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!Polish
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| Rozdroże || || || Odkryj swoją rękę. '''+1 karta''' za każdą odkrytą kartę Zwycięstwa. Jeśli zagrałeś Rozdroże po raz pierwszy w tej turze, '''+3 akcje'''. || (2024)
| Rozdroże || {{CardLangVersionImage|Polish}} || || Odkryj swoją rękę. '''+1 karta''' za każdą odkrytą kartę Zwycięstwa. Jeśli zagrałeś Rozdroże po raz pierwszy w tej turze, '''+3 akcje'''. || (2024)
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!Russian
!Russian

Latest revision as of 18:25, 27 June 2024

Crossroads
Info
Cost $2
Type(s) Action
Kingdom card? Yes
Set Hinterlands
Illustrator(s) Matthias Catrein‏‎
Card text
Reveal your hand. +1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.

Crossroads is an Action card from the Hinterlands expansion. It offers draw based on the number of Victory cards in your hand. Additionally, the first time you play it per turn, it gives you +3 Actions, acting as a limited village.

FAQ

Official FAQ

  • First reveal your hand, and draw a card for each Victory card you revealed, if any.
  • The revealed cards all stay in your hand.
  • Then, if this is the first time you played a Crossroads this turn, you get +3 Actions.
  • Subsequent Crossroads this turn will give you cards but not Actions.
  • If you use Throne Room on Crossroads, you will play Crossroads twice, getting +3 Actions the first time but not the second time.

Other Rules clarifications

  • Cards with multiple types of which one is the Victory type (such as Mill) are counted as Victory cards.
  • If your first Crossroads is either enchanted or played as a Way, the second one will not give +Actions.

Strategy

Crossroads provides both a village and a draw effect in a cheap but constrained form. Since the village effect is limited at once per turn, multiple copies of Crossroads cannot be stacked to fuel an engine with arbitrary amounts of +Action, and in fact copies played after your first in order to benefit from the draw require extra terminal space. However, a copy or two of Crossroads can be cheaply added to your deck to supplement another village and provide extra reliability. If Crossroads is the only available village, having one or two copies lets you play two extra terminals per turn, which can be highly impactful depending on the available terminals.

In order to draw with Crossroads, you need to have Victory cards in hand. There are a few problems with this.

  • Collision is an issue, and Crossroads can be a very unreliable source of draw, especially in the early game. If you collide it with only one Victory card, it is no better than a cantrip, and if you collide it with none it’s a stop card. Similarly to Shepherd, this may be less of a concern with effects that can enable collision, such as Tracker’s topdecking or Dungeon’s sifting. While encouraging collision at the start of your turn is strong, for example with Duration draw such as Wharf, guaranteeing collision at the start of your turn with effects such as Gear can be even stronger. For this reason, Church synergizes especially well with Crossroads, as Church can set aside some of your Victory cards along with a Crossroads and put them into your hand at the start of your next turn, guaranteeing that you will collide them and draw well from very early in the game. With two each of Church and Crossroads, you can also remove those Victory cards from your shuffle (i.e., pseudo-thin them) while reliably drawing every turn.
  • Because Victory cards are usually dead cards that give you no benefit on the turn you draw them, and you would prefer to build by gaining Actions or Treasures, this often means that the only Victory cards in your deck are Estates. For most stages of the game, this limits both the amount of draw you can get with Crossroads and your odds of collision. If you can continue to build by adding Victory cards (e.g., in Kingdoms with Nobles or Inheritance), Crossroads is much more appealing. Crossroads may also be worthwhile in the endgame, once you’ve started greening and have many Victory cards.
  • Crossroads draw often compares unfavorably to simply trashing your Estates and drawing via other methods. This is because Crossroads increases the effective hand size you can actually use very slowly, as while it draws a card for each Victory card (thus converting that dead hand size into something possibly useful), it does not draw a replacement card for itself. For example, if you have a hand of a Crossroads, two Estate, and two Coppers and play the Crossroads to draw two Coppers, you’ve effectively spent three cards in hand for two payload cards. Crossroads is thus more useful when you cannot get rid of your Estates, which may be the case if your thinning options are Copper-focused (e.g. Moneylender).

The once-per-turn limit of Crossroads’ village effect means it can be greatly inconvenienced by an opponent’s Enchantress, because if your Crossroads is affected by the Attack you cannot get the village effect by playing another copy. Similar problems can occur if you want to set up your hand to have more Victory cards for draw, but need to play your first Crossroads as a Way to do so.

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
Crossroads Crossroads from Goko/Making Fun Reveal your hand.
+1 Card per Victory card revealed.
If this is the first time you played a Crossroads this turn, +3 Actions.
Hinterlands October 2011
Crossroads Crossroads from Shuffle iT Reveal your hand. +1 Card per Victory card revealed.
If this is the first time you played a Crossroads this turn, +3 Actions.
Hinterlands (2016 printing) December 2016

Other language versions

Language Name Print Digital Text Notes
Czech Křižovatka
Dutch Splitsing
Finnish Tienristeys
French Carrefour
German Wegkreuzung German language Crossroads 2019 by ASS German language Crossroads 2021 from Shuffle iT

Decke deine Handkarten auf: +1 Karte pro aufgedeckter Punktekarte.

Ist dies das erste Mal in diesem Zug, dass du eine Wegkreuzung ausgespielt hast: +3 Aktionen.
(2019)
Italian Incrocio
Japanese 岐路
(pron. kiro)
手札を公開し、その中の勝利点カードと同じ枚数のカードを引く。これがこのターンに使用した最初の岐路の場合、+3 アクション
Polish Rozdroże Polish language Crossroads Odkryj swoją rękę. +1 karta za każdą odkrytą kartę Zwycięstwa. Jeśli zagrałeś Rozdroże po raz pierwszy w tej turze, +3 akcje. (2024)
Russian Перекрёсток (pron. pyeryekryostok)
Spanish Encrucijada

Trivia

Official card art.

Crossroads it one of only three cards that directly offer more than two extra Actions on a single card, the other two being Bustling Village and Snowy Village.

Theme

It's at the intersection of your victory cards.

Preview

The first time you play Crossroads in a turn, it's like a Cellar that only works on Victory cards, plus you get those extra Actions. The second time, you still get to draw cards for the Victory cards you didn't have to discard the first time. I imagine Crossroads looks crazy to some of you and well it's no fun if all the cards just look semi-okay. Crossroads and Fool's Gold both do something different the first time you play them in a turn, but that's not a sub-theme, there are just those two.

Secret History

The first version was +1 Action, +1 Card per Victory card in hand. It looked crazy but wasn't very good. Then for a long time it was, +1 Card per Victory card in hand, +1 Action per Action card in hand (you revealed a second time, so ones you drew counted). People were sad to see this go, but I could not justify having a card that meant you sometimes had no clue how many Actions you had and no way to figure it out either. Then it gave +2 Actions, but that version was too strong. Giving you +3 Actions just the first time is cute, and means you can't go too nuts without other cards helping.


Cards $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
Combos and Counters Trader/Feodum
Other concepts When gain
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 $6 Harem
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 AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • 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 (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • 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: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
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: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
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)