card|Gold}} from your deck at the end of your final turn, with no downside. This also means that {{Card|Silver}} and {{Card|Gold}} [[gainer]]s can still act as good providers of fodder for effects like {{Card|Remodel}} as the Treasures won't remain in your deck for long. | |||
Bandit Fort can also affect the effectiveness of non-payload aspects of the [[Kingdom]]. | |||
* Methods of scoring that rely on {{Card|Silver}} and {{Card|Gold}} such as {{Card|Feodum}} and {{Landmark|Palace}} are often negated. | |||
* Mandatory {{Card|Silver}} and {{Card|Gold}} gainers that you would play for other purposes now have an on-play {{VP}} penalty that may make them less appealing. Examples include advancing your [[Traveller]] by playing {{Card|Treasure Hunter}} or playing {{Card|Soothsayer}} to try and [[junk]] your opponent. | |||
== Versions == | |||
===English versions=== | |||
{| class="wikitable" style="text-align:center;" | |||
! Print !! Digital !! Text !! Release !! Date | |||
|- | |||
| {{LandscapeVersionImage|Bandit Fort|Bandit Fort}} || {{LandscapeVersionImage|Bandit FortDigital|Bandit Fort from Shuffle iT}} || When scoring, '''-2'''{{VP}} for each Silver and each Gold you have. || Empires || June 2016 | |||
|} | |||
===Other language versions=== | |||
{| class="wikitable" style="text-align:center;" | |||
! Language !! Name !! Print !! Digital !! Text | |||
|- | |||
!Dutch | |||
| Bandietenfort || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=s}} || Bij de puntentelling {{VP|'''-2'''}} voor elke Zilver<br>en elke Goud dat je hebt. || (2016) | |||
|- | |||
!Finnish | |||
| Rosvojen linnake || || || | |||
|- | |||
!French | |||
| Fort des bandits || || || | |||
|- | |||
!German | |||
| Räuberfestung ||{{LandscapeLangVersionImage|German}}|| {{LandscapeLangVersionImage|German|d=1}} || Beim Zählen der {{VP}} Punkte:<br>-2 {{VP}} pro Gold und Silber, das du besitzt. | |||
|- | |||
!Japanese | |||
| 山賊の砦 (pron. ''sanzoku no toride'') || || || あなたの銀貨または金貨1枚につき-'''2'''{{VP}}。 | |||
|- | |||
!Polish | |||
| Fort rozbójników || {{LandscapeLangVersionImage|Polish}} || || | |||
|- | |||
!Russian | |||
| Укрепления Разбойников (pron. ''ukryeplyeniya razboynikov'') || || || | |||
|} | |||
== Trivia == | == Trivia == | ||
[[Image:Bandit_FortArt.jpg|thumb|right|500px|Official card art.]] | |||
=== Secret History === | === Secret History === | ||
{{Quote|Text=First it gave 8{{VP}} if you had no Silver and no Gold. It's more fun to punish each one, so you can get a few Silvers and Golds and then see if you can get rid of them later. | {{Quote|Text=First it gave 8{{VP}} if you had no Silver and no Gold. It's more fun to punish each one, so you can get a few Silvers and Golds and then see if you can get rid of them later. |
Revision as of 09:20, 13 June 2024
Bandit Fort | |
---|---|
Info | |
Type | Landmark |
Set | Empires |
Illustrator(s) | Julien Delval |
Landmark text | |
When scoring, -2 for each Silver and each Gold you have. |
Bandit Fort is a Landmark from Empires. It penalizes players with negative for each Silver and Gold they have.
FAQ
Official FAQ
Strategy
Bandit Fort is a Landmark that heavily disincentivizes relying on Silver and Gold for payload. As a result, Action-based payload (such as Patron or Peddler) or strong alternative Treasures (such as Platinum or Spices) will be more appealing. In the absence of other reasonable payload options, Bandit Fort might even increase the viability of cards like Harem that are usually weak and expensive to gain in comparison to the basic Treasures. Depending on what alternatives are available, Bandit Fort may make a weak engine using subpar payload such as Merchant Ship a better option than a money strategy that has to suffer a large penalty. Bandit Fort’s presence may also slightly increase the appeal of skipping weak Copper thinning in favor of building a deck that can draw Coppers instead (for example with Apothecary).
Silver and Gold can still be worth using even in the presence of Bandit Fort. If there is no alternative payload available, or the other options are exceedingly weak, the penalty is somewhat negated, as both players will need to obtain Silver and/or Gold in order to build effective decks at all. Even if other payload is available, it may not be accessible or viable in the opening, and so an early Silver or two might help you hit important early price points (e.g. Sentry) and build faster than you could otherwise. Regardless of the alternatives available, because the penalty is only a concern at the end of the game, trashing your problematic Treasures before that point mitigates the downside of temporarily using them. Donate is particularly notable for this: if you have a spare Buy, you can remove all Silver and Gold from your deck at the end of your final turn, with no downside. This also means that Silver and Gold gainers can still act as good providers of fodder for effects like Remodel as the Treasures won't remain in your deck for long.
Bandit Fort can also affect the effectiveness of non-payload aspects of the Kingdom.
- Methods of scoring that rely on Silver and Gold such as Feodum and Palace are often negated.
- Mandatory Silver and Gold gainers that you would play for other purposes now have an on-play penalty that may make them less appealing. Examples include advancing your Traveller by playing Treasure Hunter or playing Soothsayer to try and junk your opponent.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
When scoring, -2 for each Silver and each Gold you have. | Empires | June 2016 |
Other language versions
Trivia
Secret History