Inherited: Difference between revisions
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* If they care, players decide which card to replace in turn order. | * If they care, players decide which card to replace in turn order. | ||
* Replaced {{Card|Copper|Coppers}} go back to the pile; replaced {{Card|Estate|Estates}} go back to the box. | * Replaced {{Card|Copper|Coppers}} go back to the pile; replaced {{Card|Estate|Estates}} go back to the box. | ||
* Replaced other cards ( | * Replaced other cards ({{Card|Shelter|Shelters|file=Shelters}} from {{Set|Dark Ages}}, [[Heirloom]]s from {{Set|Nocturne}}) go back to the box. | ||
* If the Inherited pile is a [[split pile]] (from {{Set|Empires}} or {{Set|Allies}}), players take cards from the pile in turn order. So in a 6-player game with the {{Card|Townsfolk}} pile, the first four players get a {{Card|Town Crier}}, and the next two get a {{Card|Blacksmith}}. | * If the Inherited pile is a [[split pile]] (from {{Set|Empires}} or {{Set|Allies}}), players take cards from the pile in turn order. So in a 6-player game with the {{Card|Townsfolk}} pile, the first four players get a {{Card|Town Crier}}, and the next two get a {{Card|Blacksmith}}. | ||
* Cards starting in your deck due to Inherited were never "[[gain]]ed" and did not trigger "when you gain this" effects. | * Cards starting in your deck due to Inherited were never "[[gain]]ed" and did not trigger "when you gain this" effects. |
Latest revision as of 21:31, 10 September 2024
Inherited | |
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Info | |
Type | Trait |
Set | Plunder |
Illustrator(s) | Martin Hoffmann |
Trait text | |
Setup: You start the game with an Inherited card in place of a starting card you choose. |
- This article is about the Trait. For the Event with a similar name, see Inheritance.
Inherited is a Trait from Plunder. If a card has this trait, all players begin with a copy of that card in their deck.
FAQ
Official FAQ
- If they care, players decide which card to replace in turn order.
- Replaced Coppers go back to the pile; replaced Estates go back to the box.
- Replaced other cards (Shelters from Dark Ages, Heirlooms from Nocturne) go back to the box.
- If the Inherited pile is a split pile (from Empires or Allies), players take cards from the pile in turn order. So in a 6-player game with the Townsfolk pile, the first four players get a Town Crier, and the next two get a Blacksmith.
- Cards starting in your deck due to Inherited were never "gained" and did not trigger "when you gain this" effects.
Other rules clarifications
Strategy
The inherited trait usually speeds up the game, sometimes dramatically. Nearly all of the kingdom cards are more powerful than an Estate or Copper. In almost all cases, people will ditch the Estate, and all sort of dramatically powerful openings are possible. However the inherited trait can slow the game when it is attached to a junking attack, especially one like Sea Hag that provides no gain to the player.
The inherited trait also vests each player in a particular strategy to a degree. If there are competing strategies on a board, and they require conflicting openings for optimal play, i.e. the cards that would benefit one would not particularly benefit the other, then if one of these cards is inherited, it can make that strategy dramatically stronger than the other. What makes inherited most interesting, however, is when it tips the scale, instead, in favor of a strategy or path towards deck development that would not normally be dominant or even viable. Then you need to assess whether an unorthodox strategy might have become viable because of your unusual starting card.
The inherited trait can also skew or alter the game in a variety of other ways, such as when the inherited card is a reaction. Moat, not usually a particularly strong card, makes attacks significantly weaker if you know everyone starts with one.
Versions
English versions
Digital | Text | Release | Date | |
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Setup: You start the game with an Inherited card in place of a starting card you choose. | Plunder | December 2022 |
Other language versions
Trivia
Preview
Inherited split piles
Secret History