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{{Infobox Card | {{Infobox Card | ||
|name = Bounty Hunter | |name = Bounty Hunter | ||
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'''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already. | '''Bounty Hunter''' is an [[Action]] card from {{Set|Menagerie}}. It [[non-terminal]]ly [[Exile]]s a card from your hand, and gives +{{Cost|3}} if you didn't have a copy of it on your Exile mat already. | ||
== FAQ == | == FAQ == | ||
=== Official FAQ === | |||
* First you get +1 Action and [[Exile]] a card from your hand; this is not optional. | |||
* Then if that is the only copy of that card that you have in Exile, you get +{{Cost|3}}. | |||
* If you can't Exile a card, you don't get +{{Cost|3}}. | |||
== Strategy == | |||
Donald | As Donald noted in his Preview (see below), Bounty Hunter has several uses. | ||
First, it is a [[trash for benefit]] variant where, instead of [[trash]]ing a card, it [[exile]]s it. Compared to {{Card|Moneylender}}, Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a [[terminal]], and deals with Estates as well, gaining {{Cost|3}} on the first exiled Estate. | |||
=== | Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual [[trasher]] is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as {{Card|Forager}} or {{Card|Junk Dealer}}, is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as {{Card|Ruins}}, {{Card|Shelter|Shelters|file=Shelters}}, or undesirable [[Heirloom]]s, so that it frequently earns {{Cost|3}}. | ||
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the trasher and has the additional feature of being able to exile the trasher for {{Cost|3}} after it has done its job. | |||
A second use for Bounty Hunter is as a [[sifter]] variant in the end game, moving [[victory]] cards into Exile. On one hand, its sifting is better than a [[deck inspector]], since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining {{Cost|3}} to compensate for this. | |||
When exiling duplicates, Bounty Hunter has much worse purchasing power than {{Card|Sentry}}, a trasher and sifter that replaces itself and trashes/sifts your future draws (or next hand). However, if [[non-terminal draw]], such as {{Card|Caravan}} or {{Card|Laboratory}}, is present, this issue goes away. | |||
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from {{Card|Mountebank}}, {{Card|Cultist}}, or {{Card|Witch}}, that would normally produce [[slog]]s. | |||
While assembling an [[engine]], players normally never buy an early Province with {{Cost|8}}. Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a {{Card|Spoils}}, useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card. | |||
Tactically, Bounty Hunter can often remove a duplicate before playing {{Card|Menagerie}} or usefully remove single copies of not-so-useful cards bought with spare {{Cost}} when {{Card|Fairgrounds}} or {{Landmark|Museum}} is present. In Silver gaining decks, it can sometimes become +{{Cost|1}} instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained. | |||
Strategically, Bounty Hunter and other exiling cards, such as {{Card|Sanctuary}} and {{Card|Displace}}, make one-province-a-turn "lean and mean" decks more viable compared to [[engine]]s that buy multiple Provinces. | |||
While a lean deck's speed can typically beat [[big money]], it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this. | |||
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice. | |||
=== Synergies/Combos === | |||
* [[Non-terminal draw]] such as: {{Card|Caravan}}, {{Card|Laboratory}}, {{Card|Minion}}, {{Card|Stables}} | |||
* In-hand variety you want to remove, such as: {{Card|Shelter|Shelters|file=Shelters}}, {{Card|Ruins}}, [[Heirloom]]s | |||
* [[Trasher]]s that stop being useful, such as: {{Card|Chapel}}, {{Card|Forager}}, {{Card|Moneylender}}, {{Card|Junk Dealer}} | |||
* {{Card|Castles}} want to go to Exile, and Bounty Hunter continues to make coin to buy more Castles. | |||
* [[Slog]]s with mass greening, such as: {{Card|Duke}}, {{Card|Gardens}}, {{Card|Silk Road}} | |||
* Kingdoms that reward deck, but not hand, variety: {{Card|Fairgrounds}}, {{Landmark|Museum}} | |||
* Kingdoms where an early money spike is ''particularly'' useful (since it's always useful) | |||
* {{Card|Menagerie}} | |||
== | === Antisynergies === | ||
* [[Handsize attack]]s | |||
* [[Discard for benefit]], such as: {{Card|Horse Traders}}, {{Card|Mill}}, {{Card|Vault}} | |||
* [[Sifter]]s | |||
* {{Event|Enclave}} | |||
== Versions == | == Versions == | ||
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! Print !! Digital !! Text !! Release !! Date | ! Print !! Digital !! Text !! Release !! Date | ||
|- | |- | ||
| {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Exile a card from your hand. If you didn't have a copy of it in Exile, +{{Cost|3}}. || Menagerie || March 2020 | | {{CardVersionImage|Bounty Hunter|Bounty Hunter}} || {{CardLangVersionImage|d=1}} || style="padding:0px 20px;"| '''+1 Action'''<br>Exile a card from your hand.<br>If you didn't have a copy of it in Exile, {{nowrap|+{{Cost|3}}.}} || Menagerie || March 2020 | ||
|} | |} | ||
=== Other language versions === | === Other language versions === | ||
{| class="wikitable" style="text-align:center;" | |||
! Language !! Name !! Print !! Digital !! Text !! Notes | |||
|- | |||
! Dutch | |||
| Premiejager || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=s}} || '''+1 Actie'''<br>Verban een kaart uit je hand.<br>Had je er geen exemplaar van<br>op je verbanningstableau,<br>dan +{{Coin|3}}. || (2020) | |||
|- | |||
!German | |||
| Kopfgeldjägerin || [[File:Bounty.Hunter.German.png|100px|German language Bounty Hunter 2020 by ASS]] || {{CardVersionImage|Bounty HunterGerman2022Digital|German language Bounty Hunter 2022 from Shuffle iT}} || style="padding:0px 20px;"| '''+1 Aktion'''<br>Verbanne eine deiner Handkarten.<br>Wenn du dies gemacht hast und dabei keine gleiche Karte im Exil hattest: {{nowrap|+{{Cost|3}}.}} || (2020) | |||
|- | |||
!Japanese | |||
| 賞金稼ぎ (pron. ''shōkinkasegi'') || || || || | |||
|- | |||
|} | |||
== Trivia == | == Trivia == | ||
Line 36: | Line 90: | ||
}} | }} | ||
=== Secret History === | === Secret History === | ||
{{Quote | |||
|Text=This started in {{Set|Renaissance}}. That version gave +{{Cost|1}} always, and +{{Cost|2}} if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for [[Exile]]. | |||
|Name=[[Donald X. Vaccarino]] | |||
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie] | |||
}} | |||
=== Wording === | |||
When Bounty Hunter was previewed, there was some confusion if you got +{{Cost|3}} if you didn't exile a card (especially with the rulings about playing {{Card|Gladiator}} with no cards in hand). | |||
{{Quote | |||
|Text= | |||
I am confident that most Dominion players will have no issue with the printed wording of Bounty Hunter. They will not think for a minute that they might get +{{Cost|3}} without exiling anything. And if someone mentions it to them, there's a rulebook. My philosophy has shifted somewhat over the years, to not make the cards less readable just to handle people who like to poke at the rules. | |||
That said, I can only repeat, I always give cards the best wordings I can, try to avoid whatever confusion I see to avoid, and then the cards are printed and it's up to future printings to change things worth changing. | |||
|Name=[[Donald X. Vaccarino]] | |||
|Source=[https://discord.com/channels/212660788786102272/285903840660946954/685278370442903568 Dominion Discord, 2020] | |||
}} | |||
Here was how Donald X. explained the differences between Bounty Hunter and {{Card|Gladiator}}. | |||
{{Quote | |||
|Text= | |||
Bounty Hunter has a rule that requires a card to be exiled to mean anything / do anything. It's like {{Card|Remodel}}-ing no card. Gladiator doesn't have that kind of rule; the player reveals a card or doesn't, and if your hand was empty they don't get to reveal one. | |||
|Name=[[Donald X. Vaccarino]] | |||
|Source=[https://discord.com/channels/212660788786102272/285903840660946954/835428891270447135 Dominion Discord, 2021] | |||
}} | |||
{{Navbox Menagerie}} | {{Navbox Menagerie}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Latest revision as of 21:22, 10 September 2024
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Bounty Hunter | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Menagerie |
Illustrator(s) | Franz Vohwinkel |
Card text | |
+1 Action Exile a card from your hand. If you didn't have a copy of it in Exile, + . |
Bounty Hunter is an Action card from Menagerie. It non-terminally Exiles a card from your hand, and gives + if you didn't have a copy of it on your Exile mat already.
FAQ
Official FAQ
- First you get +1 Action and Exile a card from your hand; this is not optional.
- Then if that is the only copy of that card that you have in Exile, you get + .
- If you can't Exile a card, you don't get + .
Strategy
As Donald noted in his Preview (see below), Bounty Hunter has several uses.
First, it is a trash for benefit variant where, instead of trashing a card, it exiles it. Compared to Moneylender, Bounty Hunter is the same on the first Copper, worse on all remaining Copper, isn't a terminal, and deals with Estates as well, gaining on the first exiled Estate.
Exiling, instead of trashing, Copper is mostly a wash. Exiling is obviously better with Estates and worse with Curses, so an actual trasher is desirable when cursing is present. Where Bounty Hunter excels over other trash for benefit cards, such as Forager or Junk Dealer, is when its initial money spikes get to vital cards quickly or there is variety in what it is exiling, such as Ruins, Shelters, or undesirable Heirlooms, so that it frequently earns .
Fortunately, Dominion isn't an either/or proposition. Pairing Bounty Hunter with a trash for benefit card is generally stronger than either two Bounty Hunters or two copies of the trasher and has the additional feature of being able to exile the trasher for
after it has done its job.A second use for Bounty Hunter is as a sifter variant in the end game, moving victory cards into Exile. On one hand, its sifting is better than a deck inspector, since exiling is better than discarding. On the other hand, if a copy of the card being sifted is already in Exile, it sifts a card out of hand instead of from the deck, which reduces effective hand size and average purchase power, without gaining to compensate for this.
When exiling duplicates, Bounty Hunter has much worse purchasing power than Sentry, a trasher and sifter that replaces itself and trashes/sifts your future draws (or next hand). However, if non-terminal draw, such as Caravan or Laboratory, is present, this issue goes away.
When both non-terminal draw and a complementary trasher are available, Bounty Hunter shines, enabling a deck to rapidly thin, cycle, and improve. With two of each, a deck can easily withstand attacks, such as from Mountebank, Cultist, or Witch, that would normally produce slogs.
While assembling an engine, players normally never buy an early Province with . Bounty Hunter changes this. Once a deck is cycling well, the first of each Victory card effectively becomes a Spoils, useful both for buying remaining engine components and gaining a VP edge against a rival engine that eschewed Bounty Hunter for a different trasher. Further, doing this can avoid the situation where an engine isn't quite ready to go but has done its thinning, where Bounty Hunter becomes a temporarily "dead" card.
Tactically, Bounty Hunter can often remove a duplicate before playing Menagerie or usefully remove single copies of not-so-useful cards bought with spare when Fairgrounds or Museum is present. In Silver gaining decks, it can sometimes become + instead of being "dead" by exiling a Silver that is then brought back the next time a Silver is gained.
Strategically, Bounty Hunter and other exiling cards, such as Sanctuary and Displace, make one-province-a-turn "lean and mean" decks more viable compared to engines that buy multiple Provinces.
While a lean deck's speed can typically beat big money, it deteriorates rapidly upon greening and is generally unable to end the game, allowing an engine to catch up, if necessary, by buying lots of Duchies before ending the game by buying multiple Provinces. However, a deck that can both buy and exile a Province each turn can simply march through the Provinces to prevent this.
Since Bounty Hunter combined with non-terminal draws and complementary trashing can support either a lean deck or an engine, the decision of which to go for is a tight decision, where their relative speeds must be carefully considered, particularly when an opponent is making a similar choice.
Synergies/Combos
- Non-terminal draw such as: Caravan, Laboratory, Minion, Stables
- In-hand variety you want to remove, such as: Shelters, Ruins, Heirlooms
- Trashers that stop being useful, such as: Chapel, Forager, Moneylender, Junk Dealer
- Castles want to go to Exile, and Bounty Hunter continues to make coin to buy more Castles.
- Slogs with mass greening, such as: Duke, Gardens, Silk Road
- Kingdoms that reward deck, but not hand, variety: Fairgrounds, Museum
- Kingdoms where an early money spike is particularly useful (since it's always useful)
- Menagerie
Antisynergies
- Handsize attacks
- Discard for benefit, such as: Horse Traders, Mill, Vault
- Sifters
- Enclave
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Action Exile a card from your hand. If you didn't have a copy of it in Exile, + . |
Menagerie | March 2020 |
Other language versions
Trivia
Preview
Secret History
Wording
When Bounty Hunter was previewed, there was some confusion if you got +Gladiator with no cards in hand).
if you didn't exile a card (especially with the rulings about playingHere was how Donald X. explained the differences between Bounty Hunter and Gladiator.