Inheritance
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* If you {{Card|Transmute}} an Inherited Estate, the Estate is in the trash and, thus, no longer yours when Transmute checks its type; therefore you would only get a {{Card|Gold}} (for trashing a Victory card) and not a {{Card|Duchy}} (since Estate cannot be an Action card in the trash). | * If you {{Card|Transmute}} an Inherited Estate, the Estate is in the trash and, thus, no longer yours when Transmute checks its type; therefore you would only get a {{Card|Gold}} (for trashing a Victory card) and not a {{Card|Duchy}} (since Estate cannot be an Action card in the trash). | ||
* In contrast, if you {{Card|Ironworks}} an Inherited Estate, you would get +1 Card ''and'' +1 Action. | * In contrast, if you {{Card|Ironworks}} an Inherited Estate, you would get +1 Card ''and'' +1 Action. | ||
− | * Any | + | * Any card with abilities that depend on its own name (for example, {{Card|Crossroads}} gives +3 Actions on "the first time you've played a Crossroads this turn") will not be have those abilities when you play (or otherwise use) your Estates if that card is inherited. |
== Strategy == | == Strategy == |
Revision as of 15:58, 5 May 2015
Inheritance | |
---|---|
Info | |
Cost | |
Type | Event |
Set | Adventures |
Illustrator(s) | Mark Poole |
Event text | |
Once per game: Set aside a non-Victory Action card from the Supply costing up to . Move your Estate token to it (your Estates gain the abilities and types of that card). |
Inheritance is an Event from Adventures. It turns all of the buyer's Estates into a copy of the same cheap non-Victory Action from the Supply.
Contents |
FAQ
Official FAQ
- You can only buy this once per game.
- When you do, set aside a non-Victory Action card from the Supply that costs up to , and put your Estate token on it (the one depicting a house).
- This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring.
- For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions.
- This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port.
- This only affects your own Estates, not Estates of other players.
- An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue).
- An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands).
- There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to ; it may be a Duration card, a Reaction card, and so on.
- It does not have to continue costing up to , it only has to cost up to when set aside.
- Your Estates are still worth 1 when scoring at the end of the game.
- Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane).
- Starting Estates come from the Estates pile.
Other rules clarifications
- If you Transmute an Inherited Estate, the Estate is in the trash and, thus, no longer yours when Transmute checks its type; therefore you would only get a Gold (for trashing a Victory card) and not a Duchy (since Estate cannot be an Action card in the trash).
- In contrast, if you Ironworks an Inherited Estate, you would get +1 Card and +1 Action.
- Any card with abilities that depend on its own name (for example, Crossroads gives +3 Actions on "the first time you've played a Crossroads this turn") will not be have those abilities when you play (or otherwise use) your Estates if that card is inherited.
Strategy
There is no strategy article for Inheritance yet, as Adventures is the newest expansion, and the community is still discussing how best to use it. If you have ideas, please share them on the forum!
Trivia
In other languages
Preview
Inheritance is maybe the strangest thing in Adventures. Your Estates turn into another card. Again that's Estates you already have, and any new ones you buy. You put the token on say a Village; now your Estates are cards that cost and are worth 1 and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these Estates are Villages, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the Knights from Dark Ages. Lost Arts can give all of the Knights +1 Action for you, but when your Inheritance is Sir Martins, your Estates are all Sir Martin, they aren't any other Knights. And if that's not clear, there's a lengthy FAQ.
Secret History
Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point Treasures worked; I tried letting it go on Victory cards. cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the Estates were yours; some versions didn't work for when-buy abilities.