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Crop Rotation is strong in decks that appreciate an increased starting hand size and do not [[thinning|thin]] their starting {{Card|Estate|Estates}}. [[Money strategies]] are the most common example of this, as they often do not spend time establishing [[deck control]] by removing {{Card|Estate|Estates}}, and an increased hand size makes affording {{Card|Province}} more likely. Crop Rotation is thus oftentimes a strong enabler of fast money strategies. However, in Kingdoms with engines that can quickly establish deck control and draw your entire deck or that offer access to strong [[payload]] such as {{Card|Collection}}, Crop Rotation might not be enough to allow money strategies to compete. Crop Rotation can also be relevant for [[engine]]s in [[Kingdom]]s that do not offer {{Card|Estate}} thinning, or for engines that have begun [[greening]] and would like a boost to their endgame reliability.
Crop Rotation is strong in decks that appreciate an increased starting hand size and do not [[thinning|thin]] their starting {{Card|Estate|Estates}}. [[Money strategies]] are the most common example of this, as they often do not spend time establishing [[deck control]] by removing {{Card|Estate|Estates}}, and an increased hand size makes affording {{Card|Province}} more likely. Crop Rotation is thus oftentimes a strong enabler of fast money strategies. However, in Kingdoms with engines that can quickly establish deck control and draw your entire deck or that offer access to strong [[payload]] such as {{Card|Collection}}, Crop Rotation might not be enough to allow money strategies to compete. Crop Rotation can also be relevant for [[engine]]s in [[Kingdom]]s that do not offer {{Card|Estate}} thinning, or for engines that have begun [[greening]] and would like a boost to their endgame reliability.


An early Crop Rotation is often very strong, for two reasons. First, you become less and less likely to draw a Victory card as you add more [[Action]]s and [[Treasure]]s to your deck in the mid- and late game. Second, it allows you to draw through your {{Card|Estate|Estates}} and other starting junk, afford higher pricepoints, and [[cycling|cycle]] to better cards faster. It can be worth it to attempt to spike {{Cost|6}} early, for example with a {{Card|Gear}} setting aside most of your [[Treasure]]s on one turn to play them all on the next turn. Effects such as the [[Coffers]] from {{Card|Spices}} can also be useful for affording an early Crop Rotation. In the absence of these special effects, an opening with two {{Card|Silver}}s may be viable, as it has a >40% chance of generating {{Cost|6}} or more.
An early Crop Rotation is often very strong, for two reasons. First, you become less and less likely to draw a Victory card as you add more [[Action]]s and [[Treasure]]s to your deck in the mid- and late game. Second, it allows you to draw through your {{Card|Estate|Estates}} and other starting junk, afford higher pricepoints, and [[cycling|cycle]] to better cards faster. It can be worth it to attempt to spike {{Cost|6}} early, for example with a {{Card|Gear}} setting aside most of your [[Treasure]]s on one turn to play them all on the next turn. Effects such as the [[Coffers]] from {{Card|Spices}} can also be useful for affording an early Crop Rotation. In the absence of these special effects, an opening with two {{Card|Silver|Silvers}} may be viable, as it has a >40% chance of generating {{Cost|6}} or more.


Crop Rotation is often skippable with [[Shelters]], as of the three {{Card|Estate}} replacements only one ({{Card|Overgrown Estate}}) is a Victory card. Crop Rotation synergizes well with {{Card|Tunnel}} in money strategies, enabling you to easily gain {{Card|Gold|Golds}} and making you more likely to find a Victory card to discard.
Crop Rotation is often skippable with {{Card|Shelter|Shelters|file=Shelters}}, as of the three {{Card|Estate}} replacements only one ({{Card|Overgrown Estate}}) is a Victory card. Crop Rotation synergizes well with {{Card|Tunnel}} in money strategies, enabling you to easily gain {{Card|Gold|Golds}} and making you more likely to find a Victory card to discard.


== Versions ==
== Versions ==
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|-
|-
!Chinese
!Chinese
| 輪耕 (pron. ''lún gēng'') || || ||
| 輪耕<br>(pron. ''lún gēng'') || || ||
|-
!Dutch
| Wisselbouw || {{LandscapeLangVersionImage|Dutch}} || || Aan het begin van je beurt: je mag een Overwinningskaart afleggen voor '''+2 Kaarten'''.
|-
|-
!French
!French
Line 44: Line 47:
|-
|-
!Japanese
!Japanese
| 輪作 (pron. ''rinsaku'') || || || あなたのターンの開始時に、勝利点カード1枚を捨て札にしてもよい。捨て札にした場合、'''+2 カードを引く'''。
| 輪作<br>(pron. ''rinsaku'') || || || あなたのターンの開始時に、勝利点カード1枚を捨て札にしてもよい。捨て札にした場合、'''+2 カードを引く'''。
|-
|-
!Russian
!Russian
| Севооборот (pron. ''cyevooborot'') || || ||
| Севооборот<br>(pron. ''cyevooborot'') || || ||
|-
|-
!Spanish
!Spanish
| Rotación de Cultivos || || || Al iniciar tu turno, puedes descartar una carta de Victoria para obtener '''+2 Cartas'''.
| Rotación de Cultivos || {{LandscapeLangVersionImage|Spanish}} || || Al iniciar tu turno, puedes descartar una carta de Victoria para obtener '''+2 Cartas'''.
|}
|}



Latest revision as of 21:18, 10 September 2024

Crop Rotation
Info
Cost $6
Type Project
Set Renaissance
Illustrator(s) Brian Brinlee
Project text
At the start of your turn, you may discard a Victory card for +2 Cards.

Crop Rotation is a Project from Renaissance. It is similar to a single-card Shepherd, letting you discard 1 Victory card to draw 2 cards.

FAQ

Official FAQ

  • If drawing causes you to shuffle, you will shuffle in the discarded Victory card.

Strategy

Crop Rotation offers a combination of sifting and draw, allowing you to trade one Victory card in hand for two cards of draw and effectively increasing your starting hand size to six.

Crop Rotation is strong in decks that appreciate an increased starting hand size and do not thin their starting Estates. Money strategies are the most common example of this, as they often do not spend time establishing deck control by removing Estates, and an increased hand size makes affording Province more likely. Crop Rotation is thus oftentimes a strong enabler of fast money strategies. However, in Kingdoms with engines that can quickly establish deck control and draw your entire deck or that offer access to strong payload such as Collection, Crop Rotation might not be enough to allow money strategies to compete. Crop Rotation can also be relevant for engines in Kingdoms that do not offer Estate thinning, or for engines that have begun greening and would like a boost to their endgame reliability.

An early Crop Rotation is often very strong, for two reasons. First, you become less and less likely to draw a Victory card as you add more Actions and Treasures to your deck in the mid- and late game. Second, it allows you to draw through your Estates and other starting junk, afford higher pricepoints, and cycle to better cards faster. It can be worth it to attempt to spike $6 early, for example with a Gear setting aside most of your Treasures on one turn to play them all on the next turn. Effects such as the Coffers from Spices can also be useful for affording an early Crop Rotation. In the absence of these special effects, an opening with two Silvers may be viable, as it has a >40% chance of generating $6 or more.

Crop Rotation is often skippable with Shelters, as of the three Estate replacements only one (Overgrown Estate) is a Victory card. Crop Rotation synergizes well with Tunnel in money strategies, enabling you to easily gain Golds and making you more likely to find a Victory card to discard.

Versions

English versions

Print Digital Text Release Date
Crop Rotation Crop Rotation from Shuffle iT At the start of your turn, you may discard a Victory card for +2 Cards. November 2018

Other language versions

Language Name Print Digital Text
Chinese 輪耕
(pron. lún gēng)
Dutch Wisselbouw Dutch language Crop Rotation Aan het begin van je beurt: je mag een Overwinningskaart afleggen voor +2 Kaarten.
French Assolement Au début de votre tour, vous pouvez défausser une carte Victoire pour +2 Cartes.
German Fruchtwechsel German language Crop Rotation German language Crop Rotation from Shuffle iT Zu Beginn deines Zuges darfst du eine Punktekarte für +2 Karten ablegen.
Japanese 輪作
(pron. rinsaku)
あなたのターンの開始時に、勝利点カード1枚を捨て札にしてもよい。捨て札にした場合、+2 カードを引く
Russian Севооборот
(pron. cyevooborot)
Spanish Rotación de Cultivos Spanish language Crop Rotation Al iniciar tu turno, puedes descartar una carta de Victoria para obtener +2 Cartas.

Trivia

Official card art.

Secret History

This was $5 and "discard an Action," then $5 and "Victory," then the final version.


Cards $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
Combos and Counters None yet found
Other concepts ArtifactsCoffersProjectsVillagers
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)