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{{Infobox Event
{{Infobox Event
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'''Alliance''' is an [[Event]] from {{Set|Menagerie}}. It allows you to gain one of each [[Basic cards|basic card]] from the {{Set|Dominion|base game}} (except {{Card|Curse}}) with just one buy for {{cost|10}}.
'''Alliance''' is an [[Event]] from {{Set|Menagerie}}. It allows you to gain one of each [[Basic cards|Basic card]] (except {{Card|Curse}}) with just one buy for {{Cost|10}}.
== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
Line 15: Line 13:


== Strategy ==
== Strategy ==
=== Synergies/Combos ===
As an expensive but high-scoring [[Event]], Alliance is best viewed as a [[greening|scoring]] alternative to buying {{Card|Province}} directly. Because it gives you six [[stop card]]s, it effectively offers a tradeoff between greater {{VP}} per {{Cost}} and Buy and a more negative effect on your [[deck control]]. Therefore, Alliance tends to pay off only in situations where either deck control is unimportant or you have such strong control that you can handle the influx of stop cards and make good use of them, most often via [[trash-for-benefit]] effects. If neither of these situations apply, Alliance may be actively worse than just buying {{Card|Province}}, and if {{Card|Province}} itself is inferior to an [[alt-VP]] alternative (e.g. {{Card|Colony}} or {{Event|Dominate}}), Alliance is likely undesirable.  
* Reduces the cost of {{card|Destrier}} down to {{Cost|0}} immediately.
 
* {{Project|Guildhall}} helps spike the {{Cost|10}} for the first Alliance, and then the Coffers effectively make subsequent Alliances cheaper than a Province.
One unusual property of Alliance is that it rapidly depletes the amount of {{VP}} remaining: with no [[alt-VP]] present, four Alliances is sufficient to secure half of all {{VP}} available (and thus usually the win) in a two-player game. Thus, it can sometimes be a good idea to [[build]] just enough to buy four Alliances, as if you build further it will be impossible to catch up via {{Card|Duchy|Duchies}} to an opponent who already has four Alliances. It is worth noting, however, that buying one or two Alliances will often severely damage your deck control and can prevent you from buying more, but if you have the tools to keep your deck under control it can be important to preempt your opponent in buying multiple Alliances.
* {{card|Merchant Guild}} earns 6 Coffers, so it basically results in a net cost of {{Cost|4}}.
 
Alliance can work as an efficient way to score {{VP}} when you simply don’t care about its downsides with respect to deck control. The clearest such case is at the very end of the game, when it offers a straightforward {{VP}} bonus over {{Card|Province}} and deck control no longer matters. Even if you can't end the game immediately, Alliance can be a good option if your deck control has already deteriorated so that you're not drawing your deck and you're unlikely to [[reshuffle|shuffle]] it again. Along similar lines, Alliance can be a reasonable way to score in [[money strategies]], since you lack control over your deck anyway. However, {{Cost|10}} is a difficult price point to afford reliably with most money strategies, and Alliance pushes your [[money density]] towards {{Cost|1}} per stop card, which makes it difficult to afford subsequent Alliances. As such, you’ll usually need some additional [[Kingdom]] support to buy Alliance consistently. While sifters such as {{Card|Dungeon}} can help, {{Project|Guildhall}} is particularly notable. Using it can allow you to secure four Alliances fairly quickly, since your early [[Treasure]] purchases can help you get your initial Alliance, and the three [[Coffers]] you get with each Alliance can help you to afford future ones.
 
In most Kingdoms, it’s a better idea to maintain deck control in preference to buying Alliance too early (or perhaps at all), as losing deck control may leave your deck unable to continue scoring successfully. However, with strong enough [[draw]] and [[thinning]], it may be possible to counteract the effect of gaining multiple stop cards. While effects such as {{Card|Sanctuary}} or {{Card|Watchtower}} can help you control the net amount of stop cards in your deck, strong trash-for-benefit effects can go one step further and derive an additional positive benefit. As such, Alliance is most likely to be attractive if you can use such effects to turn some of the less desirable cards (often {{Card|Gold}} or {{Card|Silver}}) into other resources, e.g. draw with {{Card|Apprentice}} or [[Villagers]] with {{Card|Recruiter}}. Less frequently, Alliance can be used to provide fodder for effects such as {{Card|Forager}} when extra gains are otherwise severely limited. Occasionally, effects such as {{Card|Shepherd}} and {{Card|Storyteller}} can use the cards from Alliance for draw, reducing their hit to your deck control.
 
As an Event, Alliance is sometimes useful for greening while under the effects of {{Card|Haunted Woods}} or {{Event|Mission}}.


== Versions ==
== Versions ==
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{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! Notes
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
! Dutch
| Bondgenootschap || {{LandscapeLangVersionImage|Dutch}} || {{LandscapeLangVersionImage|Dutch|d=s}} || Pak een Provincie, een Hertogdom,<br>een Landgoed, een Goud, een Zilver en een Koper. || (2020)
|-
|-
!German
!German
| Bündnis ||  || [[File:Alliance.German.png|100px]] || Nimm eine Provinz, ein Herzogtum, ein Anwesen,<br>ein Gold, ein Silber und ein Kupfer. ||
| Bündnis ||  [[File:Alliance.German.png|160px]] || {{LandscapeLangVersionImage|German|d=1}} || Nimm eine Provinz, ein Herzogtum, ein Anwesen,<br>ein Gold, ein Silber und ein Kupfer. ||
|-
|-
!Japanese
!Japanese

Latest revision as of 01:50, 6 September 2024

Alliance
Info
Cost $10
Type Event
Set Menagerie
Illustrator(s) Hans Krill
Event text
Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.

Alliance is an Event from Menagerie. It allows you to gain one of each Basic card (except Curse) with just one buy for $10.

FAQ

Official FAQ

  • You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.

Strategy

As an expensive but high-scoring Event, Alliance is best viewed as a scoring alternative to buying Province directly. Because it gives you six stop cards, it effectively offers a tradeoff between greater VP per $ and Buy and a more negative effect on your deck control. Therefore, Alliance tends to pay off only in situations where either deck control is unimportant or you have such strong control that you can handle the influx of stop cards and make good use of them, most often via trash-for-benefit effects. If neither of these situations apply, Alliance may be actively worse than just buying Province, and if Province itself is inferior to an alt-VP alternative (e.g. Colony or Dominate), Alliance is likely undesirable.

One unusual property of Alliance is that it rapidly depletes the amount of VP remaining: with no alt-VP present, four Alliances is sufficient to secure half of all VP available (and thus usually the win) in a two-player game. Thus, it can sometimes be a good idea to build just enough to buy four Alliances, as if you build further it will be impossible to catch up via Duchies to an opponent who already has four Alliances. It is worth noting, however, that buying one or two Alliances will often severely damage your deck control and can prevent you from buying more, but if you have the tools to keep your deck under control it can be important to preempt your opponent in buying multiple Alliances.

Alliance can work as an efficient way to score VP when you simply don’t care about its downsides with respect to deck control. The clearest such case is at the very end of the game, when it offers a straightforward VP bonus over Province and deck control no longer matters. Even if you can't end the game immediately, Alliance can be a good option if your deck control has already deteriorated so that you're not drawing your deck and you're unlikely to shuffle it again. Along similar lines, Alliance can be a reasonable way to score in money strategies, since you lack control over your deck anyway. However, $10 is a difficult price point to afford reliably with most money strategies, and Alliance pushes your money density towards $1 per stop card, which makes it difficult to afford subsequent Alliances. As such, you’ll usually need some additional Kingdom support to buy Alliance consistently. While sifters such as Dungeon can help, Guildhall is particularly notable. Using it can allow you to secure four Alliances fairly quickly, since your early Treasure purchases can help you get your initial Alliance, and the three Coffers you get with each Alliance can help you to afford future ones.

In most Kingdoms, it’s a better idea to maintain deck control in preference to buying Alliance too early (or perhaps at all), as losing deck control may leave your deck unable to continue scoring successfully. However, with strong enough draw and thinning, it may be possible to counteract the effect of gaining multiple stop cards. While effects such as Sanctuary or Watchtower can help you control the net amount of stop cards in your deck, strong trash-for-benefit effects can go one step further and derive an additional positive benefit. As such, Alliance is most likely to be attractive if you can use such effects to turn some of the less desirable cards (often Gold or Silver) into other resources, e.g. draw with Apprentice or Villagers with Recruiter. Less frequently, Alliance can be used to provide fodder for effects such as Forager when extra gains are otherwise severely limited. Occasionally, effects such as Shepherd and Storyteller can use the cards from Alliance for draw, reducing their hit to your deck control.

As an Event, Alliance is sometimes useful for greening while under the effects of Haunted Woods or Mission.

Versions

English versions

Print Digital Text Release Date
Alliance Alliance from Shuffle iT Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper. Menagerie March 2020

Other language versions

Language Name Print Digital Text Notes
Dutch Bondgenootschap Pak een Provincie, een Hertogdom,
een Landgoed, een Goud, een Zilver en een Koper.
(2020)
German Bündnis German language Alliance from Shuffle iT Nimm eine Provinz, ein Herzogtum, ein Anwesen,
ein Gold, ein Silber und ein Kupfer.
Japanese 同盟 (pron. dōmei)

Trivia

Official card art.

Preview

You get all that stuff! You can't not take some of it.

Secret History

Matt wanted some expensive Events. Okay, how about, gain a lot of cards? I tried two of them and liked them both. This one was always like this. I considered putting Curse on it but man you already don't want all of what you're getting.


Cards $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Other concepts Exile
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $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: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)