Island

From DominionStrategy Wiki
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Island
Info
Cost $
Type(s) Action - Victory
Kingdom card? Yes
Set Seaside
Illustrator(s) Franz Vohwinkel
Card text
Set aside this and another card from your hand. Return them to your deck at the end of the game.
2VP

Island is an Action-Victory card from Seaside. When played, it sets aside itself and one other card on a playmat, getting them out of your deck until the end of the game; it acts as a one-shot trasher worth 2 VP. It can be a good opening to hide away an Estate or a good source of alternate VP for engines; it's a subtle card which is difficult to use optimally.

FAQ

Official FAQ

  • When you first take this card, take an Island player mat.
  • Island is both an Action card and a Victory card.
  • In a 3- or 4- player game, use 12 Islands. Use 8 Islands in a 2-player game.
  • Island and the card set aside with it are set aside face up on the Island player mat provided.
  • They should not be shuffled back into your deck when you shuffle your discard pile.
  • They are returned to your deck at the end of the game in order to calculate total victory points. Island is worth 2 VP.
  • If you have no other cards in hand when you play Island, just set Island aside by itself.
  • If you Throne Room an Island, set aside the Island and a card from your hand, then set aside another card from your hand.
  • You may look through the cards on your Island playing mat (they are face up) and other players may ask to see what you have there as well.

Other Rules clarifications

  • If you Procession an Island, you set it aside with a card, then you set aside another card; you do not trash the Island because it has already been set aside, but you do gain a card costing $1 more than the Island.

Strategy Article

There isn't a strategy article for Island. It was discussed on the forums with no consensus as to how to play Island.

Island provides the unusual combination of VP and (pseudo-)trashing. It is the only trasher that removes cards from a deck while allowing them to count towards end of game scoring. While this feature appears hugely beneficial, this benefit is offset by the fact that Island is a terminal action and provides no benefit other than setting aside cards. As a trasher, it is very slow, resulting in two cards in the hand that provide no immediate benefit. It thus comes with a high opportunity cost and also can be somewhat luck-dependent when there is a chance of terminal collision.

In a Big Money-like game, it is sometimes good to buy one Island on the first shuffle, and then switch to a more conventional Big Money strategy. Simulations show that in simple cases like BM+Militia, such a strategy is marginally better than skipping Islands, and better than opening with Remodel or Moneylender, but it doesn't work with Envoy as a Big Money enabler. It is unclear as to how Island interacts with less straightforward Big Money strategies - you lose a little bit of early-game tempo in exchange for clearing out one Estate.

Alternatively, in an engine deck, it is good if you can get enough $ and Buys to buy an Island AND a Province or Colony each turn, while Islanding away the Province you bought before to keep your deck from stalling. Ironworks is also a good partner to Island, as it allows you to pick up 2-VP Islands and also get +1 Card/+1 Action for it.

The presence of Island on the board adds 16 VP to the available total in 2-player games, 24 VP in multiplayer. Either way, achieving a strong lead in Islands is enough to offset leads in Provinces and Duchies. A player ignoring Islands can run into trouble if the opponent is able to buy and stash away most of them. The VP lead achieved through Islands can be even higher if one player uses them to set aside Estates, and the other trashes Estates without VP benefit. This can contribute up to an additional 6 VP swing.

Combos

Island combines well with Silk Road, especially in the presence of Ironworks. Island adds VP cards to the deck, boosting the value of Silk Road, while thinning the deck, allowing for the quicker and more sustained acquisition of more VP cards without the deck stalling. Ironworks+Island also provides the +Action, which is often necessary in order to play Island as an action.

Scout is a good support for Island; it is often able to draw both Island and other VP cards into your hand so that you can play one with the other. But this combo alone is not usually sufficient to justify buying Scout; it only boosts its effectiveness if there are other factors making Scout a viable buy.

Because Island is a terminal action, it is often a better buy on boards with an abundance of +Actions, like in the presence of Fishing Village. This minimizes the chance of terminal collision, but does not do much else to make Island a more feasible buy.

Playing Island

In non-engine decks, such as Big Money or Rush strategies, one is sometimes faced with the prospect of drawing Island with another terminal Action card, or even drawing two Islands. When drawing two Islands, it is often best to set one aside with the other; the longer the Islands cycle through your deck, the more times you draw them instead of other cards providing direct benefits. Island can also be set aside with Copper, although this benefits Engines more than Big Money or Rush strategies.

In the case of drawing Island with a hand of higher-value cards, it is often marginally beneficial to Island away a higher-value card, especially if the average value of your deck is high, but only if doing so doesn't impair your buying power on the present turn. For example, Islanding a Silver is often beneficial if you can still afford a Province, but a poor move if the Silver is needed. In these cases, the primary benefit is removing the Island itself from the deck, which increases your deck's average value. Saving the Island will result in a later turn where you have lower buying power, which often harms you more than the lost card.

In games with Gardens or Silk Road, playing a card that enables gaining or buying is usually a better strategy than playing Island; these decks are usually full of green cards anyway and the Island doesn't add as much marginally to the deck.

Island is a poor way of trashing Curses; it does not do anything to counter the -1 VP. If you end up in a situation where you draw Island with a Curse, and there are no other ways to trash the Curse, playing Island and setting aside the Curse can be a good choice, but it is generally not effective to buy Islands as a way of removing curses from your deck. On boards with cursers and no other trashers, it is usually more effective to invest in more +$ and/or Attack cards to win the cursing race, rather than be slowed down by buying Islands early on.

Synergies/Combos

Antisynergies

Trivia

In other languages

  • Czech: Ostrov
  • Dutch: Eiland
  • French: Île
  • German: Insel
  • Italian: Isola
  • Spanish: Isla

Card Art

The art connects with Pirate Ship to the right.

Secret History

I made this during development to replace another victory card that didn't work out. I had tried a couple other ways to get a victory card out of your deck in later sets, but this was the first version tested for Seaside.


Cards $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
Combos and Counters Black Market/TacticianNative Village/Bridge
Other concepts Duration
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)