Distant Lands: Difference between revisions
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=== Secret History === | === Secret History === | ||
{{Quote|Text=How about a {{VP}}-Reserve card? It's a {{VP}} card that isn't worth anything unless you manage to play it once. A simple concept that just immediately worked. | {{Quote|Text=How about a {{VP}}-Reserve card? It's a {{VP}} card that isn't worth anything unless you manage to play it once. A simple concept that just immediately worked. | ||
|Name=[[Donald X. Vaccarino]] | |||
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures] | |||
}} | |||
=== Relevant outtakes === | |||
Some of the mentioned outtakes eventually became Landmarks (specifically {{Landmark|Wall}}, {{Landmark|Orchard}}, and {{Landmark|Triumphal Arch}}. | |||
{{Quote|Text= | |||
I tried an Action-Victory card that was cost {{Cost|5}}, trash a card from your hand, worth 13 {{VP}} minus 1 {{VP}} per 2 cards in your deck. "What huh," I hear you say. We had some fun playing around with it but it was too hard making it be fair but not awful both in 2-player games and 4-player games. Some versions could trash cards from supply piles, an old concept that has never worked out. When I was giving up on this, I tried a Victory card that was worth 1 {{VP}} per {{Card|Estate}} or {{Card|Gold}} you had, whichever was less. This was an old idea that I planned to try if I ever needed another {{VP}} card. It's uh not awful. It had no special joy though. Briefly I tried an Action-Victory card that put a card on your mat, and was worth {{VP}} based on the number of cards there. It just didn't give a new-enough experience; there's {{Card|Island}}. It sounded like it would be a strategy but it usually wasn't, it was usually {{Card|Island}} but maybe not worth the 2 {{VP}}. I tried a {{VP}} card that rewarded you for having the most of something, and stopped the game from ending until its pile was empty; man, who has the time to empty an extra pile these days. I tried a {{VP}} card that wanted you to have 3+ of as many cards as possible; it wasn't the same as {{Card|Fairgrounds}} but didn't have a good new feeling. I tried 1 {{VP}} per copy you have of the Action card you have the 2nd most copies of - you want a lot of two things. Man there isn't much to say about any of these. I tried a bunch of Victory cards, and in the end there's just Distant Lands, which I had for most of the time, but I like it so hooray. | |||
|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] |
Revision as of 02:40, 25 May 2021
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Distant Lands | |
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Info | |
Cost | |
Type(s) | Action - Reserve - Victory |
Kingdom card? | Yes |
Set | Adventures |
Illustrator(s) | Matthias Catrein |
Card text | |
Put this on your Tavern mat. Worth 4 if on your Tavern mat at the end of the game (otherwise worth 0 ). |
Distant Lands is an Action-Reserve-Victory card from Adventures. It's an Alt-VP card worth more than Duchy at the same cost, but has to be played (and put on your Tavern mat) before you can get those points. As it removes itself from your deck in a fashion similar to Island, Distant Lands can be part of a strategy that buys and plays them constantly during the game, building up long before you would usually start greening.
FAQ
Official FAQ
- This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players.
- This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it.
- At the end of the game, Distant Lands is worth 4 if it is on your mat, or 0 if it is not. It counts as part of your deck either way (for example it can contribute to how many a Gardens is worth).
Strategy
There is no strategy article for Distant Lands, but it has been discussed on the forum.
Distant Lands is an interesting and difficult card to play well. It gives you 4 , which is more than a Duchy at the same price, but only if you manage to play it before the game ends. It is very cost-effective, even more so than a Province - you get 12 for only instead of , although you do need an extra source of +Buy for it (for example, you could swap out a Bazaar for a Worker's Village. On top of it, they remove themselves from your deck, like an Island that only works on itself.
Naturally, because you want to get through your deck quickly and need a surplus of Actions, Distant Lands is best used in a big engine. You should be careful when buying them; if you lack the terminal space (meaning: you don't have enough Villages to play them all), or you don't manage to draw your deck, they do become a dead weight and don't even give you the points you want. So if your engine is more powerful, Distant Lands gets stronger exponentially; you get rewarded for overbuilding and overdrawing your deck. Also, because it's such an efficient source of , you have more time to build. Even if your Big Money opponent gets almost all the Provinces, you can easily come back.
Synergies
- University, Altar
- Highway + Ironworks, Highway + Summon
- Royal Seal, Watchtower or Tracker, so you can play it quickly even without drawing your deck
- Sifters like Warehouse or maybe Guide
- Outpost helps if you fail to draw your deck
- Combo: Fortress and Procession can use this as payload: gain Distant Lands every time you (don't) trash a Fortress
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Put this on your Tavern mat. Worth 4 if on your Tavern mat at the end of the game (otherwise worth 0 ). |
Adventures 1st Edition | April 2015 | ||
Put this on your Tavern mat. Worth 4 if on your Tavern mat at the end of the game (otherwise worth 0 ). |
Adventures 2nd Edition | August 2017 |
Other language versions
Trivia
Secret History
Relevant outtakes
Some of the mentioned outtakes eventually became Landmarks (specifically Wall, Orchard, and Triumphal Arch.
Donald X.'s opinion