Encampment

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Encampment
Info
Cost $2
Type(s) Action
Kingdom card? Yes
Set Empires
Illustrator(s) Jessi J
Card text
+2 Cards
+2 Actions

You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to its pile at the start of Clean-up.

Encampment is an Action card from Empires. It is a cheap variant of Lost City—a village that also increases handsize, a very powerful engine component—but you only get to use it once unless you have a Gold or Plunder in hand. It belongs to a split pile; five copies of Encampment sit on top of five copies of Plunder.

FAQ

Official FAQ

  • Revealing a Plunder or Gold is optional.
  • When you return Encampment to the Supply, it goes on top of its pile, potentially covering up a Plunder.

Other Rules clarifications

  • If you cannot return Encampment to the Supply (e.g. you bought it from the Black Market), then if it is set aside it will stay there but will still count as one of your cards at the end of the game.
  • If you somehow play this at the start of Clean-up, and it sets itself aside, it will immediately return to the Supply.

Strategy

Encampment has three defining characteristics:

  1. Like Lost City, Encampment combines non-terminal draw and a village into a single card, which is very powerful. Draw and village effects form the backbone of many engines, and combining the two into a single cheap card reduces your odds of dudding and speeds up the building process.
  2. If you cannot collide it with a Gold or Plunder, it is a one-shot. In the early game, it can be fine to gain Encampment and play it in this way if you otherwise miss the pricepoint you want, as the early cycling and draw can help you afford and play other important cards in a manner similar to Ride. In games with limited gains, however, it may be wiser to wait until you can retain the Encampment. In some Kingdoms, it may be possible to play your Encampments using Ways in order to get some value out of your early Encampments. Later in the game, you usually have more deck control and retaining Encampments is more feasible, and doing so means less wasted resources regaining them. Because Encampment is collision-dependent, you’ll usually want to get some deck control before adding a Gold or Plunder to your deck, usually by thinning your starting cards. Otherwise, you’ll add an expensive stop card to your deck without much guarantee of keeping your Encampments. Effects such as Save and Tracker, or duration draw such as Wharf, can also help ensure these collisions early in the game. Because It’s difficult to uncover Plunders without retaining Encampments (except with Battle Plan), Gold is typically used initially to retain Encampments. As such, effects such as Skulk’s on-buy ability and Gold-gainers such as Governor are worth considering in Kingdoms with Encampment, as they lower the cost of acquiring a Gold, as is spiking for an early Gold if you can thin quickly. In cases where you do not collide Encampment with the required Treasures, it’s usually better to play the Encampment than not, as there’s a chance you could draw the required cards, and drawing now in order to have a full turn is usually better than passing a turn to hoard an Encampment. Rarely, it can be tactically wise to return Encampments by choosing not to reveal a Gold or Plunder. This might be done to avoid a pileout or slow down your opponent in gaining Plunders.
  3. It is very cheap at $2. This has two repercussions:
    • It is easy to pick up with an extra Buy and $2, or with gainers, especially Workshop variants. Encampment’s value vastly exceeds its pricepoint (assuming you can keep it), and as such it makes cards like Hermit far more valuable than usual, both because such effects give you more control over the Encampment split and because you’re adding stronger-than-usual cards to your deck.
    • It is an exceptionally strong target for Command variants such as Band of Misfits, Captain, Inheritance, and Way of the Mouse. In these cases, you get the benefit of playing Encampment but without having to set anything aside or return anything to the supply no matter what, allowing the card playing Encampment to effectively act as a Lost City with no downsides.

In games where Encampments are desirable and retained, Plunder is likely to be uncovered. This is usually the case in Kingdoms with sources of gains or +Buy, and decent thinning. Plunder offers a theoretically unbounded but slowly accumulating source of alt-VP, bottlenecked by both the number of copies you possess and how consistently you can play them all. As with all stop card payload, playing all of your Plunders consistently is usually dependent on a strong engine, particularly one with good draw. In Kingdoms that offer a megaturn or a fast pileout, Plunder is often too slow to matter.

Because there are only five copies of each card rather than the usual ten, players will end up with an unequal distribution of copies if the pile empties. In Kingdoms where Encampment or Plunder are important, this may make winning the split more of a consideration than it is with other cards. For example, in a Kingdom where draw or village effects are limited and deck control and terminal space are important, it can be advantageous to win the Encampment split. Doing so may allow you to play one more copy of Bridge than your opponents, enabling you to gain Provinces with Vampire. Similarly, winning the split can be important to consider with Plunder, as if your engine can consistently play three Plunders every turn to your opponent’s two, you’ll outscore them in the long run.

Versions

English versions

Print Digital Text Release Date
Encampment Encampment from Shuffle iT +2 Cards
+2 Actions

You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to the Supply at the start of Clean-up.

Empires


Empires (2021 printing)

June 2016


 

Encampment from Shuffle iT +2 Cards
+2 Actions

You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to its pile at the start of Clean-up.
Prefer not referring to the Supply June 29, 2022

Other language versions

Language Name Print Digital Text Notes
Dutch Kampement +2 Kaarten
+2 Acties

Je mag een goud- of een plunde-
renkaart uit je hand tonen. Doe
je dat niet, leg deze kaart dan
opzij en leg hem aan het begin
van je opschoonfase terug in de
voorraad.
(2016)
Finnish Leiri
French Camp French language Encampment 2021 from Shuffle iT +2 Cartes
+2 Actions

Vous pouvez dévoiler un Or ou un Saccage de votre main. Si vous ne le faites pas, mettez cette carte de côté et retournez-la à la réserve au début de la phase d'Ajustement.
German Feldlager German language Encampment 2021 by ASS German language Encampment 2021 from Shuffle iT +2 Karten
+2 Aktionen

Du darfst ein Gold oder ein Diebesgut aus deiner Hand aufdecken. Wenn du das nicht tust, lege diese Karte zur Seite und lege sie zu Beginn deiner Aufräumphase in den Vorrat zurück.
2. Edition
(2021)
Feldlager German language Encampment from Temple Gates Games +2 Karten
+2 Aktionen

Du darfst ein Gold oder ein Diebesgut aus deiner Hand aufdecken. Wenn du das nicht tust, lege diese Karte zur Seite und lege sie zu Beginn deiner Aufräumphase zurück auf ihren Stapel.
Japanese 陣地 (pron. jinchi) +2 カードを引く
+2 アクション
手札から金貨か鹵獲品 を公開してもよい。公開しなかっ た場合、これを脇に置き、クリーンアップフェイズの開始時にサプライに戻す。
Polish Obozowisko Polish language Encampment +2 karty
+2 akcje

Możesz odkryć z ręki kartę Złota lub Zdobyczy. Jeśli tego nie zrobiłeś, odłóż tę kartę na bok i zwróć ją do Zasobów na początku fazy porządków.
(2017)
Russian Лагерь (pron. lagyer')

Trivia

Official card art.

Secret History

The idea to Encampment was to go back to the pile, that was the neat part; Plunder can get uncovered but then re-covered. Encampment is a card that's not shabby to play as a one-shot you only paid $2 for. At first you had to have Plunder to keep it; that sometimes worked well, sometimes not so well. To improve the card it changed to also letting you reveal Gold; it flirted with just referring to Treasures costing $6 or more (with a $6 Plunder), but naming the cards is simpler. Later on Encampment changed to being set aside, only going to the pile at the end of the turn, which sometimes stops you from buying it back (but lets you buy the Plunder), but was done as a precaution against recursion that helps you remember you got those extra Actions this turn. Plus it neatly solved the issue of clearly having it be that Overlord as Encampment goes to the Overlord pile, not the Encampment pile.

Theme

Encampments move around. And yes your army seriously cares about pay.

Retrospective

[Encampment] might change a lot. The problem is you need to remember the +Actions, so you really want the card sitting there, but you don't want to forget to return the card, so you really want to just return it. Horse / Experiment nail this by normally giving you nothing to remember.


Cards 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
Combos and Counters Capital/MandarinDonate/Market Square
Other concepts DebtGatheringSplit pilesVictory tokens
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)