Necropolis
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Revision as of 17:06, 18 December 2013
Necropolis | |
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Info | |
Cost | |
Type(s) | Action - Shelter |
Kingdom card? | No |
Set | Dark Ages |
Illustrator(s) | Brian Brinlee |
Card text | |
+2 Actions |
Necropolis is one of the three Shelter cards that players start with instead of Estates in their decks in Dark Ages games. It is the only Shelter that is an Action card. Since Necropolis provides +2 actions, its presence makes Dark Ages games slightly friendlier to engine building, and it broadens the strategic possibilities for opening with terminal Actions, since each player starts the game with one village already in their deck.
Contents |
Additional rules
The rules for playing with Shelters are described in the Dominion: Dark Ages rulebook and are reproduced here.
Preparation
- If only Kingdom cards from Dark Ages are being used this game, the Shelter cards replace starting Estates - each player's starting deck is seven Coppers, a Hovel, a Necropolis, and an Overgrown Estate.
- If a mix of Kingdom cards from Dark Ages and other sets is being used, then the use of Shelters should be determined randomly, based on the proportion of Dark Ages cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the Randomizer deck - and if it is from Dark Ages, use Shelters in place of starting Estates.
- Do not use the same card to choose whether or not to use Shelters as you use to choose whether or not to use Platinum and Colony (from Prosperity).
- Using Shelters does not change the Estate Supply pile; it still contains 8 Estates for 2 players and 12 Estates for 3 or more players.
FAQ
Official FAQ
- This is a Shelter; see Preparation.
- It is never in the Supply.
- It is an Action card; when you play it, you get +2 Actions.
Other Rules clarifications
- When a Necropolis is revealed when playing Ambassador, it is not returned to the Supply (since it is not in the Supply) and opponents do not gain a copy of it.
Strategy Article
General Shelters strategy is on the Shelters page.
Necropolis gives a slight boost to engines, since it frees up one turn where you'd otherwise have to buy one of the Villages. It's not a very good Village, but it's often good enough.
It makes a big difference for engines which run on cantrips or Laboratory variants, since it lets them play two terminals per turn even if there are no Villages available in the supply.
Synergies/Combos
- Library and Watchtower compensate for the fact that Necropolis does not draw cards.
- Necropolis provides an easy way to lower the cost of Peddler early.
- Necropolis slightly mitigates the harmful effect of ruins.
Antisynergies
- Necropolis may prevent your Golems from finding your better action cards.
Trivia
Secret History