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  |type1 = Event
  |type1 = Event
  |illustrator = Mark Poole
  |illustrator = Mark Poole
  |text = Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")
  |text = Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Command Actions with "Play the card with your Estate token, leaving it there.")
}}
}}


'''Inheritance''' is an [[Event]] from [[Adventures]].  It allows {{Card|Estate|Estates}} for the buyer to become [[Action|Actions]] and [[emulator|emulate]] the effects of a particular non-[[Command]] Action from the [[Supply]] during their turns.
:''This article is about the Event. For the Trait with a similar name, see {{Trait|Inherited}}.''
 
'''Inheritance''' is an [[Event]] from [[Adventures]].  It sets aside an [[Action]] card from the [[Supply]] and turns your {{Card|Estate|Estates}} into [[Action]] cards that can [[Command variant|play the set-aside]] card for the rest of the game.


== FAQ ==
== FAQ ==
=== Unofficial FAQ for Current Version ===
=== Official FAQ (2022) ===
* You can only buy this once per game.
* You can only buy this once per game. When you do, set aside a non-[[Command]] [[Action]] card from the [[Supply]] that costs up to {{Cost|4}}, and put your [[Estate token]] on it.
* When you do, set aside a non-Command Action card from the Supply that costs up to {{Cost|4}}, and put your [[Adventures_tokens#Estate_token|Estate token]] on it (the one depicting a house). Command cards are a type of card from other expansions; Inheritance cannot set those aside.
* This is not [[gain]]ing a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card in your deck when scoring.
* This is not gaining a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card as yours when scoring.
* For the rest of the game, on your turns, {{Card|Estate|Estates}} are also Command Action cards (in addition to still being [[Victory]] cards), and when you play one, it [[Command variant|plays the card]] you set aside, leaving it set aside. If that effect [[Stop-Moving rule|tries to move the set aside card]], it fails. If the set aside card has a "while this is in play" or "when discarded from play" effect, that will not do anything; the card is never in play.
* For the rest of the game, during your turns, all Estates additionally have the Action type and have the on-play ability "Play the card with your Estate token, leaving it there." For example if you set aside a {{Card|Port}}, then during your turns, Estates are Action - Victory cards, that when played, in turn play the set-aside Port (which stays set-aside) for +1 Card and +2 Actions.
* Leave the {{Card|Estate}} in play until the [[Clean-up]] of the turn the card it played would have left play. Normally that means you will discard it that turn, but if the card is a [[Duration]] card, it will stay out like the Duration card would have, and if the card is something like {{Card|Throne Room}} and used to play a Duration card, it will stay out the same way {{Card|Throne Room}} itself would have.
* This also changes Estates in the Supply during your turns as well; if you used Inheritance on a Port and then later bought {{Event|Seaway}}, you may gain an Estate and move your +1 Buy token to that pile.
* If the set aside card is from a pile you have a +1 Action or similar token on, you will get that effect when playing it.
* The Estate pile, however, does not become an Action Supply pile (even though Inheritance explicitly says it's now an Action card), so you can't, for example, use {{Event|Pathfinding}} to move your +1 Card token to it.
* All {{Card|Estate|Estates}} are affected, including ones in the Supply and ones other players have; for example this means you could gain one with {{Event|Seaway}}.
* This only affects Estates during your turns, not during the turns of other players or between turns.
* The set aside card does not need to continue costing {{Cost|4}} or less; it only has to when Inheritance is bought.
* There are no limits on the set aside card other than being a non-Command Action from the Supply costing up to {{Cost|4}}; it may be a [[Duration]] card, a [[Reaction]] card, and so on.
* The card cannot be a [[Command]] card; Command cards are certain cards that can play other cards without moving them, including {{Card|Band of Misfits}}, {{Card|Overlord}}, and {{Card|Captain}}.
* It does not have to continue costing up to {{Cost|4}}, it only has to cost up to {{Cost|4}} when set aside.
* Estates are still worth {{VP|1}} when scoring at the end of the game.
* Estates do not copy the abilities or types of the set aside card; they just play it. Therefore they do not trigger abilities of the card below the dividing line that do not happen when playing the card, like gaining another Port when buying a Port, and are not the Bane for {{Card|Young Witch}} from [[Cornucopia]] even if the set-aside card's pile is the Bane.
* When you play the Estate, you then play the set-aside card.
* The set-aside card stays set-aside; it does not move to the play area and if an effect tries to move it, such as {{card|Guide}} moving to your Tavern mat, it will fail to move it.
* Normally this will just mean that you follow the instructions on the set-aside card each time you play an Estate. For example, with Port set-aside, you would play the Port and get +1 Card and +2 Actions.
* You also would trigger tokens like +1 Action on the pile of the set-aside card.
* If you have an Estate play a set-aside Duration card (with your Estate token on it), or a {{card|Throne Room}} on a Duration card, the Estate will stay in play the same way the Duration card or Throne Room would.


==== Other Rules clarifications ====
=== Other rules clarifications ===
* After moving your Estate token to a card, on your turns Estates are [[Emulator|Emulators]], so see the [[Emulator#Tracking Rules|tracking rules]] there for interactions with Durations.
* Inheritance affects {{Card|Estate|Estates}} in the trash and in other players' decks and hands. This means that they can be gained with {{Card|Lurker}}, discarded by {{Card|Rabble}}, and so on.
* Effects for [[Triggered effects#While cards are in play|"While this is in play"]], and [[Triggered effects#Discarding from play|"When you discard this from play"]] do not happen, especially hurting {{Card|Highway}}.
* Since it is no one's turn when scoring, this means that {{Card|Estate|Estates}} will not count for Landmarks/Victory cards that care about Actions (like {{Landmark|Orchard}} or {{Card|Vineyard}}).
* Estates do not acquire the abilities of the card with your Estate token on it; they just cause it to be played when you play the Estate. This means that, for example, gaining an Estate doesn't activate any on-gain effects of the Action card you've Inherited; Inheriting a {{card|Crown}} or {{card|Werewolf}} does not allow you to play Estates in the Buy or Night phases; Inheriting a [[Reaction]] card does not allow you to react with Estates the way you would react with the Reaction card; etc.
* Under rare circumstances (involving a combination of certain Reaction cards, {{way|Way of the Mouse}}, and {{card|Vassal}}) it can be possible to play an Estate (if it's an Action card) on ''another'' player's turn. Whether or not an Estate is an Action card on another player's turn depends on whether ''they'' have bought Inheritance, not whether you have. If you do play an Estate on another player's turn, it plays the card with your Estate token on it as usual, not the card with their Estate token.
* If your opponent has bought Inheritance but ''you'' haven't, your Estates still count as Actions on their turns, but if you somehow manage to play one it doesn't do anything.
* While the Estates become Action cards, the Estate pile is not considered an Action pile, so you are unable to add the other [[Adventures tokens]] to the Estate pile except via {{Event|Seaway}}.


=== Official FAQ for Prior Version ===
{| class="wikitable mw-collapsible mw-collapsed"
| <h3> Deprecated official FAQ (2015) </h3>
|-
|<ul>
<li> You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to {{Cost|4}}, and put your [[Adventures_tokens#Estate_token|Estate token]] on it (the one depicting a house).
<li> This is not gaining a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card in your deck when scoring.
<li> For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a {{Card|Port}}, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions.
<li> This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port.
<li> This only affects your own Estates, not Estates of other players.
<li> An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with {{Card|Masquerade}} (from [[Intrigue]]).
<li> An Estate stops being yours if you trash it, return it to the Supply, pass it with {{Card|Masquerade}}, or are stopped from gaining it due to {{Card|Possession}} (from [[Alchemy]]) or {{Card|Trader|oi=2}} (from [[Hinterlands]]).
<li> There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to {{Cost|4}}; it may be a [[Duration]] card, a [[Reaction]] card, and so on.
<li> It does not have to continue costing up to {{Cost|4}}, it only has to cost up to {{Cost|4}} when set aside.
<li> Your Estates are still worth {{VP|1}} when scoring at the end of the game.
<li> Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for {{Card|Young Witch}} from [[Cornucopia]] even if the copied pile is the Bane).
<li> Starting Estates come from the Estates pile.
</ul>
|}


* You can only buy this once per game.
{| class="wikitable mw-collapsible mw-collapsed"
* When you do, set aside a non-Victory Action card from the Supply that costs up to {{Cost|4}}, and put your [[Adventures_tokens#Estate_token|Estate token]] on it (the one depicting a house).
| <h5> Deprecated rules clarifications (2015 2016 2019) </h5>
* This is not gaining a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card in your deck when scoring.
|-
* For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a {{Card|Port}}, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions.
|Most Inheritance confusions are an issue of ''timing'' or ''ownership''.<ul>
* This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port.
<li> After you buy an {{Card|Estate}}, it becomes yours, and "when you buy this" abilities happen, then "when you gain this" abilities. After you gain an Estate without buying it, it becomes yours, and "when you gain this" abilities happen.
* This only affects your own Estates, not Estates of other players.
:<li> If you Inherit a {{Card|Grand Market}}, you can buy an Estate with Copper in play, because Estate does not have the abilities of Grand Market until after you already bought it.
* An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with {{Card|Masquerade}} (from Intrigue).
:<li> If you Inherit a {{Card|Nomad Camp}} and buy an Estate, it is gained onto your deck; if you gain an Estate without buying it, it is gained to your discard pile, because Estate does not have the abilities of Nomad Camp until after you already gained it to your discard pile.
* An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to {{Card|Possession}} (from [[Alchemy]]) or {{Card|Trader}} (from [[Hinterlands]]).
<li> If you Inherit a {{Card|Fortress}} and trash one of your Estates, you put it into your hand and the Estate is still yours; if you trash an Estate that was not yours, such as trashing and Estate form the [[Supply]] with {{Event|Salt the Earth}}, you do not put it into your hand and it is not yours.
* There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to {{Cost|4}}; it may be a [[Duration]] card, a [[Reaction]] card, and so on.
<li> Some cards [[gain]] a card, and then care what [[type]]s the gained card has. They check what types the card has after it is gained, when it it yours; for example if you Inherit a {{Card|Village}} and {{Card|Ironworks}} an Estate, you get +1 Card and +1 Action.
* It does not have to continue costing up to {{Cost|4}}, it only has to cost up to {{Cost|4}} when set aside.
<li> Some cards [[trash]] a card, and then care what types the trashed card has. They check what types the card has after it is trashed, when it is not yours; for example if you Inherit a Village and {{Card|Sacrifice}} an Estate, you get +{{VP|2}} only (and not +2 Actions).
* Your Estates are still worth 1 {{VP}} when scoring at the end of the game.
:<li> Fortress does not end up in the trash pile when trashed, and so it is still yours; for example if you Inherit a Fortress and Sacrifice an Estate, you get +2 Actions and +{{VP|2}}.
* Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for {{Card|Young Witch}} from [[Cornucopia]] even if the copied pile is the Bane).
<li> Your Estates '''do not''' have the abilities and types of the set aside card when scoring. This is a change from the original rules.
* Starting Estates come from the Estates pile.
<li> Your Estates do not have the name or cost of the set aside card. For example:
 
:<li> If you Inherit a card and play {{Card|Baron}}, you can still discard an Estate.
==== Other rules clarifications ====
:<li> If you Inherit a {{Card|Treasure Map}} and play an Estate, you trash the Estate and a Treasure Map from your hand - you cannot trash an Estate from your hand - but did not trash 2 cards named Treasure Map, and so do not gain any {{Card|Gold|Golds}}.
Most Inheritance confusions are an issue of ''timing'' or ''ownership''.
:<li> If you Inherit a {{Card|Border Village}} and gain an Estate, you gain a card that is cheaper than Estate.
* After you buy an {{Card|Estate}}, it becomes yours, and "when you buy this" abilities happen, then "when you gain this" abilities. After you gain an Estate without buying it, it becomes yours, and "when you gain this" abilities happen.
:<li> If you Inherit a {{Card|Crossroads}} and play an Estate, you can never get +3 Actions because it is not the first time you played a card named Crossroads that turn; you do get +3 Actions the first time you play a Crossroads each turn, even if you played an Estate earlier that turn.
** If you Inherit a {{Card|Grand Market}}, you can buy an Estate with Copper in play, because Estate does not have the abilities of Grand Market until after you already bought it.
:<li> If you Inherit a {{Card|Rats}} and play an Estate, you gain a Rats - you cannot gain an Estate - and then trash a card from your hand that is not a Rats, but can be an Estate.
** If you Inherit a {{Card|Nomad Camp}} and buy an Estate, it is gained onto your deck; if you gain an Estate without buying it, it is gained to your discard pile, because Estate does not have the abilities of Nomad Camp until after you already gained it to your discard pile.
<li> Estates in the Supply are not yours; they are normal Estates. The Estate Supply pile is not an Action pile. For example:
* If you Inherit a {{Card|Fortress}} and trash one of your Estates, you put it into your hand and the Estate is still yours; if you trash an Estate that was not yours, such as trashing and Estate form the [[Supply]] with {{Event|Salt the Earth}}, you do not put it into your hand and it is not yours.
:<li> {{Card|University}} cannot gain Estates.
* Some cards [[gain]] a card, and then care what [[type]]s the gained card has. They check what types the card has after it is gained, when it it yours; for example if you Inherit a {{Card|Village}} and {{Card|Ironworks}} an Estate, you get +1 Card and +1 Action.
:<li> You cannot move [[Adventures tokens]] to the Estate Supply pile.
* Some cards [[trash]] a card, and then care what types the trashed card has. They check what types the card has after it is trashed, when it is not yours; for example if you Inherit a Village and {{Card|Sacrifice}} an Estate, you get +{{VP|2}} only (and not +2 Actions).
:<li> You cannot play {{Card|Band of Misfits}} as an Estate in the Supply.
** Fortress does not end up in the trash pile when trashed, and so it is still yours; for example if you Inherit a Fortress and Sacrifice an Estate, you get +2 Actions and +{{VP|2}}.
<li> Under extremely rare circumstances it is possible to play an Estate as a card an opponent Inherited; see [http://forum.dominionstrategy.com/index.php?topic=18598.msg756482#msg756482 this post] for details. This issue was solved with the current revised version of Inheritance.
* Your Estates have the abilities and types of the set aside card when scoring.
</ul>
* Your Estates do not have the name or cost of the set aside card. For example:
|}
** If you Inherit a card and play {{Card|Baron}}, you can still discard an Estate.
** If you Inherit a {{Card|Treasure Map}} and play an Estate, you trash the Estate and a Treasure Map from your hand - you cannot trash an Estate from your hand - but did not trash 2 cards named Treasure Map, and so do not gain any {{Card|Gold|Golds}}.
** If you Inherit a {{Card|Border Village}} and gain an Estate, you gain a card that is cheaper than Estate.
** If you Inherit a {{Card|Crossroads}} and play an Estate, you can never get +3 Actions because it is not the first time you played a card named Crossroads that turn; you do get +3 Actions the first time you play a Crossroads each turn, even if you played an Estate earlier that turn.
** If you Inherit a {{Card|Rats}} and play an Estate, you gain a Rats - you cannot gain an Estate - and then trash a card from your hand that is not a Rats, but can be an Estate.
* Estates in the Supply are not yours; they are normal Estates. The Estate Supply pile is not an Action pile. For example:
** {{Card|University}} cannot gain Estates.
** You cannot move [[Adventures tokens]] to the Estate Supply pile.
** You cannot play {{Card|Band of Misfits}} as an Estate in the Supply.
* Under extremely rare circumstances is it possible to play an Estate as a card an opponent Inherited; see [http://forum.dominionstrategy.com/index.php?topic=18598.msg756482#msg756482 this post] for details.


== Strategy ==
== Strategy ==
''[http://forum.dominionstrategy.com/index.php?topic=16029.0 Original article] by faust''
Inheritance is an often-centralizing [[Event]] that is typically worth planning around in the early game. There are two reasons for this:
 
# It converts {{Card|Estate|Estates}}, the worst of your starting cards, into something useful, massively improving the quality of your early game deck.
It is the craziest Event in Dominion so far (Sorry, {{Event|Donate}}). It impacts the game like few other card-shaped things do, sometimes completely warping the way you approach building your deck. And, I think, it is still heavily underrated by a large part of the player base.
# It makes future “copies” of the Inherited card cheap at {{Cost|2}}, and worth {{VP|1}}.
 
These two effects combine to make early Inheritances very strong.  
In this article, I try to highlight two different ways to incorporate Inheritance into your strategy, and also offer some thoughts on when going for Inheritance is the wrong move. This we will start with, because it is the easiest part.
 
===When to not go for Inheritance===
If you see Inheritance in a [[kingdom]], your first impulse should always be to ask yourself "Can I make Inheritance work here?" In most cases, you will want to use Inheritance, but there are boards on which you don't. Aside from obvious cases like, there is no possible Inheritance target, you should look for these conditions:
 
* Do you start with Estates?
* Is there a [[non-terminal]] action costing {{Cost|4}} or less?
* Is there an easy way to buy/gain multiple Estates in a single turn?
 
If you answered at least two of these questions with "no", then you can probably ignore Inheritance. On the other hand, if you answered at least two of these with "yes", chances are you want to go for Inheritance in some way.
 
This evaluation is the easy part. But how to incorporate Inheritance into your strategy? There are two different strategy archetypes for this. I will outline them first and then talk a bit about when to go for which.
 
===The Inheritance Rush===
In an Inheritance Rush, you first and most important goal is to buy Inheritance as soon as possible. After that, if your opponent also goes for Inheritance, your next move is usually to try and win the Estate split.
 
To reach your first goal, you must throw some of your Dominion wisdom out of the window: [[trasher|Trashing]] is not a priority. Instead, you should focus on getting {{Cost|7}}. {{Card|Copper}}-trashing can still be worth it if it also provides economy (like {{Card|Moneylender}}/{{Card|Counterfeit}}) or cycling (like {{Card|Spice Merchant}}). But you want to hold on to your starting Estates, if you have those. This strategy wants to open with cards that can spike high price points ({{Card|Baron}} excels at this; but even {{Card|Coppersmith}} or {{Card|Death Cart}} can be worth it). Events such as {{Event|Save}} or {{Event|Expedition}} are a big help too.
 
Also, remember that you will soon get three copies of some card at once; you may want to delay buying those. If your plan is to inherit {{Card|Village|Villages}}, don't buy one when you have only 2-3 [[terminal]]s in your deck.
 
Once you managed to murder your parents and snatch the Inheritance, often you will want to get as many Estates as possible. They're good for your deck, and winning the split provides a comfortable {{VP}} lead over your opponent without slowing you down. At this point, you will need to add +buy and gainers to your deck, which you probably didn't want earlier since they don't help you reaching {{Cost|7}}.
 
After the Estates have drained, you should have put together a decent deck. From then on it's just usual Dominion play until the end.
 
Example games:
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160509/log.0.1462806702701.txt Game 1] - Here I focus on economy early on (opening Moneylender/{{Card|Silver}}) while my opponent chooses a more traditional trashing approach with {{Card|Amulet}}. I never gain more Estates, but choosing the Inheritance Rush is still worth it.
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160616/log.0.1466111883585.txt Game 2] - Here my opponent and I both choose to build similar [[engine]]s, but due to using Inheritance, I get a sizable lead in {{VP}} and villages, prompting my opponent to resign.
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160506/log.0.1462561994539.txt Game 3] - again I forego trashing in favor of more sifting ({{Card|Dungeon}}), and use a spiking card ({{Card|Wine Merchant}}) to get to Inheritance quickly.
 
===Inheritance as support===
Sometimes, the Rush is not the way to go, but Inheritance may still be useful. If Inheritance is only used as support, then you play the game much like a usual game, but at some point - maybe instead of your first {{Card|Province}} - you buy Inheritance. Playing "normally" means you focus more strongly on trashing, maybe even trashing your starting Estates.
 
You will reach {{Cost|7}} much later in such games, and then you have to ask yourself whether Inheriting is still better than greening. Often enough, it will be.
 
There is less to say about this way to play Inheritance, since it is less a strategy on its own and more fitting Inheritance into whatever strategy you were already playing.
 
Example games:
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160514/log.0.1463232064193.txt Game 4] - here, the presence of Sea Hag turns the game into a [[slog]], which means getting to {{Cost|7}} will be hard. You still want to get Inheritance since {{Card|Ironmonger}} is such a juicy target.
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160603/log.0.1464985407273.txt Game 5] - here, lack of amazing targets means that building the engine takes precedence over inheriting, which is why I open {{Card|Loan}}. I still luck into an early {{Cost|7}} thanks to {{Event|Borrow}}.
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160710/log.0.1468131593118.txt Game 6] - my opponent goes for the Rush, while I focus on getting to {{Card|Champion}} first. That turns out to be important, as I can later destroy his deck with inherited {{Card|Page|Pages}} and {{Card|Warrior|Warriors}}.
 
===When to go for which strategy===
Now that we saw both ways to play Inheritance, let's tackle the most important question: When do you want to do which? Obviously, that one is not easy to answer. The main reason not to go for a rush are [[attack]]s. Going for the Rush often means delaying the attack, which is particularly bad with [[junker|junking]]. Also, most attacks will actively prevent the other player from getting to {{Cost|7}} anytime soon.
 
The other thing to consider is: would you normally open with the card you want to inherit? If your inheritance target is best in the earlier game stages, then the Rush is better. If it is more of a mid- to late-game support card, then you can also delay Inheritance.
 
Finally, I would like to address some more specific issues that may come up when playing with Inheritance:
 
'''Selecting the right target'''
 
Usually, the best target for Inheritance on a given board is glaringly obvious, but there are cases when things are not that easy. Usually, some [[cantrip]] is the best option - remember, you will have lots of them in your deck. Select a target that will not only benefit you for the next shuffle, but for the rest of the game. Sometimes, you might not want the cantrip at all if it does too little for your deck.
 
Example games:
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160718/log.0.1468856793750.txt Game 7] - I go for {{Card|Scheme}} while my opponent picks {{Card|Tournament}}. The problem with Tournament is that it's not a true cantrip - if I have a Province in hand and you have a hand of all Tournaments, it's a dud. Tournament just gets too risky in the late game, and my Schemes are just as good at lining up Tournament with Province.
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160612/log.0.1465761135476.txt Game 8] - here, I sheepishly go for {{Card|Wandering Minstrel}} (it's a cantrip after all!) while my opponent chooses {{Card|Envoy}}, and that's just so much better in this Big-Money-like game.


'''[[Cost reduction]]'''
Getting an early Inheritance usually requires intentionally buying components and managing your [[shuffle|shuffles]] to [[Glossary#S|spike]] {{Cost|7}}. This often means increasing the [[draw]] and/or [[money density]] of your early deck, as even a hand of four {{Card|Copper|Coppers}} and one {{Card|Silver}} isn’t enough. [[One-shot]] draw or [[payload]] effects such as {{Card|Experiment}} or {{Card|Stockpile}} can be useful for this. High value [[Treasure]]s such as {{Card|Capital}} can also be helpful. {{Card|Baron}} synergizes particularly well with Inheritance, as it generates a good amount of {{Cost}} and can gain {{Card|Estate|Estates}} later. In some rare circumstances it can be good to [[thinning|thin]] an {{Card|Estate}} early to help you hit {{Cost|7}} (e.g., with {{Card|Goat}}). This is usually only worth doing if the target card for Inheritance is very strong, and there are sources of +Buy or [[gainer]]s to regain the lost {{Card|Estate|Estates}} quickly; if there are not, it can be better to just thin all of your {{Card|Estate|Estates}} and build normally.


This is a tricky one. Cost reduction enables you to Inherit more valuable targets, but it also means that you have to delay your Inheritance more than you'd like. The main problem is that Cost-reducers don't actually help you to buy Inheritance, so you better have some plan to get there. If you do, it can work out beautifully. These games are usually not Rushes, but only use Inheritance as support.
Good targets for Inheritance are typically cards that you would want multiple copies of in your deck. In you Inherit a [[cantrip]] such as {{Card|Merchant}}, your {{Card|Estate|Estates}} are no longer [[stop card]]s, which is tantamount to a thinning effect and thus a powerful one in the early game. Other good targets include [[village (card category)|villages]] such as {{Card|Worker's Village}} or [[non-terminal]] [[payload]] cards such as {{Card|Patron}}. [[Terminal]]s such as {{Card|Smithy}} can also be useful, but be aware of your [[terminal space]] after effectively adding three terminals simultaneously. {{Card|Experiment}} and {{Card|Encampment}} are exceptionally strong targets, as Inherited {{Card|Estate|Estates}} do not inherit the drawbacks of those cards. {{Card|Groom}} and {{Card|Ironmonger}} are also good targets, as both benefit from the fact that Inherited {{Card|Estate|Estates}} are both [[Victory]] and [[Action]] cards. {{Card|Conspirator}} can be a good target with a little support, as playing an {{Card|Estate}} with this card Inherited counts as two Action card plays, so if you play a single non-terminal Action beforehand, all of your {{Card|Estate|Estates}} become activated {{Card|Conspirator|Conspirators}}.


Example games:
Inheritance may be skippable if there are no good targets, if a useful {{Card|Estate}} thinner (such as {{Card|Recruiter}}) is more easily accessible or useful, or if reaching {{Cost|7}} is impractical (e.g., with {{Card|Catapult}} present).
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160622/log.0.1466604993282.txt Game 9] - I use {{Card|Highway}} to inherit more Highways and my deck just explodes from there.


'''Cost, type, triggers, tokens'''
Rarely, it may be possible to Inherit a higher cost card with [[cost reduction]]. For example, {{Card|Grand Market}} can be Inherited with a {{Card|Quarry}} in play. Oftentimes this is slow or difficult to set up, and you will miss out on the benefits of an earlier Inheritance on a lesser card.


It's important to remember where your inherited Estates are like the original cards - and where they differ.
===External strategy articles===
*[[Cost]]: The Estates still cost only {{Cost|2}}. Remember this when planning to inherit {{Card|Band of Misfits}} or {{Card|Border Village}}.
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''
*[[Type]]: You will have lots of Action-Victory hybrids in your deck. This is great for cards that care about that stuff ({{Card|Crossroads}}, the Iron family, even {{Card|Scout}}) and changes the interaction with some attacks ({{Card|Rabble}} gets hard-countered while {{Card|Bureaucrat}} gets stronger).
* [http://forum.dominionstrategy.com/index.php?topic=16029.0 faust's 2016 article]
*[[Triggered effects|Triggers]]: The Estates become yours as soon a you buy them, and stay your until they are trashed. That means you can make use of any on-buy, on-gain of on-trash triggers. Ever wanted to trash a {{Card|Hunting Grounds}}, gaining 3 more Hunting Grounds?
*[[Adventures tokens|Tokens]]: Tokens placed on the pile you inherited from are sadly not copied, and you cannot place tokens on the Estate pile.


== Versions ==
== Versions ==
Line 152: Line 99:
! Print !! Digital !! Text !! Release !! Date  
! Print !! Digital !! Text !! Release !! Date  
|-
|-
| {{LandscapeVersionImage|InheritanceOld|Inheritance}} || {{LandscapeVersionImage|InheritanceDigitalOld|Inheritance from Goko/Making Fun}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it (your Estates gain the abilities and types of that card). || Adventures 1st Edition || April 2015
| {{LandscapeLangVersionImage|o=1}} || {{LandscapeLangVersionImage|o=1|d=g}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it (your Estates gain the abilities and types of that card). || Adventures || April 2015
|-
|-
| {{LandscapeVersionImage|Inheritance|Inheritance}} || {{LandscapeVersionImage|InheritanceDigital|Inheritance from Shuffle iT}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (Your Estates gain the abilities and types of that card.) || Adventures [[Second Edition|2nd Edition]] || August 2017
| {{LandscapeLangVersionImage|o=2}} || {{LandscapeLangVersionImage|d=1|o=2}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it.<br>(Your Estates gain the abilities and types of that card.) || Adventures [[2016 Errata#Formatting_changes|(2017 printing)]] || August 2017
|-
|-
|  ||  || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || rowspan=2 | [[Dominion 2019 Errata and Rules Tweaks]] || September 24, 2019
|  ||  || style="padding:8px 0px;"| Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it.<br>(During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || [[2019 Errata#Fixed_the_behaviour_of_shapeshifting_cards|Dominion 2019 Errata and Rules Tweaks]] || [http://forum.dominionstrategy.com/index.php?topic=19892.0 September&nbsp;24&#44;&nbsp;2019]
|-
|-
| || {{LandscapeVersionImage|InheritanceDigital2|Inheritance 2019 Version from Shuffle iT}} || Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || October 10, 2019
| {{LandscapeLangVersionImage|o=4}} || {{LandscapeLangVersionImage|d=1|o=4}} || Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it.<br>(During your turns, Estates are also Actions with &ldquo;Play the card with your Estate token, leaving it there.&rdquo;) || Adventures [[2019 Errata#Errata_to_the_errata|(2021 printing)]] || [https://forum.shuffleit.nl/index.php?topic=604.msg16397#msg16397 October&nbsp;15&#44;&nbsp;2019]
|-
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1|}} || Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it.<br>(During your turns, Estates are also Command Actions with &ldquo;Play the card with your Estate token, leaving it there.&rdquo;) || Adventures [[2022 Errata#anchor_Command|(2022 printing)]] || [http://forum.dominionstrategy.com/index.php?topic=21326.0 June&nbsp;29&#44;&nbsp;2022]
|}
|}


===Other language versions===
===Other language versions===
{| class="wikitable" style="text-align:center;"
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! Notes
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
|-
!Dutch
!Dutch
| Erfenis || || || ||
| Erfenis || {{LandscapeLangVersionImage|Dutch}} || {{LandscapeLangVersionImage|Dutch|d=s}} || Eenmaal per spel: leg een actiekaart die geen bevelkaart is en ten hoogste {{Coin|4}} kost uit de voorraad opzij. Leg je erfgoedfische erop (Jouw landgoederen worden nu ook actiekaarten met "Speel de kaart met het erfgoedfische, maar laat hem daar liggen".) || (2015)
|-
|-
!Finnish
!Finnish
Line 174: Line 123:
| Héritage || || || ||
| Héritage || || || ||
|-
|-
!German
!rowspan=3|German
| Erbschaft ||{{LandscapeLangVersionImage|German}}|| || Einmal pro Spiel: Lege eine beliebige Aktionskarte vom Vorrat, die keine Punktekarte ist und bis zu {{Cost|4}} kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Deine Anwesen übernehmen ab sofort Anweisungen und Typ dieser Karte.) ||
| Erbschaft || [[File:InheritanceGerman.jpg|100px|German language Inheritance 2015 by ASS]] || || Einmal pro Spiel: Lege eine beliebige Aktionskarte vom Vorrat, die keine Punktekarte ist und bis zu {{Cost|4}} kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Deine Anwesen übernehmen ab sofort Anweisungen und Typ dieser Karte.) || (2015)
|-
| Erbschaft || || [[File:InheritanceGerman2021Digital.jpg|100px|German language Inheritance 2021 from Shuffle iT]] || Einmal pro Spiel: Lege eine Aktionskarte aus dem Vorrat, die nicht den Typ Befehl beinhaltet und bis zu {{Cost|4}} kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Während deiner Züge sind Anwesen auch Aktionskarten mit der Anweisung &bdquo;Spiele die Karte mit deinem Anwesen-Marker, lasse sie dort liegen.&ldquo;) || (Nachdruck 2021)
|-
| Erbschaft || || {{CardLangVersionImage|German|d=1}} || Einmal pro Spiel: Lege eine Aktionskarte aus dem Vorrat, die bis zu {{Cost|4}} kostet und keine Befehls&shy;karte ist, zur Seite. Lege deinen Anwesen-Marker darauf. (Während deiner Züge sind Anwesen auch Aktions-Befehlskarten mit der Anweisung &bdquo;Spiele die Karte mit deinem Anwesen-Marker, lass sie dort liegen.&ldquo;) || (Nachdruck 2022)
|-
|-
!Japanese
!Japanese
| 相続 (pron. ''sōzoku'') || || || ゲーム中に1度のみ:勝利点カード以外の、 コスト{{Cost|4}}以下のアクションカード1枚を脇に置き、その上にあなたの屋敷トークンを移動する(あなたの屋敷は脇に置いたカードの能力と種類名を得る)。 ||
| 相続 (pron. ''sōzoku'') || || || style="padding:15px 0px;"| ゲーム中に1度のみ:勝利点カード以外の、 コスト{{Cost|4}}以下のアクションカード1枚を脇に置き、その上にあなたの屋敷トークンを移動する(あなたの屋敷は脇に置いたカードの能力と種類名を得る)。 ||
|-
|-
!Russian
!Russian
Line 185: Line 138:


== Trivia ==
== Trivia ==
Inheritance (after the [[Dominion 2019 Errata and Rules Tweaks]]) and {{Card|Patron}} are the only card-shaped things to use quotation marks in their English text
 
Inheritance is one of the available backgrounds in [[Dominion Online]].
[[Image:InheritanceArt.jpg|thumb|right|500px|Official card art.]]
[[Image:InheritanceArt.jpg|thumb|right|500px|Official card art.]]
=== Preview ===
=== Preview ===
{{Quote
{{Quote
|Text=Inheritance is maybe the strangest thing in Adventures. Your Estates turn into another card. Again that's Estates you already have, and any new ones you buy. You put the token on say a {{Card|Village}}; now your Estates are cards that cost {{Cost|2}} and are worth 1 {{VP}} and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these Estates are Villages, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the Knights from Dark Ages. Lost Arts can give all of the Knights +1 Action for you, but when your Inheritance is Sir Martins, your Estates are all Sir Martin, they aren't any other Knights. And if that's not clear, there's a lengthy FAQ.
|Text=Inheritance is maybe the strangest thing in Adventures. Your {{Card|Estate|Estates}} turn into another card. Again that's {{Card|Estate|Estates}} you already have, and any new ones you buy. You put the token on say a {{Card|Village}}; now your {{Card|Estate|Estates}} are cards that cost {{Cost|2}} and are worth {{VP|1}} and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these {{Card|Estate|Estates}} are {{Card|Village|Villages}}, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the {{Card|Knights}} from Dark Ages. {{Event|Lost Arts}} can give all of the {{Card|Knights}} +1 Action for you, but when your Inheritance is {{Card|Sir Martin|Sir Martins}}, your {{Card|Estate|Estates}} are all {{Card|Sir Martin}}, they aren't any other {{Card|Knights}}. And if that's not clear, there's a lengthy FAQ.
|Name=[[Donald X. Vaccarino]]  
|Name=[[Donald X. Vaccarino]]  
|Source=[http://forum.dominionstrategy.com/index.php?topic=12906.0 Adventures Previews #5 - Lost Arts, Borrow, Inheritance]}}
|Source=[http://forum.dominionstrategy.com/index.php?topic=12906.0 Adventures Previews #5 - Lost Arts, Borrow, Inheritance, 2015]
}}
=== Secret History ===
=== Secret History ===
{{Quote|Text=Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point [[Treasure|Treasures]] worked; I tried letting it go on [[Victory]] cards. {{VP}} cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the Estates were yours; some versions didn't work for when-buy abilities.
{{Quote|Text=Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point [[Treasure|Treasures]] worked; I tried letting it go on [[Victory]] cards. {{VP}} cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the {{Card|Estate|Estates}} were yours; some versions didn't work for when-buy abilities.
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures, 2015]
}}
=== Why once per game? ===
{{Quote
|Text=
When I first printed out Inheritance, it did not say once-per-game. After some games with it, LastFootnote pointed out that you could e.g. Inherit {{Card|Dungeon}}, play an {{Card|Estate}}, then that turn buy Inheritance again and Inherit a non-Duration card. What happens to the {{Card|Estate}}? There were a few weird situations like that, and once-per-game got rid of them.
 
With the new wording, once-per-game protects us from you Inheriting something, then Inheriting {{Card|Estate}}.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=19892.msg812779#msg812779 Dominion 2019 Errata and Rules Tweaks, 2019]
}}
=== Donald X.'s opinion ===
{{Quote
|Text=
Normally strong trashers mean you trash your {{Card|Estate|Estates}} and stop considering Inheritance. Not always though. I have gone for Inheritance over opening with {{Card|Chapel}} and won.
 
People especially like to Inherit cantrips, and more especially villages. You can do well inheriting other good cheap cards though. It's exciting to lower costs and Inherit a {{Cost|5}}, but as usual Events don't get cheaper so it's tricky to do that and get to {{Cost|7}}. The recommended sets set up {{Card|Monument}} in one and {{Card|Bridge Troll}} in another.
 
It was so sweet when we were first playtesting it - getting lots of {{Card|Estate|Estates}} into play, so bizarre. Drawing bad hands, no wait, these {{Card|Estate|Estates}} all do things. Buying up {{Card|Estate|Estates}}.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=14856.msg572229#msg572229 Let's Discuss Adventures Events: Inheritance, 2016]
}}
=== Errata possibilities ===
{{Quote
|Text=A big thing about Inheriting Durations was that [[Adventures]] itself has so many {{Card|Reserve|file=Reserves}} cards and [[Duration]]s in the "up to $4" range. IRL sometimes someone doesn't have very many expansions; sometimes they buy a set and play with just that set for a bit. Inheritance was going to be really sad in those contexts, if it didn't work with [[Duration]]s.
 
A lot of discussion went into the errata for Inheritance, and I printed and tested multiple versions. I put in the hours, now I am resting. It's work just looking through the archives at every suggestion and wording. I don't think we tried "discard an {{Card|Estate}}"; we did try stuff that didn't make {{Card|Estate|Estates}} into Actions.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg828675#msg828675 Interview with Donald X., 2020]
}}
}}
{{Navbox Adventures}}
{{Navbox Adventures}}
{{Navbox Cards}}
{{Navbox Cards}}

Latest revision as of 18:11, 17 September 2024

Inheritance
Info
Cost $7
Type Event
Set Adventures
Illustrator(s) Mark Poole
Event text
Once per game: Set aside a non-Command Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Command Actions with "Play the card with your Estate token, leaving it there.")
This article is about the Event. For the Trait with a similar name, see Inherited.

Inheritance is an Event from Adventures. It sets aside an Action card from the Supply and turns your Estates into Action cards that can play the set-aside card for the rest of the game.

FAQ

Official FAQ (2022)

  • You can only buy this once per game. When you do, set aside a non-Command Action card from the Supply that costs up to $4, and put your Estate token on it.
  • This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring.
  • For the rest of the game, on your turns, Estates are also Command Action cards (in addition to still being Victory cards), and when you play one, it plays the card you set aside, leaving it set aside. If that effect tries to move the set aside card, it fails. If the set aside card has a "while this is in play" or "when discarded from play" effect, that will not do anything; the card is never in play.
  • Leave the Estate in play until the Clean-up of the turn the card it played would have left play. Normally that means you will discard it that turn, but if the card is a Duration card, it will stay out like the Duration card would have, and if the card is something like Throne Room and used to play a Duration card, it will stay out the same way Throne Room itself would have.
  • If the set aside card is from a pile you have a +1 Action or similar token on, you will get that effect when playing it.
  • All Estates are affected, including ones in the Supply and ones other players have; for example this means you could gain one with Seaway.
  • The set aside card does not need to continue costing $4 or less; it only has to when Inheritance is bought.
  • The card cannot be a Command card; Command cards are certain cards that can play other cards without moving them, including Band of Misfits, Overlord, and Captain.

Other rules clarifications

  • Inheritance affects Estates in the trash and in other players' decks and hands. This means that they can be gained with Lurker, discarded by Rabble, and so on.
  • Since it is no one's turn when scoring, this means that Estates will not count for Landmarks/Victory cards that care about Actions (like Orchard or Vineyard).
  • Estates do not acquire the abilities of the card with your Estate token on it; they just cause it to be played when you play the Estate. This means that, for example, gaining an Estate doesn't activate any on-gain effects of the Action card you've Inherited; Inheriting a Crown or Werewolf does not allow you to play Estates in the Buy or Night phases; Inheriting a Reaction card does not allow you to react with Estates the way you would react with the Reaction card; etc.
  • Under rare circumstances (involving a combination of certain Reaction cards, Way of the Mouse, and Vassal) it can be possible to play an Estate (if it's an Action card) on another player's turn. Whether or not an Estate is an Action card on another player's turn depends on whether they have bought Inheritance, not whether you have. If you do play an Estate on another player's turn, it plays the card with your Estate token on it as usual, not the card with their Estate token.
  • If your opponent has bought Inheritance but you haven't, your Estates still count as Actions on their turns, but if you somehow manage to play one it doesn't do anything.
  • While the Estates become Action cards, the Estate pile is not considered an Action pile, so you are unable to add the other Adventures tokens to the Estate pile except via Seaway.

Deprecated official FAQ (2015)

  • You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to $4, and put your Estate token on it (the one depicting a house).
  • This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring.
  • For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions.
  • This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port.
  • This only affects your own Estates, not Estates of other players.
  • An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue).
  • An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands).
  • There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to $4; it may be a Duration card, a Reaction card, and so on.
  • It does not have to continue costing up to $4, it only has to cost up to $4 when set aside.
  • Your Estates are still worth 1 VP when scoring at the end of the game.
  • Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane).
  • Starting Estates come from the Estates pile.
Deprecated rules clarifications (2015 2016 2019)
Most Inheritance confusions are an issue of timing or ownership.
  • After you buy an Estate, it becomes yours, and "when you buy this" abilities happen, then "when you gain this" abilities. After you gain an Estate without buying it, it becomes yours, and "when you gain this" abilities happen.
  • If you Inherit a Grand Market, you can buy an Estate with Copper in play, because Estate does not have the abilities of Grand Market until after you already bought it.
  • If you Inherit a Nomad Camp and buy an Estate, it is gained onto your deck; if you gain an Estate without buying it, it is gained to your discard pile, because Estate does not have the abilities of Nomad Camp until after you already gained it to your discard pile.
  • If you Inherit a Fortress and trash one of your Estates, you put it into your hand and the Estate is still yours; if you trash an Estate that was not yours, such as trashing and Estate form the Supply with Salt the Earth, you do not put it into your hand and it is not yours.
  • Some cards gain a card, and then care what types the gained card has. They check what types the card has after it is gained, when it it yours; for example if you Inherit a Village and Ironworks an Estate, you get +1 Card and +1 Action.
  • Some cards trash a card, and then care what types the trashed card has. They check what types the card has after it is trashed, when it is not yours; for example if you Inherit a Village and Sacrifice an Estate, you get +2 VP only (and not +2 Actions).
  • Fortress does not end up in the trash pile when trashed, and so it is still yours; for example if you Inherit a Fortress and Sacrifice an Estate, you get +2 Actions and +2 VP.
  • Your Estates do not have the abilities and types of the set aside card when scoring. This is a change from the original rules.
  • Your Estates do not have the name or cost of the set aside card. For example:
  • If you Inherit a card and play Baron, you can still discard an Estate.
  • If you Inherit a Treasure Map and play an Estate, you trash the Estate and a Treasure Map from your hand - you cannot trash an Estate from your hand - but did not trash 2 cards named Treasure Map, and so do not gain any Golds.
  • If you Inherit a Border Village and gain an Estate, you gain a card that is cheaper than Estate.
  • If you Inherit a Crossroads and play an Estate, you can never get +3 Actions because it is not the first time you played a card named Crossroads that turn; you do get +3 Actions the first time you play a Crossroads each turn, even if you played an Estate earlier that turn.
  • If you Inherit a Rats and play an Estate, you gain a Rats - you cannot gain an Estate - and then trash a card from your hand that is not a Rats, but can be an Estate.
  • Estates in the Supply are not yours; they are normal Estates. The Estate Supply pile is not an Action pile. For example:
  • University cannot gain Estates.
  • You cannot move Adventures tokens to the Estate Supply pile.
  • You cannot play Band of Misfits as an Estate in the Supply.
  • Under extremely rare circumstances it is possible to play an Estate as a card an opponent Inherited; see this post for details. This issue was solved with the current revised version of Inheritance.

Strategy

Inheritance is an often-centralizing Event that is typically worth planning around in the early game. There are two reasons for this:

  1. It converts Estates, the worst of your starting cards, into something useful, massively improving the quality of your early game deck.
  2. It makes future “copies” of the Inherited card cheap at $2, and worth 1 VP.

These two effects combine to make early Inheritances very strong.

Getting an early Inheritance usually requires intentionally buying components and managing your shuffles to spike $7. This often means increasing the draw and/or money density of your early deck, as even a hand of four Coppers and one Silver isn’t enough. One-shot draw or payload effects such as Experiment or Stockpile can be useful for this. High value Treasures such as Capital can also be helpful. Baron synergizes particularly well with Inheritance, as it generates a good amount of $ and can gain Estates later. In some rare circumstances it can be good to thin an Estate early to help you hit $7 (e.g., with Goat). This is usually only worth doing if the target card for Inheritance is very strong, and there are sources of +Buy or gainers to regain the lost Estates quickly; if there are not, it can be better to just thin all of your Estates and build normally.

Good targets for Inheritance are typically cards that you would want multiple copies of in your deck. In you Inherit a cantrip such as Merchant, your Estates are no longer stop cards, which is tantamount to a thinning effect and thus a powerful one in the early game. Other good targets include villages such as Worker's Village or non-terminal payload cards such as Patron. Terminals such as Smithy can also be useful, but be aware of your terminal space after effectively adding three terminals simultaneously. Experiment and Encampment are exceptionally strong targets, as Inherited Estates do not inherit the drawbacks of those cards. Groom and Ironmonger are also good targets, as both benefit from the fact that Inherited Estates are both Victory and Action cards. Conspirator can be a good target with a little support, as playing an Estate with this card Inherited counts as two Action card plays, so if you play a single non-terminal Action beforehand, all of your Estates become activated Conspirators.

Inheritance may be skippable if there are no good targets, if a useful Estate thinner (such as Recruiter) is more easily accessible or useful, or if reaching $7 is impractical (e.g., with Catapult present).

Rarely, it may be possible to Inherit a higher cost card with cost reduction. For example, Grand Market can be Inherited with a Quarry in play. Oftentimes this is slow or difficult to set up, and you will miss out on the benefits of an earlier Inheritance on a lesser card.

External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.

Versions

English versions

Print Digital Text Release Date
Inheritance Inheritance from Goko/Making Fun Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it (your Estates gain the abilities and types of that card). Adventures April 2015
Inheritance Inheritance from Shuffle iT Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it.
(Your Estates gain the abilities and types of that card.)
Adventures (2017 printing) August 2017
Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it.
(During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")
Dominion 2019 Errata and Rules Tweaks September 24, 2019
Inheritance Inheritance from Shuffle iT Once per game: Set aside a non-Command Action card from the Supply costing up to $4. Move your Estate token to it.
(During your turns, Estates are also Actions with “Play the card with your Estate token, leaving it there.”)
Adventures (2021 printing) October 15, 2019
Inheritance Inheritance from Shuffle iT Once per game: Set aside a non-Command Action card from the Supply costing up to $4. Move your Estate token to it.
(During your turns, Estates are also Command Actions with “Play the card with your Estate token, leaving it there.”)
Adventures (2022 printing) June 29, 2022

Other language versions

Language Name Print Digital Text Notes
Dutch Erfenis Eenmaal per spel: leg een actiekaart die geen bevelkaart is en ten hoogste $4 kost uit de voorraad opzij. Leg je erfgoedfische erop (Jouw landgoederen worden nu ook actiekaarten met "Speel de kaart met het erfgoedfische, maar laat hem daar liggen".) (2015)
Finnish Perintö
French Héritage
German Erbschaft German language Inheritance 2015 by ASS Einmal pro Spiel: Lege eine beliebige Aktionskarte vom Vorrat, die keine Punktekarte ist und bis zu $4 kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Deine Anwesen übernehmen ab sofort Anweisungen und Typ dieser Karte.) (2015)
Erbschaft German language Inheritance 2021 from Shuffle iT Einmal pro Spiel: Lege eine Aktionskarte aus dem Vorrat, die nicht den Typ Befehl beinhaltet und bis zu $4 kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Während deiner Züge sind Anwesen auch Aktionskarten mit der Anweisung „Spiele die Karte mit deinem Anwesen-Marker, lasse sie dort liegen.“) (Nachdruck 2021)
Erbschaft German language Inheritance from Shuffle iT Einmal pro Spiel: Lege eine Aktionskarte aus dem Vorrat, die bis zu $4 kostet und keine Befehls­karte ist, zur Seite. Lege deinen Anwesen-Marker darauf. (Während deiner Züge sind Anwesen auch Aktions-Befehlskarten mit der Anweisung „Spiele die Karte mit deinem Anwesen-Marker, lass sie dort liegen.“) (Nachdruck 2022)
Japanese 相続 (pron. sōzoku) ゲーム中に1度のみ:勝利点カード以外の、 コスト$4以下のアクションカード1枚を脇に置き、その上にあなたの屋敷トークンを移動する(あなたの屋敷は脇に置いたカードの能力と種類名を得る)。
Russian Наследство (pron. naslyedstvo)

Trivia

Inheritance is one of the available backgrounds in Dominion Online.

Official card art.

Preview

Inheritance is maybe the strangest thing in Adventures. Your Estates turn into another card. Again that's Estates you already have, and any new ones you buy. You put the token on say a Village; now your Estates are cards that cost $2 and are worth 1 VP and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these Estates are Villages, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the Knights from Dark Ages. Lost Arts can give all of the Knights +1 Action for you, but when your Inheritance is Sir Martins, your Estates are all Sir Martin, they aren't any other Knights. And if that's not clear, there's a lengthy FAQ.

Secret History

Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point Treasures worked; I tried letting it go on Victory cards. VP cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the Estates were yours; some versions didn't work for when-buy abilities.

Why once per game?

When I first printed out Inheritance, it did not say once-per-game. After some games with it, LastFootnote pointed out that you could e.g. Inherit Dungeon, play an Estate, then that turn buy Inheritance again and Inherit a non-Duration card. What happens to the Estate? There were a few weird situations like that, and once-per-game got rid of them. With the new wording, once-per-game protects us from you Inheriting something, then Inheriting Estate.

Donald X.'s opinion

Normally strong trashers mean you trash your Estates and stop considering Inheritance. Not always though. I have gone for Inheritance over opening with Chapel and won.

People especially like to Inherit cantrips, and more especially villages. You can do well inheriting other good cheap cards though. It's exciting to lower costs and Inherit a $5, but as usual Events don't get cheaper so it's tricky to do that and get to $7. The recommended sets set up Monument in one and Bridge Troll in another.

It was so sweet when we were first playtesting it - getting lots of Estates into play, so bizarre. Drawing bad hands, no wait, these Estates all do things. Buying up Estates.

Errata possibilities

A big thing about Inheriting Durations was that Adventures itself has so many Reserve cards and Durations in the "up to $4" range. IRL sometimes someone doesn't have very many expansions; sometimes they buy a set and play with just that set for a bit. Inheritance was going to be really sad in those contexts, if it didn't work with Durations. A lot of discussion went into the errata for Inheritance, and I printed and tested multiple versions. I put in the hours, now I am resting. It's work just looking through the archives at every suggestion and wording. I don't think we tried "discard an Estate"; we did try stuff that didn't make Estates into Actions.


Cards $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
Combos and Counters Counting House/Travelling FairRoyal Carriage/Bridge
Other concepts DurationReserveTokensTraveller
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 $6 Harem
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 AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • 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 (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • 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: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
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: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
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)