Hinterlands
Hinterlands | |
---|---|
Info | |
Type | Expansion |
Icon | |
Cards | 300 |
266 (26 sets) | |
26 | |
Blank Card(s) |
8 |
Theme(s) | On-buy/gain effects |
Release | October 2011 |
Official Rulebook |
Hinterlands is the 6th Dominion expansion, released in October 2011. The basic theme of the set is cards that either have or cause effects when you buy or gain them. Hinterlands is a popular expansion, offering a nice balance of engine, BM, and alternate VP cards.
Contents |
Contents
Basic Supply Cards
- Hinterlands is only an expansion, so no Basic Supply Cards are included.
Kingdom Cards
Crossroads, Duchess, Fool's Gold
Develop, Oasis, Oracle, Scheme, Tunnel
Jack of all Trades, Noble Brigand, Nomad Camp, Silk Road, Spice Merchant, Trader
Cache, Cartographer, Embassy, Haggler, Highway, Ill-Gotten Gains, Inn, Mandarin, Margrave, Stables
Border Village, Farmland
Additional Materials
- None
Flavor Text
If you have a checking acucont, you can use the debit card to open your ebay acucont. I do the same. It works just fine. You can also use Paypal to pay for your ebay purchases and fees. Paypal allows you to chose to have funds deducted from your debit card, electronic checking deduction or e-check (That one takes too long.). So the only way you can get started on eBay is to have a checking acucont.Ebay owns Paypal, so those two sites are closely interlinked. Ebay used to allow money orders, cash and checks in the past and got rid of these options which only drove potential buyers away. It's stupid. However some sellers do still accept those payment options. You just have to ask them via message privately. I still do if they ask me. Was this answer helpful?
Hinterlands Theme
Game designer Donald X. offered some insight into some themes of the set here.
- 9 Effects when gained/bought: Noble Brigand, Nomad Camp, Cache, Embassy, Ill-Gotten Gains, Inn, Mandarin, Border Village, Farmland
- 4 Other interaction with gain/buy: Duchess, Fool's Gold, Trader, Haggler
- 7 Victory/Treasure/Reaction: Fool's Gold, Tunnel, Silk Road, Trader, Cache, Ill-Gotten Gains, Farmland
- 4 Interact with Victory cards: Crossroads, Duchess, Fool's Gold, Silk Road
- 8 Card filtering: Oasis, Oracle, Jack of all Trades, Cartographer, Embassy, Inn, Margrave, Stables
Trivia
Secret History
When I showed the game to RGG, I had five expansions. During development of the main game, I briefly tried out the expansions in 16-card versions. As part of doing this, I split up the second expansion into two expansions - one for the next turn theme, another for the right now theme. Both themes seemed good enough to support an expansion. Later, when I turned everything back into 20-card expansions (which became 25 during work on Intrigue), I kept those two themes separated. The next turn theme came out as the actual second expansion, Seaside, and now finally we have come to the when-you-gain-this expansion.
A few of these cards date back to 2006, and the original expansion with both themes. More are from when I split up the themes, then more got added to get back up to 25, and of course some cards are more recent, due to the usual process of getting rid of duds and trying new things.
For most of its life, this has been an ordinary expansion. For a while there though, I was thinking maybe it would be good to do another standalone. There are various virtures to standalones; someone else can talk them up, as I know there are other people who will argue against them. Anyway it seemed good to me. And so for a bit I focused on trying to make sure the set wasn't as complex as the couple sets before it. It gets some simplicity from the when-gain theme, although some of those cards still look complicated because they need text for both the normal and when-gain abilities. This focus helped protect a few of the simpler cards, and then late in the going Jay decided it would be a normal expansion after all. So the set is 300 cards, with no tokens or anything, and had that extra push towards simplicity, which is nice. And for those of you who were wondering, this is also why the rulebook has an unprecedented number of recommended sets of 10.
Some of you are thinking, simplicity lol. No really; whatever strategic complexity the set has, it does have some simple, easy-to-play cards; it's simpler than Prosperity but more complex than Seaside. You can sit a new player down with Nomad Camp and Crossroads and so forth and while they may not know what they're doing, they won't be confused by their cards.
The when-gain theme was always the focus of the set. A few of the cards are when-buy instead; this was necessary, as I will explain for those cards. I have a few cards that latch onto when-gain from different angles, rather than just doing something when you gain them. And then, when-gain abilities are good fits for victory cards and treasure cards, so the set got three of each. Some of the victory cards died and were replaced by other ones without when-gain abilities, but there are three, see for yourself. With three victory cards and three treasures it seemed cool to have three reactions, and towards the end I managed to squeeze in a third one.
Some of you who are word people or have internet access may note that one meaning of "hinterlands" is, the land behind the coast. So even the flavor is a complement to Seaside.
Recommended Sets of 10
Hinterlands Only
- Introduction - Cache, Crossroads, Develop, Haggler, Jack of all Trades, Margrave, Nomad Camp, Oasis, Spice Merchant, Stables
- Fair Trades - Border Village, Cartographer, Develop, Duchess, Farmland, Ill-Gotten Gains, Noble Brigand, Silk Road, Stables, Trader
- Bargains - Border Village, Cache, Duchess, Fool's Gold, Haggler, Highway, Nomad Camp, Scheme, Spice Merchant, Trader
- Gambits - Cartographer, Crossroads, Embassy, Inn, Jack of all Trades, Mandarin, Nomad Camp, Oasis, Oracle, Tunnel
Hinterlands & Dominion
- Highway Robbery - Cellar, Library, Moneylender, Throne Room, Workshop / Highway, inn, Margrave, Noble Brigand, Oasis
- Adventures Abroad - Adventurer, Chancellor, Festival, Laboratory, Remodel / Crossroads, Farmland, Fool's Gold, Oracle, Spice Merchant
Hinterlands & Intrigue
- Money for Nothing: Coppersmith, Great Hall, Pawn, Shanty Town, Torturer, Cache, Cartographer, Jack of all Trades, Silk Road, Tunnel
- The Duke's Ball: Conspirator, Duke, Harem, Masquerade, Upgrade, Duchess, Haggler, Inn, Noble Brigand, Scheme
Hinterlands & Seaside
- Travelers: Cutpurse, Island, Lookout, Merchant Ship, Warehouse / Cartographer, Crossroads, Farmland, Silk Road, Stables
- Diplomacy: Ambassador, Bazaar, Caravan, Embargo, Smugglers / Embassy, Farmland, ill-Gotten Gains, Noble Brigand, Trader
Hinterlands & Alchemy
- Schemes and Dreams - Apothecary, Apprentice, Herbalist, Philosopher's Stone, Transmute / Duchess, Fool's Gold, Ill-Gotten Gains, Jack of all Trades, Scheme
- Wine Country - Apprentice, Familiar, Golem, University, Vineyard / Crossroads, Farmland, Haggler, Highway, Nomad Camp
Hinterlands & Prosperity
- Instant Gratification - Bishop, Expand, Hoard, Mint, Watchtower / Farmland, Haggler, Ill-Gotten Gains, Noble Brigand, Trader
- Treasure Trove - Bank, Monument, Royal Seal, Trade Route, Venture / Cache, Develop, Fool's Gold, Ill-Gotten Gains, Mandarin
Hinterlands & Cornucopia
- Blue Harvest - Hamlet, Horn of Plenty, Horse Traders, Jester, Tournament / Fool's Gold, Mandarin, Noble Brigand, Trader, Tunnel
- Traveling Circus - Fairgrounds, Farming Village, Hunting Party, Jester, Menagerie / Border Village, Embassy, Fool's Gold, Nomad Camp, Oasis
Hinterlands & Dark Ages
- Far From Home - Cartographer, Develop, Embassy, Fool's Gold, Haggler / Beggar, Count, Feodum, Marauder, Wandering Minstrel
- Expeditions - Crossroads, Farmland, Highway, Spice Merchant, Tunnel /Altar, Catacombs, Ironmonger, Poor House, Storeroom
Hinterlands on DS.com and F.DS.com
Dominion Strategy Forums
- Hinterlands Speculation
- Staggered Release Discussion
- Full List Leak Discussion
- Three Sentence Overviews.