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[[Image:Cursed Gold.jpg|thumb|right|200px|[[Cursed Gold]], an Heirloom card.]]
[[Image:Pooka.jpg|thumb|right|200px|[[Pooka]], its corresponding [[Kingdom]] card.]]
'''Heirloom''' is a [[card type]] from [[Nocturne]]. Heirlooms are special [[Treasure]]s that replace your starting {{Card|Copper|Coppers}}. Each Heirloom is paired with a [[Kingdom]] card; when that Kingdom card is in the game, each player starts with the corresponding Heirloom in place of a starting {{Card|Copper}}.


== List of Heirloom cards (and paired Kingdom card) ==
* {{Cost|0}} {{Card|Haunted Mirror}}/({{Card|Cemetery}}), {{Card|Magic Lamp}}/({{Card|Secret Cave}})
* {{Cost|2}} {{Card|Goat}}/({{Card|Pixie}}), {{Card|Pasture}}/({{Card|Shepherd}}), {{Card|Pouch}}/({{Card|Tracker}})
* {{Cost|4}} {{Card|Cursed Gold}}/({{Card|Pooka}}), {{Card|Lucky Coin}}/({{Card|Fool}})
== Official Rules ==
* Nocturne has cards with a yellow banner saying "Heirloom" and naming a card.
* In games using a card with that banner, each player replaces a starting {{Card|Copper}} with the named card.
=== Preparation ===
* If any Kingdom cards being used have a yellow banner indicating an Heirloom, players start the game with that Heirloom replacing what would normally be a {{Card|Copper}}.
* For example in a game with {{Card|Pixie}} and {{Card|Tracker}}, players start with 3 {{Card|Estate|Estates}}, 5 {{Card|Copper|Coppers}}, a {{Card|Goat}}, and a {{Card|Pouch}}.
* The unused {{Card|Copper|Coppers}} go in the Copper pile.
=== Other rules clarifications ===
* Unlike Coppers, Heirlooms don't come from a [[supply]] pile..Therefore they can't be returned or distributed with {{card|Ambassador}}.
== Card gallery ==
{{startsort|1}}{{Image|Cursed Gold|link=Cursed Gold|file=Cursed_Gold|cost=$04}}{{Image|Goat|cost=$02}}{{Image|Haunted Mirror|link=Haunted Mirror|file=Haunted_Mirror|cost=$00}}{{Image|Lucky Coin|link=Lucky Coin|file=Lucky_Coin|cost=$04}}{{Image|Magic Lamp|link=Magic Lamp|file=Magic_Lamp|cost=$00}}{{Image|Pasture|cost=$02}}{{Image|Pouch|cost=$02}}{{endsort}}
=== Paired Kingdom Cards ===
{{startsort|2}}{{Image|Pooka|cost=$05}}{{Image|Pixie|cost=$02}}{{Image|Cemetery|cost=$04}}{{Image|Fool|cost=$03}}{{Image|Secret Cave|link=Secret Cave|file=Secret_Cave|cost=$03}}{{Image|Shepherd|cost=$04}}{{Image|Tracker|cost=$02}}{{endsort}}
== Trivia ==
=== In other languages ===
* French: Patrimoine (lit. ''heritage'')
* German: Erbstück
* Russian: Наследие (pron. ''naslyediye'')
=== Preview ===
{{Quote|Text=I have this preview from my father, who had it from his father, who had it from his father. Who won it in a cat's cradle contest, if you must know.<br>
Seven cards in Nocturne come with an Heirloom. Let's see one.<br>
That yellow band means, everyone replaces a starting {{Card|Copper}} with the listed card. In a game with {{Card|Shepherd}}, you have 3 {{Card|Estate|Estates}}, 6 {{Card|Copper|Coppers}}, and a {{Card|Pasture}}. In a game with {{Card|Shepherd}}, {{Card|Pooka}}, and {{Card|Cemetery}} (they're coming in a second), you start with 3 {{Card|Estate|Estates}}, 4 {{Card|Copper|Coppers}}, a {{Card|Pasture}}, a {{Card|Cursed Gold}}, and a {{Card|Haunted Mirror}}. See how it works?
| Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=17770.0 Nocturne Previews #2: Shepherd, Pooka, Cemetery]
}}
=== Secret History ===
{{Quote|Text=
Matt suggested having a card that caused a starting {{Card|Copper}} to be replaced by some [[non-Supply]] card (that's my memory anyway; Matt thinks I just saw it in his homemade cards). He had tried it where the two cards interacted in some way. It sounded good. I thought I would try one, maybe have two or three if it worked out, possibly interacting or possibly not. In the end there are the full seven. There were times when I only had six good ones, but how do you just do six. And while only a couple of the cards directly interact with the Heirlooms they are paired with, some of them interact in a more subtle way.
Originally they had the setup spelled out, then they had "Heirloom: {{Card|Lucky Coin}}," then Billy suggested having it on its own banner. The yellow banner helps you spot these cards in time to do the setup before people are playing.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]
}}
=== Retrospective ===
{{Quote|Text=
Heirlooms irl have bad setup. When we play with [[Dark Ages]], tonight we have {{Card|Shelter|Shelters|file=Shelters}}. When we play with [[Nocturne]], okay what's your starting deck this game.
|Name=[[Donald X. Vaccarino]]
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/728068065539129430 Dominion Discord, 2020]
}}
=== Heirloom connections ===
{{Quote|Text=
- {{Card|Pasture}} - can be discarded by {{Card|Shepherd}}
- {{Card|Secret Cave}} - "guarantees" {{Card|Magic Lamp}} can be activated
- {{Card|Cursed Gold}} - called out by {{Card|Pooka}}, affects its power level
- {{Card|Haunted Mirror}} - {{Card|Cemetery}} means there's always a way to trash it
- {{Card|Goat}} - means that {{Boon|The Flame's Gift}} is never the only trashing for {{Card|Pixie}} games
- {{Card|Lucky Coin}} - speeds up games slowed down by {{Card|Fool}} resolutions for casual players
- {{Card|Pouch}} - +Buy interacts with both the topdecking and {{Card|Tracker}} being cheap, but this one is in fact not really related
|Name=[[Donald X. Vaccarino]]
|Source=[https://discord.com/channels/212660788786102272/212660788786102272/1031990168128851988 Dominion Discord, 2022]
}}
{{Navbox Nocturne}}
{{Navbox card types}}
{{Navbox Mechanics}}
[[Category:Nocturne]]
[[Category:Single-expansion special card types]]

Revision as of 11:19, 13 September 2024

Cursed Gold, an Heirloom card.
Pooka, its corresponding Kingdom card.

Heirloom is a card type from Nocturne. Heirlooms are special Treasures that replace your starting Coppers. Each Heirloom is paired with a Kingdom card; when that Kingdom card is in the game, each player starts with the corresponding Heirloom in place of a starting Copper.

List of Heirloom cards (and paired Kingdom card)

Official Rules

  • Nocturne has cards with a yellow banner saying "Heirloom" and naming a card.
  • In games using a card with that banner, each player replaces a starting Copper with the named card.

Preparation

  • If any Kingdom cards being used have a yellow banner indicating an Heirloom, players start the game with that Heirloom replacing what would normally be a Copper.
  • For example in a game with Pixie and Tracker, players start with 3 Estates, 5 Coppers, a Goat, and a Pouch.
  • The unused Coppers go in the Copper pile.

Other rules clarifications

  • Unlike Coppers, Heirlooms don't come from a supply pile..Therefore they can't be returned or distributed with Ambassador.

Card gallery

Sort by Name


Paired Kingdom Cards

Sort by Name


Trivia

In other languages

  • French: Patrimoine (lit. heritage)
  • German: Erbstück
  • Russian: Наследие (pron. naslyediye)

Preview

I have this preview from my father, who had it from his father, who had it from his father. Who won it in a cat's cradle contest, if you must know.

Seven cards in Nocturne come with an Heirloom. Let's see one.

That yellow band means, everyone replaces a starting Copper with the listed card. In a game with Shepherd, you have 3 Estates, 6 Coppers, and a Pasture. In a game with Shepherd, Pooka, and Cemetery (they're coming in a second), you start with 3 Estates, 4 Coppers, a Pasture, a Cursed Gold, and a Haunted Mirror. See how it works?

Secret History

Matt suggested having a card that caused a starting Copper to be replaced by some non-Supply card (that's my memory anyway; Matt thinks I just saw it in his homemade cards). He had tried it where the two cards interacted in some way. It sounded good. I thought I would try one, maybe have two or three if it worked out, possibly interacting or possibly not. In the end there are the full seven. There were times when I only had six good ones, but how do you just do six. And while only a couple of the cards directly interact with the Heirlooms they are paired with, some of them interact in a more subtle way. Originally they had the setup spelled out, then they had "Heirloom: Lucky Coin," then Billy suggested having it on its own banner. The yellow banner helps you spot these cards in time to do the setup before people are playing.

Retrospective

Heirlooms irl have bad setup. When we play with Dark Ages, tonight we have Shelters. When we play with Nocturne, okay what's your starting deck this game.

Heirloom connections

- Pasture - can be discarded by Shepherd

- Secret Cave - "guarantees" Magic Lamp can be activated

- Cursed Gold - called out by Pooka, affects its power level

- Haunted Mirror - Cemetery means there's always a way to trash it

- Goat - means that The Flame's Gift is never the only trashing for Pixie games

- Lucky Coin - speeds up games slowed down by Fool resolutions for casual players

- Pouch - +Buy interacts with both the topdecking and Tracker being cheap, but this one is in fact not really related


Cards $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: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons EarthFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Other concepts NightHeirloomFateDoomSpiritState
Dominion Card types
Basic types ActionTreasureVictoryCurse
Multi-expansion special types AttackDurationReactionCommand
Single-expansion special types PrizeRewardShelterRuinsLooterKnightReserveTravellerGatheringCastleNightHeirloomFateDoomSpiritZombieAugurClashFortLiaisonOdysseyTownsfolkWizardLootOmenShadow
Non-card types EventLandmarkBoonHexStateArtifactProjectWayAllyTraitProphecy
Dominion Game Mechanics
Turn Phases ActionBuyNightClean-up
Vanilla Bonuses +Card • +Action+Buy • +Coin
Tokens AdventuresCoin (Coffers, Villager, Favors) • DebtVictory
Other mechanics CallCost reductionDiscardExchangeExileGainOverpayPassPayRevealRotateSet asideTrash