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Night Watchman enables you to buy a strong {{Cost|5}} card very early in the game. With a {{Split|3|4}} or {{Split|4|3}} opening, buy a {{Card|Silver}} (or a [[terminal silver]]) on turn 1, and then buy and play Night Watchman at the end of turn 2.  Revealing cards triggers a [[reshuffle|shuffle]] on all the cards from turn 1. Only discard up to one Estate if it is among the revealed cards, because discarding more than that will trigger a premature reshuffle when you draw your next hand of 5 cards. Then on turn 3 you can buy the {{Cost|5}} card, shuffling it into your deck when you draw your hand for turn 4. Specifically with the {{Split|4|3}} opening, this strategy actually makes {{Cost|6}}, which is useful for the occasional [[Kingdom]] with desirable early {{Cost|6}} purchases.
Night Watchman enables you to buy a strong {{Cost|5}} card very early in the game. With a {{Split|3|4}} or {{Split|4|3}} opening, buy a {{Card|Silver}} (or a [[terminal silver]]) on turn 1, and then buy and play Night Watchman at the end of turn 2.  Revealing cards triggers a [[reshuffle|shuffle]] on all the cards from turn 1. Only discard up to one Estate if it is among the revealed cards, because discarding more than that will trigger a premature reshuffle when you draw your next hand of 5 cards. Then on turn 3 you can buy the {{Cost|5}} card, shuffling it into your deck when you draw your hand for turn 4. Specifically with the {{Split|4|3}} opening, this strategy actually makes {{Cost|6}}, which is useful for the occasional [[Kingdom]] with desirable early {{Cost|6}} purchases.


Keep in mind that this opening strategy usually requires both your opening buys. If there are strong, cheap cards in the game, the opportunity cost of skipping or delaying those may be greater than the benefit of the early {{Cost|5}} or {{Cost|6}} card. Night Watchman may still be useful in this situation. When buying a strong, cheap card on turn 1, a turn 2 Night Watchman guarantees that the turn 1 buy is played on turn 3 and shuffled back into the deck afterward. For example, a [[Traveller]] can get a head start on advancing up its progression line.  When applying this strategy to {{Card|Page}}, as long as the card is revealed by Night Watchman, do not discard any cards, otherwise drawing 1 card will trigger the reshuffle before the {{Card|Page}} is exchanged for {{Card|Treasure Hunter}}.  Cards that draw more than 1 card do not work well with this strategy because the premature reshuffle cannot be avoided.
Keep in mind that this opening strategy usually requires both your opening buys. If there are strong, cheap cards in the game, the opportunity cost of skipping or delaying those may be greater than the benefit of the early {{Cost|5}} or {{Cost|6}} card. Night Watchman may still be useful in this situation. When buying a strong, cheap card on turn 1, a turn 2 Night Watchman guarantees that the turn 1 buy is played on turn 3 and shuffled back into the deck afterward. For example, a {{Card|Travellers|Traveller}} can get a head start on advancing up its progression line.  When applying this strategy to {{Card|Page}}, as long as the card is revealed by Night Watchman, do not discard any cards, otherwise drawing 1 card will trigger the reshuffle before the {{Card|Page}} is exchanged for {{Card|Treasure Hunter}}.  Cards that draw more than 1 card do not work well with this strategy because the premature reshuffle cannot be avoided.


After the opening, Night Watchman is a much lower impact card. Night Watchman is most relevant in decks where you have some powerful cards and a lot of [[junk]] to sift through. If there are less than five cards remaining in your deck, playing Night Watchman will trigger a reshuffle, putting all of the cards you recently gained into your deck, while ensuring that the junk in play and in your hand misses the shuffle. This backfires if all your good cards are currently in play, so you may want to refrain from playing Night Watchman if that is the case. Similarly, if you are tracking your deck and know your next hand will be mostly junk, playing a Night Watchman might prevent a [[dud]] turn.  
After the opening, Night Watchman is a much lower impact card. Night Watchman is most relevant in decks where you have some powerful cards and a lot of [[junk]] to sift through. If there are less than five cards remaining in your deck, playing Night Watchman will trigger a reshuffle, putting all of the cards you recently gained into your deck, while ensuring that the junk in play and in your hand misses the shuffle. This backfires if all your good cards are currently in play, so you may want to refrain from playing Night Watchman if that is the case. Similarly, if you are tracking your deck and know your next hand will be mostly junk, playing a Night Watchman might prevent a [[dud]] turn.  

Revision as of 20:27, 10 September 2024

Night Watchman
Info
Cost $3
Type(s) Night
Kingdom card? Yes
Set Nocturne
Illustrator(s) Elisa Cella
Card text
Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.
This is gained to your hand (instead of your discard pile).

Night Watchman is a Night card from Nocturne. It's a sifting deck inspector that is gained to your hand for immediate use.

FAQ

Official FAQ

  • Since Night is after the Buy phase, normally you can play this the turn you buy it.

Other rules clarifications

  • If you gain this onto your deck (with e.g. Armory), you didn't gain it to your discard pile, so Night Watchman's ability doesn't trigger and it stays on your deck.

Strategy

Night Watchman is a weak card with very specific uses:

Night Watchman’s weakness stems from three components:

  • it does nothing for your current turn
  • it does little for your next turn in well-thinned decks
  • it costs $3 and a Buy, often a high opportunity cost in the opening, which is typically when Night Watchman is most relevant

Night Watchman enables you to buy a strong $5 card very early in the game. With a $3/$4 or $4/$3 opening, buy a Silver (or a terminal silver) on turn 1, and then buy and play Night Watchman at the end of turn 2. Revealing cards triggers a shuffle on all the cards from turn 1. Only discard up to one Estate if it is among the revealed cards, because discarding more than that will trigger a premature reshuffle when you draw your next hand of 5 cards. Then on turn 3 you can buy the $5 card, shuffling it into your deck when you draw your hand for turn 4. Specifically with the $4/$3 opening, this strategy actually makes $6, which is useful for the occasional Kingdom with desirable early $6 purchases.

Keep in mind that this opening strategy usually requires both your opening buys. If there are strong, cheap cards in the game, the opportunity cost of skipping or delaying those may be greater than the benefit of the early $5 or $6 card. Night Watchman may still be useful in this situation. When buying a strong, cheap card on turn 1, a turn 2 Night Watchman guarantees that the turn 1 buy is played on turn 3 and shuffled back into the deck afterward. For example, a Traveller can get a head start on advancing up its progression line. When applying this strategy to Page, as long as the card is revealed by Night Watchman, do not discard any cards, otherwise drawing 1 card will trigger the reshuffle before the Page is exchanged for Treasure Hunter. Cards that draw more than 1 card do not work well with this strategy because the premature reshuffle cannot be avoided.

After the opening, Night Watchman is a much lower impact card. Night Watchman is most relevant in decks where you have some powerful cards and a lot of junk to sift through. If there are less than five cards remaining in your deck, playing Night Watchman will trigger a reshuffle, putting all of the cards you recently gained into your deck, while ensuring that the junk in play and in your hand misses the shuffle. This backfires if all your good cards are currently in play, so you may want to refrain from playing Night Watchman if that is the case. Similarly, if you are tracking your deck and know your next hand will be mostly junk, playing a Night Watchman might prevent a dud turn.

Notable Synergies

Versions

English versions

Print Digital Text Release Date
Night Watchman Night Watchman from Shuffle iT Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.
This is gained to your hand (instead of your discard pile).
Nocturne November 2017

Other language versions

Language Name Print Digital Text Notes
Dutch Nachtwaker
French Veilleur de nuit Consultez les 5 premières cartes de votre pioche, défaussez-en autant que souhaité, et replacez le reste dans l'ordre de votre choix.
Cette carte est reçue en main (et non dans la défausse).
German Nachtwache German language Night Watchman German language Night Watchman from Shuffle iT Sieh die obersten 5 Karten deines Nachziehstapels an, lege beliebig viele davon ab und den Rest in beliebiger Reihenfolge zurück auf den Nachziehstapel.
Diese Karte wird auf die Hand genommen (anstatt auf den Ablagestapel).
(2017)
Japanese 夜警 (pron. yakei) 山札の上から5枚を見る。その中の好きな枚数を捨て札にし、残りを好きな順番で山札に戻す。このカードは、捨て札置き場ではなく、手札に獲得する。
Polish Nocny stróż Polish language Night Watchman (2022)
Russian Ночной Дозорный (pron. nochnoy dozorny)

Trivia

Official card art.

Secret History

Messing with the top of your deck was one of the things Night cards could do, so here was one doing it. At first it said "when you gain or play this," then it switched to being gained to your hand after Billy suggested that.

Donald X.'s opinion

It feels underrated, but I guess we'll see. One big trick is, you open Silver / Night Watchman, and turn 3 you have $5. There's no luck involved; if they don't have an attack or something, that's that, you are guaranteed $5. There's no, what if you shuffle that Feast to the bottom. It's not great in multiples, and of course there's that long list of cards that don't like Night cards. But uh it's pretty good to have one a lot of the time. Late in the game you'll get one to avoid a dud turn. It's a lot of Cartographering for the price and instant access.


Cards $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 EarthFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Other concepts NightHeirloomFateDoomSpiritState
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
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 Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • 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 (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • 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: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
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: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
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)