Hunting Party: Difference between revisions
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'''Hunting Party''' is an [[Action]] card from | '''Hunting Party''' is an [[Action]] card from {{Set|Cornucopia & Guilds}}. It is a [[non-terminal draw]] card that participates in Cornucopia's theme of variety by drawing you a card you don't already have a copy of in your hand. It is valuable since it can help you find your most powerful cards while skipping past weak cards you have multiple copies of. | ||
== FAQ == | == FAQ == | ||
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Hunting Party is a powerful [[non-terminal draw]] card that [[dig]]s for cards you do not already have a copy of in hand; at its best, it can help you reliably draw the best cards in your deck while [[cycling]] past [[junk]]. In many [[engine]]s, Hunting Party can facilitate playing your cards in the most desirable order; for example, if you start your turn without a [[Village (card category)|village]] in hand, Hunting Party is rather likely to find you one. | Hunting Party is a powerful [[non-terminal draw]] card that [[dig]]s for cards you do not already have a copy of in hand; at its best, it can help you reliably draw the best cards in your deck while [[cycling]] past [[junk]]. In many [[engine]]s, Hunting Party can facilitate playing your cards in the most desirable order; for example, if you start your turn without a [[Village (card category)|village]] in hand, Hunting Party is rather likely to find you one. | ||
Hunting Party’s cycling greatly differentiates it from other non-terminal draw such as {{Card|Laboratory}}, especially when you still have some of your starting cards in your deck. This is especially important in the early midgame, where Hunting Party allows you to quickly cycle through your shuffles while still playing your most important cards. For similar reasons, Hunting Party is also useful in [[Kingdom]]s with weak or no [[thinning]], and provides some immunity to the usual deck deterioration from [[greening]]. Hunting Party’s sifting is more reliable the fewer different kinds of cards you have that you don’t want to draw. With | Hunting Party’s cycling greatly differentiates it from other non-terminal draw such as {{Card|Laboratory}}, especially when you still have some of your starting cards in your deck. This is especially important in the early midgame, where Hunting Party allows you to quickly cycle through your shuffles while still playing your most important cards. For similar reasons, Hunting Party is also useful in [[Kingdom]]s with weak or no [[thinning]], and provides some immunity to the usual deck deterioration from [[greening]]. Hunting Party’s sifting is more reliable the fewer different kinds of cards you have that you don’t want to draw. With {{Card|Shelter|Shelters|file=Shelters}}, for example, the number of unique cards in your starting deck goes from two to four, somewhat diminishing Hunting Party’s impact. Similarly, {{Card|Ruins}} from [[Looter]] attacks or adding too many different [[stop card]]s to your deck may cause you to [[dud]]. | ||
Play order can be especially important with Hunting Party. You should generally be [[deck tracking]] so that you know the potential cards your Hunting Party can find in your remaining shuffle, and play cards from your hand to adjust the cards it can find. If, for example, you would like to make sure to maximize your [[terminal space]] this turn, you should play all copies of your villages in your hand before your next Hunting Party. By virtue of its rapid sifting and cycling, Hunting Party also tends to lead to many potential shuffle triggers, in which you have no cards in your draw pile and a discard full of cards your Hunting Parties skipped over. If there is a card Hunting Party could sift for in that discard pile, playing your last Hunting Party has the potential to draw partway into that junky shuffle and possibly set up a dud for next turn. | Play order can be especially important with Hunting Party. You should generally be [[deck tracking]] so that you know the potential cards your Hunting Party can find in your remaining shuffle, and play cards from your hand to adjust the cards it can find. If, for example, you would like to make sure to maximize your [[terminal space]] this turn, you should play all copies of your villages in your hand before your next Hunting Party. By virtue of its rapid sifting and cycling, Hunting Party also tends to lead to many potential shuffle triggers, in which you have no cards in your draw pile and a discard full of cards your Hunting Parties skipped over. If there is a card Hunting Party could sift for in that discard pile, playing your last Hunting Party has the potential to draw partway into that junky shuffle and possibly set up a dud for next turn. | ||
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# [[Non-terminal]] [[payload]] cards (e.g. {{Card|Coven}}) work nicely with Hunting Party, as you can play all the copies in your hand before your next Hunting Party, find the next copy of your payload card, and repeat the process until you’ve played all of your payload. By comparison, [[terminal]] payload cards have the potential to get skipped over by Hunting Party if you cannot play a village first. | # [[Non-terminal]] [[payload]] cards (e.g. {{Card|Coven}}) work nicely with Hunting Party, as you can play all the copies in your hand before your next Hunting Party, find the next copy of your payload card, and repeat the process until you’ve played all of your payload. By comparison, [[terminal]] payload cards have the potential to get skipped over by Hunting Party if you cannot play a village first. | ||
#* Because Hunting Party reveals both your entire hand and potentially a significant portion of your deck, it synergizes particularly well with {{Card|Patron}}; a few copies of each lets you generate a significant number of [[Coffers]] per turn. | #* Because Hunting Party reveals both your entire hand and potentially a significant portion of your deck, it synergizes particularly well with {{Card|Patron}}; a few copies of each lets you generate a significant number of [[Coffers]] per turn. | ||
# Cards that you want to consistently play every turn appreciate Hunting Party’s support. For example, you can make sure to consistently play your [[Attack]] (e.g. {{Card|Militia}}) or advance your | # Cards that you want to consistently play every turn appreciate Hunting Party’s support. For example, you can make sure to consistently play your [[Attack]] (e.g. {{Card|Militia}}) or advance your {{Card|Traveller|file=Travellers}}. | ||
===External strategy articles=== | ===External strategy articles=== | ||
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|Text=I stole this from a later set once I had the variety theme. The first version drew you two cards you didn't have in your hand; that of course changed to drawing one random card, plus one card not in your hand. This makes it faster to resolve and fairer. | |Text=I stole this from a later set once I had the variety theme. The first version drew you two cards you didn't have in your hand; that of course changed to drawing one random card, plus one card not in your hand. This makes it faster to resolve and fairer. | ||
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards, June 2011] | ||
}} | }} | ||
{{Navbox Cornucopia}} | {{Navbox Cornucopia & Guilds}} | ||
{{Navbox Cards}} | {{Navbox Cards}} | ||
[[category:draw]] | [[category:draw]] |
Latest revision as of 18:48, 18 September 2024
Hunting Party | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Cornucopia & Guilds |
Illustrator(s) | Kurt Miller |
Card text | |
+1 Card +1 Action Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a copy of one in your hand. Put it into your hand and discard the rest. |
Hunting Party is an Action card from Cornucopia & Guilds. It is a non-terminal draw card that participates in Cornucopia's theme of variety by drawing you a card you don't already have a copy of in your hand. It is valuable since it can help you find your most powerful cards while skipping past weak cards you have multiple copies of.
FAQ
Official FAQ
- First you draw a card and get +1 Action.
- Then you reveal your hand, and reveal cards from your deck until revealing one that does not have the same name as any of the cards in your hand.
- If you do not find one (even after shuffling), just discard all of the cards revealed from your deck.
- If you do find a card not matching any cards in your hand, put it into your hand and discard the other cards revealed from your deck.
Strategy
Hunting Party is a powerful non-terminal draw card that digs for cards you do not already have a copy of in hand; at its best, it can help you reliably draw the best cards in your deck while cycling past junk. In many engines, Hunting Party can facilitate playing your cards in the most desirable order; for example, if you start your turn without a village in hand, Hunting Party is rather likely to find you one.
Hunting Party’s cycling greatly differentiates it from other non-terminal draw such as Laboratory, especially when you still have some of your starting cards in your deck. This is especially important in the early midgame, where Hunting Party allows you to quickly cycle through your shuffles while still playing your most important cards. For similar reasons, Hunting Party is also useful in Kingdoms with weak or no thinning, and provides some immunity to the usual deck deterioration from greening. Hunting Party’s sifting is more reliable the fewer different kinds of cards you have that you don’t want to draw. With Shelters, for example, the number of unique cards in your starting deck goes from two to four, somewhat diminishing Hunting Party’s impact. Similarly, Ruins from Looter attacks or adding too many different stop cards to your deck may cause you to dud.
Play order can be especially important with Hunting Party. You should generally be deck tracking so that you know the potential cards your Hunting Party can find in your remaining shuffle, and play cards from your hand to adjust the cards it can find. If, for example, you would like to make sure to maximize your terminal space this turn, you should play all copies of your villages in your hand before your next Hunting Party. By virtue of its rapid sifting and cycling, Hunting Party also tends to lead to many potential shuffle triggers, in which you have no cards in your draw pile and a discard full of cards your Hunting Parties skipped over. If there is a card Hunting Party could sift for in that discard pile, playing your last Hunting Party has the potential to draw partway into that junky shuffle and possibly set up a dud for next turn.
Cards that synergize well with Hunting Party tend to have at least one of two attributes.
- Non-terminal payload cards (e.g. Coven) work nicely with Hunting Party, as you can play all the copies in your hand before your next Hunting Party, find the next copy of your payload card, and repeat the process until you’ve played all of your payload. By comparison, terminal payload cards have the potential to get skipped over by Hunting Party if you cannot play a village first.
- Cards that you want to consistently play every turn appreciate Hunting Party’s support. For example, you can make sure to consistently play your Attack (e.g. Militia) or advance your Traveller.
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
Digital | Text | Release | Date | |
---|---|---|---|---|
+1 Card +1 Action Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one in your hand. Put it into your hand and discard the rest. |
Cornucopia | June 2011 | ||
+1 Card +1 Action Reveal your hand. Reveal cards from your deck until you reveal one that isn't a copy of one in your hand. Put it into your hand and discard the rest. |
Guilds & Cornucopia (2017 printing) |
March 2018 | ||
+1 Card +1 Action Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a copy of one in your hand. Put it into your hand and discard the rest. |
Cornucopia & Guilds (Second Edition) |
March 2024 |
Other language versions
Trivia
Secret History