Overgrown Estate
From DominionStrategy Wiki
Overgrown Estate | |
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Info | |
Cost | |
Type(s) | Victory - Shelter |
Kingdom card? | No |
Set | Dark Ages |
Illustrator(s) | Martin Hoffmann |
Card text | |
0 When you trash this, +1 Card. |
Overgrown Estate is one of the three Shelter cards that players start with instead of Estates in their decks in Dark Ages games. It is a Victory card even though it is worth 0 ; it gives you a little bonus when you manage to trash it.
Contents |
FAQ
Official FAQ
- This is a Victory card despite being worth 0 .
- If this is trashed, you draw a card, right then, even in the middle of resolving another card.
- For example if you use Altar to trash Overgrown Estate, you first draw a card, then gain a card costing up to .
- This card does not give you a way to trash itself, it merely does something if you manage to trash it.
Other Rules clarifications
- When an Overgrown Estate is revealed when playing Ambassador, it is not returned to the Supply (since it is not in the Supply) and opponents do not gain a copy of it.
- If you buy a Farmland and trash an Overgrown Estate, you immediately draw a card. However, even if the drawn card is a treasure, you are unable to play it since you must play all treasure before you buy a card.
Strategy Article
General Shelters strategy is on the Shelters page.
Trash it when you can! It replaces itself in your hand.
Synergies/Combos
- With one- or two-card trashers (Remake, Bishop, Steward, etc.) trashing the Overgrown Estate can let your current turn be just a little bit better than if it were an Estate.
Antisynergies
- The effect is least noticeable with multi-card trashers like Chapel and Count - if you've trashed everything in your hand, drawing one card from the Overgrown Estate won't let you do anything with your turn anyway.
Versions
English versions
Digital | Text | Release | Date | |
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Other language versions
Trivia
Overgrown Estate is the only Victory card that is never worth any points.
Card Art
The art shows an overgrown version of the art for Estate, from Base Cards.
Secret History
Shelters: Tom Lehmann suggested replacing starting Estates with something else, to make the environment feel more Dark Ages-y. I thought this was a great idea. Ruins obv. doesn't work, because some people would make out, unless we picked specific ones. And Curse isn't very interesting. But I could just make up three new cards, which is what I did. Necropolis shakes up early turns, since you can stomach more in the way of terminal actions; Overgrown Estate gives you a little prize if you crack it open eventually; and Hovel tempts you into buying a victory card when you might not have.