Fairgrounds: Difference between revisions

From DominionStrategy Wiki
Jump to navigation Jump to search
Hochstrd (talk | contribs)
No edit summary
Line 72: Line 72:
|-
|-
!rowspan=2|German
!rowspan=2|German
| Festplatz || {{CardVersionImage|FairgroundsGerman2019rulebook|German language Fairgrounds 2019 by ASS}} || || Wert {{VP|2}}<br>für je 5&nbsp;Karten mit unterschiedlichen Namen im eigenen Kartensatz (abgerundet). || (2019)<hr>''one or more other<br>versions listed [//wiki.dominionstrategy.com/index.php/%C3%9Cbersetzungsfehler_(German_translation_errors)#ASS_plus here]''
| Festplatz || {{CardVersionImage|FairgroundsGerman2019rulebook|German language Fairgrounds 2019 by ASS}} || || Wert {{VP|2}}<br>für je 5&nbsp;Karten mit unterschiedlichen Namen im eigenen Kartensatz (abgerundet). || (2019)<hr>''one or more other<br>versions listed [[%C3%9Cbersetzungsfehler_(German_translation_errors)#ASS_plus|here]]''
|-
|-
| Festplatz || || {{CardVersionImage|FairgroundsGerman2021Digital|German language Fairgrounds 2021 from Shuffle iT}} || Wert {{VP|'''2'''}} für je 5&nbsp;Karten mit unterschiedlichen Namen, die du besitzt (abgerundet). ||  
| Festplatz || || {{CardVersionImage|FairgroundsGerman2021Digital|German language Fairgrounds 2021 from Shuffle iT}} || Wert {{VP|'''2'''}} für je 5&nbsp;Karten mit unterschiedlichen Namen, die du besitzt (abgerundet). ||  

Revision as of 05:22, 7 September 2024

Fairgrounds
Info
Cost $6
Type(s) Victory
Kingdom card? Yes
Set Cornucopia
Illustrator(s) Jessi J
Card text
Worth 2VP per 5 differently named cards you have (round down).

Fairgrounds is a Victory card from Cornucopia. Following Cornucopia's theme of variety, it increases in value as you get more differently named cards in your deck. In a standard game, its maximum possible value is 6; however, in some circumstances Fairgrounds can be built up to incredibly high point values.

FAQ

Official FAQ

  • At the end of the game, this is worth 2VP per 5 differently named cards in your deck, rounded down.
  • So if you have 0-4 different cards, it is worth 0VP; if you have 5-9, it is worth 2VP; if you have 10-14, it is worth 4VP; if you have 15-19, it is worth 6VP; and so on.
  • By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament.
  • Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players.

Other Rules clarifications

Strategy

Fairgrounds is a moderately influential alt-VP Victory card that rewards having a large variety of cards in your deck. Its relevance in a given Kingdom is heavily tied to how many unique cards you can reasonably expect to have in your deck by the end of the game. There are three general factors to look for as a result:

  1. How many total uniques are available in the Kingdom. In any given game, there are at least 17 differently named cards available (ten Kingdom cards, three Basic Treasures, three Basic Victory cards, and Curse). This number (and therefore the maximum VP per copy of Fairgrounds) is greater with cards that add additional piles to the Kingdom (e.g. Horses or the Black Market deck), or piles that inherently contain many uniques (e.g. Castles or Split piles).
  2. How many uniques a strong deck can support. This number is often significantly different from the total number of uniques available. For example, out of the basic Kingdom cards, at least five (Curse, Estate, Duchy, Province, and Copper) actively interfere with the functioning of your deck as stop cards that do not generate much or any payload. Similarly, if the Kingdom has many terminals and no village, gaining more than one of those terminals is likely suboptimal as you can only play one. As a result, Fairgrounds is usually best in engines which will often use multiple different cards as sources of draw, payload, terminal space, and deck control, or with many different cantrips which stress neither your deck’s terminal space nor your ability to draw. Exiling (e.g., via Camel Train or Sanctuary) or similar effects can also allow you to add more uniques than your deck could otherwise support.
  3. How easily you can add the relevant uniques to your deck (i.e., the presence or absence of +Buy sources or gainers). Even if there are many viable uniques present, it may take too long to power up your Fairgrounds without additional gains.

When evaluated in such a way, it’s usually possible to compare the expected VP you could make Fairgrounds worth against the other scoring options available, and evaluate its relevance as a result. In most Kingdoms, Fairgrounds ends up serving as supplemental VP in the endgame when you cannot afford a Province, similar to Duchy but giving more VP (provided that you have at least ten different cards in your deck). Less commonly, you can build a deck for which a Fairgrounds scores far more than a Province, and as a result will primarily score with Fairgrounds.

As with other sources of VP, Fairgrounds is typically best gained once you’re ready to start greening. Unlike many other sources, however, gaining non-essential or even harmful cards (e.g. Curse) to increase your number of uniques may also be part of this phase; gaining cards solely to increase your unique count before this point is likely to interfere with building efficiently. Similarly, opting not to play your last copy of a one-shot such as a Horse may also be important. Because Fairgrounds rewards you for every multiple of five uniques, keeping track of how many you have is important for evaluating whether these maneuvers will net VP.

There are several notable cases that increase the variety available for Fairgrounds.

  • Black Market adds a theoretically almost unlimited number of extra cards, but the number that you actually can and want to buy varies.
  • Shelters and Heirlooms are already in your deck at the beginning of the game, so they are free uniques for Fairgrounds if trashing them is impossible. If it is possible you may need to weigh the potential for greater VP against their detrimental effect on deck control.
  • Castles and Prizes are additional cards that you will often want anyway, though it will be impossible to gain all the possible uniques if your opponents are contesting them. Spirits are also generally useful and particularly relevant when all three are available with Exorcist.
  • Extra cards like the Bane pile of Young Witch, Potion, Mercenary, Madman, Spoils, Horse, and split piles add one additional unique, which may matter for Fairgrounds.
  • Ruins add up to five new cards (depending on the composition of the Ruins pile). You would usually rather avoid getting them, but if you gain them from an Attack such as Cultist and cannot trash them they can make your Fairgrounds worth more. Buying them is a line of play that you may employ in the endgame to reach the next threshold of five cards.
  • Knights add even more new cards than Castles but do not tend to remain in decks as they trash each other, and as a result are not reliably helpful for scoring with Fairgrounds.

Fairgrounds’ possibly asymmetric value to you and your opponents can make it worthwhile to gain copies primarily for the purpose of denying them to your opponents. If, for example, you are relying primarily on Province to score VP while your opponent’s Fairgrounds are worth 8 VP or more, it may be worth it to deny them some copies, as even if you yourself directly score a smaller amount of VP than they would it reduces the total amount of VP your opponents can score.

Museum naturally synergizes well with Fairgrounds because it also rewards VP for having many different cards in your deck. Wolf Den, on the other hand, makes scoring with Fairgrounds much more difficult because you will get a VP penalty unless you add two copies of every card to your deck. This is sometimes impossible, such as with Shelters and Castles, and in other cases at least takes extra resources and hinders your deck control.

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
Fairgrounds Fairgrounds from Goko/Making Fun Worth 2VP for every 5 differently named cards in your deck (round down). Cornucopia June 2011
Fairgrounds Fairgrounds from Shuffle iT Worth 2VP per 5 differently named cards you have (round down). Guilds & Cornucopia
(2017 printing)
March 2018
Fairgrounds Worth 2VP per 5 differently named cards you have (round down). Cornucopia & Guilds
(Second Edition)
March 2024

Other language versions

Language Name Print Digital Text Notes
Czech Tržiště (lit. marketplace)
Dutch Kermisterrein
Finnish Markkinat (lit. fair)
French Champ de foire French language Fairgrounds 2021 from Shuffle iT Vaut 2VP pour chaque 5 cartes de noms différents que vous avez (arrondi inférieurement).
German Festplatz German language Fairgrounds 2019 by ASS Wert 2 VP
für je 5 Karten mit unterschiedlichen Namen im eigenen Kartensatz (abgerundet).
(2019)
one or more other
versions listed here
Festplatz German language Fairgrounds 2021 from Shuffle iT Wert 2VP für je 5 Karten mit unterschiedlichen Namen, die du besitzt (abgerundet).
Italian Mercatino (lit. flea market)
Japanese 品評会 (pron. hinpyō-kai, lit. fair) あなたのカード5種類 (端数切り捨て)につき2VP
Polish Odpust Polish language Fairgrounds Ta karta jest warta 2 VP za każde 5 kart o innych tytułach w twojej talii (zaokrąglając w dół).
Russian Ярмарка (pron. yarmarka, lit. fair)
Spanish Recinto Ferial

Trivia

Official card art.

Secret History

I wanted a victory card in the set, because I always do. My ideas list had two cards that seemed especially promising, and the other one fit the hand theme, but it didn't work out. So I put this one in, with no idea that it would end up defining the set. The first version cost $6 and was worth 1VP per 3 differently named cards in your deck. Then it cost $5. Briefly there was, cost $6, worth 1VP for every 2 differently named cards in your deck, other than Copper and Estate. John Vogel suggested the formula it actually has. There was some debate about what formula was perfect (especially with Tom Lehmann and Wei-Hwa Huang), but the important thing was, that you had sufficient incentive to collect everything.

Relevant outtakes

The mentioned outtake eventually got used on Animal Fair and Advance.

Before Fairgrounds, I tried a VP card with an alternate cost. Instead of paying for it, you could trash two Action cards from your hand. You don't want to trash your Action cards though, so this didn't end up being very interesting.

Further development comments

Here are some more formulas that were suggested.

"1VP. Worth +1VP extra for every three differently named (supply) cards in your deck, except for Copper and Estate."

This was the last thing they suggested. As Tom said, the goal was to make Fairgrounds change value in more places (while being balanced). It had originally changed every 2 or 3 cards, now it was only changing every 5 cards. This wasn't a priority for me; I just wanted to make sure Fairgrounds was worth going for sometimes, i.e. getting ~15 different cards for. I didn't want the card to be more complex and sure wanted to count non-supply cards, because you know, that's fun.

"1VP per differently named card, minus 10"

Wei-Hwa suggested this, and I played a few games with it. Wei-Hwa ended up deciding it was not actually an improvement. It has a certain charm, and the math is easy. For me it was much more of a real option than these other ones. It didn't work out though.

"Worth 4VP if you have at least 10 differently named cards in your deck, or 5VP if you have 13 or 14, or 6VP if you have 15 or more."

A few people, including Dale, suggested using a chart. This is the simplest chart you could do. I didn't want a chart because I wanted the card to keep getting better in situations where you could get more cards. It feels bad to limit it even if it mostly doesn't change things.

"Worth 1VP for every two differently named cards in your deck, except for Estate, Copper, Silver, Fairgrounds"

I'm not sure if Wei-Hwa suggested this one, but I see it in the file. I was never fond of the list-of-exemptions approach, though I think I suggested the first one (exempting Copper and Estate).

There were more suggestions beyond these, but they get progressively less interesting, and I don't think I actually played any of them.

As you can see, some work was put into this simple card! The next time you buy a Curse to gain points, remember these brave souls.


Cards $2 Hamlet $3 Fortune TellerMenagerie $4 Farming VillageHorse TradersRemakeTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) • Young Witch $5 HarvestHorn of PlentyHunting PartyJester $6 Fairgrounds
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)