Cargo Ship
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{{Infobox Card | {{Infobox Card | ||
|name = Cargo Ship | |name = Cargo Ship | ||
− | |cost = | + | |cost = 3 |
|set = Renaissance | |set = Renaissance | ||
|type1 = Action | |type1 = Action | ||
+ | |type2 = Duration | ||
|illustrator = Grant Hansen | |illustrator = Grant Hansen | ||
− | |text = +{{Cost|2}}<br/>Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand. | + | |text = +{{Cost|2}}<br/>Once this turn, when you gain a card, you may set it aside face up (on this).<br>At the start of your next turn, put it into your hand. |
}} | }} | ||
− | '''Cargo Ship''' is an [[Action]]-[[Duration]] card from [[Renaissance]]. It is a [[terminal silver]] that lets you {{Event|save}} a card you gain for your next hand. This can help get | + | '''Cargo Ship''' is an [[Action]]-[[Duration]] card from [[Renaissance]]. It is a [[terminal silver]] that lets you {{Event|save}} a card you gain for your next hand. This can help get [[Treasure]] or [[Action]] cards into your next hand, or get [[Victory]] cards to miss the shuffle. |
== FAQ == | == FAQ == | ||
Line 14: | Line 15: | ||
* The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. | * The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. | ||
* If you don't set a card aside at all, Cargo Ship is discarded that turn. | * If you don't set a card aside at all, Cargo Ship is discarded that turn. | ||
+ | === Other rules clarifications === | ||
+ | * If you haven't set aside a card by Cargo Ship's ability, Cargo Ship is set to be discarded this turn, which means you may use {{Card|Improve}} to trash this during Clean-up and gain a different card. If you do, you may then still use Cargo Ship's ability and set aside the newly gained card for next turn, even though Cargo Ship has already been trashed. | ||
== Strategy == | == Strategy == | ||
+ | Cargo Ship is a [[terminal silver]] that offers a potential tempo boost in the [[opening]] and early game, and reliability later. Like many terminal silvers, it is more relevant in [[Kingdom]]s where [[terminal space]] is less of a concern. Setting aside a card that you gain with Cargo Ship is somewhat akin to, and often better than, topdecking effects such as those of {{Card|Tracker}} and {{Way|Way of the Seal}}, as you still draw a five-card hand in addition to whatever you set aside with Cargo Ship. | ||
+ | |||
+ | Cargo Ship can be especially good in the opening if there is a strong {{Cost|5}} card such as {{Card|Recruiter}} in the Kingdom, and you open with a {{Split|4|3}} or {{Split|3|4}} split and therefore cannot simply buy the strong card on turns 1 or 2. If you open with Cargo Ship and are able to play it on turn 3, you will likely be able to afford the {{Cost|5}} card, set it aside, and play it on turn 4, as if you had opened it. In this case, you are able to play that {{Cost|5}} card for the first time a full [[shuffle]] earlier than you could have otherwise. If instead you play the Cargo Ship on turn 4, you can guarantee you will see your {{Cost|5}} card at the top of the shuffle, which is still a good effect. [[Thinning|Thinner]]s are the most common targets for this opening strategy, as the earlier you play them the faster you can get [[deck control]]. | ||
+ | |||
+ | To a lesser extent, Cargo Ship can also provide similar tempo boosts in the early-midgame, when your [[engine]] is not yet fully drawing your deck. In these situations where your [[cycling]] or [[draw]] is not strong, it can be several turns before you shuffle and are able to play a card that you buy or gain. Cargo Ship can shortcut this process, but in many Kingdoms it is not worth getting a Cargo Ship strictly for this purpose, as there are often other cards (e.g. [[sifting|sifters]]) that can more directly get your deck under control. | ||
+ | |||
+ | Later in the game when you’re using Cargo Ship as [[payload]], it can be useful to set aside a [[draw]] card that you buy or gain to ensure a good start to your next turn. During [[greening]] it can also be useful to set aside the Victory cards to reduce your odds of [[dud|dudding]]. Because the Cargo Ship stays in play for your next turn if you do so, you will not be able to play it for {{Cost|2}} on your next turn, effectively trading some payload for reliability; this is often a worthwhile tradeoff as a dud can often cost you a full turn, with {{Cost|2}} being a small price to pay to avoid that. In this stage of the game it can be useful to add a second Cargo Ship, setting aside cards with them on alternating turns, so that your economy and reliability boosts are consistent across turns. Adding more than two Cargo Ships beyond this alternating pair usually gives diminishing marginal returns, as Cargo Ship is still a terminal silver, payload that you play every other shuffle is inefficient, and setting aside one card with Cargo Ship per turn is usually sufficient for reliability. | ||
+ | |||
== Versions == | == Versions == | ||
===English versions=== | ===English versions=== | ||
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! Print !! Digital !! Text !! Release !! Date | ! Print !! Digital !! Text !! Release !! Date | ||
|- | |- | ||
− | | {{CardVersionImage|Cargo Ship|Cargo Ship}} || {{CardVersionImage|Cargo ShipDigital|Cargo Ship from Shuffle iT}} || +{{Cost|2}} | + | | {{CardVersionImage|Cargo Ship|Cargo Ship}} || {{CardVersionImage|Cargo ShipDigital|Cargo Ship from Shuffle iT}} || +{{Cost|2}}<br>Once this turn, when you gain a card, you may set it aside face up (on this).<br>At the start of your next turn, put it into your hand. || Renaissance || November 2018 |
|} | |} | ||
===Other language versions=== | ===Other language versions=== | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
− | ! Language !! Name !! Print !! Digital !! Text | + | ! Language !! Name !! Print !! Digital !! Text !! Notes |
+ | |- | ||
+ | !Chinese | ||
+ | | 貨船 (pron. ''huòchuán'') || || || || | ||
+ | |- | ||
+ | !Dutch | ||
+ | | Vrachtschip || {{CardLangVersionImage|Dutch}} || || +{{Cost|2}}<br>Deze beurt mag je eenmaal, als je een kaart pakt, deze open opzij leggen (op het Vrachtschip). Aan het begin van je volgende beurt neem je die kaart in je hand. || | ||
+ | |- | ||
+ | !French | ||
+ | | Cargo || || || +{{Cost|2}}<br>Une fois à ce tour, quand vous recevez une carte, vous pouvez la mettre de côté face visible (sur cette carte). Au début de votre prochain tour, prenez-la en main. || | ||
+ | |- | ||
+ | !German | ||
+ | | Frachtschiff || {{CardVersionImage|Cargo ShipGerman|German language Cargo Ship 2019 by ASS}} || {{CardLangVersionImage|German|d=1}} ||+{{Cost|2}}<br>Einmal in diesem Zug darfst du eine Karte, wenn du sie nimmst, mit der Bildseite nach oben zur Seite legen (auf diese Karte). Zu Beginn deines nächsten Zuges: nimm sie auf die Hand. || | ||
+ | |- | ||
+ | !Japanese | ||
+ | | 貨物船<br>(pron. ''kamotsusen'') || || || +{{Cost|2}}<br>あなたがこのターンに獲得するカードのうち1枚を、(このカードの)脇に表向きに置いてもよい。あなたの次のターンの開始時に、それをあなたの手札に加える。 || | ||
+ | |- | ||
+ | !Polish | ||
+ | | Frachtowiec<br>(lit. ''freighter'') || || || || <small>Although Polish version is not released,<br>this name is referred to in Polish Dominion 2E rulebook.</small> | ||
+ | |- | ||
+ | !Russian | ||
+ | | Грузовой Корабль (pron. ''gruzovoy korabl''') || || || || | ||
+ | |- | ||
+ | !Spanish | ||
+ | | Barco de Carga || {{CardLangVersionImage|Spanish}} || || +{{Cost|2}}<br>Una vez en este turno, cuando ganas una carta, puedes dejarla boca arriba sobre esta. Al iniciar tu siguiente turno, ponla en tu mano. || | ||
|} | |} | ||
== Trivia == | == Trivia == | ||
[[Image:Cargo ShipArt.jpg|thumb|right|354px|Official card art.]] | [[Image:Cargo ShipArt.jpg|thumb|right|354px|Official card art.]] | ||
− | + | === Secret History === | |
+ | {{Quote | ||
+ | |Text=The concept debuted on a 2-sided [[State]], limited to [[Treasure]]s. The first version as a card set aside all gains, and doled them out at one per turn, like {{Card|Archive}}. Then it was just one card, and that was better but weak - it cost {{Cost|5}}. I tried it with +2 Coffers, then just lowered it to costing {{Cost|4}} and then {{Cost|3}}. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=19203.0 The Secret History of Dominion: Renaissance] | ||
+ | }} | ||
+ | === Parentheses Use === | ||
+ | {{Quote|Text= There's no "reminder text" rule; text in parentheses applies. However the "under this" etc. on cards like Cargo Ship is just helpfully telling you how to track the effect; if the Cargo Ship is missing you still set aside a card, still get back the set-aside card. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=20630.msg860239#msg860239 Cargo Ship leaves play by capitalism] | ||
+ | }} | ||
{{Navbox Renaissance}} | {{Navbox Renaissance}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Latest revision as of 15:08, 7 August 2023
Cargo Ship | |
---|---|
Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Renaissance |
Illustrator(s) | Grant Hansen |
Card text | |
+ Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand. |
Cargo Ship is an Action-Duration card from Renaissance. It is a terminal silver that lets you save a card you gain for your next hand. This can help get Treasure or Action cards into your next hand, or get Victory cards to miss the shuffle.
Contents |
[edit] FAQ
[edit] Official FAQ
- The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside.
- If you don't set a card aside at all, Cargo Ship is discarded that turn.
[edit] Other rules clarifications
- If you haven't set aside a card by Cargo Ship's ability, Cargo Ship is set to be discarded this turn, which means you may use Improve to trash this during Clean-up and gain a different card. If you do, you may then still use Cargo Ship's ability and set aside the newly gained card for next turn, even though Cargo Ship has already been trashed.
[edit] Strategy
Cargo Ship is a terminal silver that offers a potential tempo boost in the opening and early game, and reliability later. Like many terminal silvers, it is more relevant in Kingdoms where terminal space is less of a concern. Setting aside a card that you gain with Cargo Ship is somewhat akin to, and often better than, topdecking effects such as those of Tracker and Way of the Seal, as you still draw a five-card hand in addition to whatever you set aside with Cargo Ship.
Cargo Ship can be especially good in the opening if there is a strong card such as Recruiter in the Kingdom, and you open with a / or / split and therefore cannot simply buy the strong card on turns 1 or 2. If you open with Cargo Ship and are able to play it on turn 3, you will likely be able to afford the card, set it aside, and play it on turn 4, as if you had opened it. In this case, you are able to play that card for the first time a full shuffle earlier than you could have otherwise. If instead you play the Cargo Ship on turn 4, you can guarantee you will see your card at the top of the shuffle, which is still a good effect. Thinners are the most common targets for this opening strategy, as the earlier you play them the faster you can get deck control.
To a lesser extent, Cargo Ship can also provide similar tempo boosts in the early-midgame, when your engine is not yet fully drawing your deck. In these situations where your cycling or draw is not strong, it can be several turns before you shuffle and are able to play a card that you buy or gain. Cargo Ship can shortcut this process, but in many Kingdoms it is not worth getting a Cargo Ship strictly for this purpose, as there are often other cards (e.g. sifters) that can more directly get your deck under control.
Later in the game when you’re using Cargo Ship as payload, it can be useful to set aside a draw card that you buy or gain to ensure a good start to your next turn. During greening it can also be useful to set aside the Victory cards to reduce your odds of dudding. Because the Cargo Ship stays in play for your next turn if you do so, you will not be able to play it for on your next turn, effectively trading some payload for reliability; this is often a worthwhile tradeoff as a dud can often cost you a full turn, with being a small price to pay to avoid that. In this stage of the game it can be useful to add a second Cargo Ship, setting aside cards with them on alternating turns, so that your economy and reliability boosts are consistent across turns. Adding more than two Cargo Ships beyond this alternating pair usually gives diminishing marginal returns, as Cargo Ship is still a terminal silver, payload that you play every other shuffle is inefficient, and setting aside one card with Cargo Ship per turn is usually sufficient for reliability.
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+ Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand. |
Renaissance | November 2018 |
[edit] Other language versions
[edit] Trivia
[edit] Secret History
[edit] Parentheses Use