Villa
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Villa | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Empires |
Illustrator(s) | Harald Lieske |
Card text | |
+2 Actions +1 Buy + When you gain this, put it into your hand, +1 Action, and if it's your Buy phase return to your Action phase. |
Villa is an Action card from Empires. It is a village that allows you to use it immediately when you gain it, even returning to your Action phase from your Buy phase, which can allow for some trick moves. Its actual effect is relatively weak for a village of its cost, however—it gives +Buy and + , but does not draw—so gaining too many of these just for their on-gain shenanigans could weaken your deck overall without substantial sources of +Cards.
FAQ
Official FAQ
- If you gain this during your Action phase, such as with Engineer, you will put the Villa into your hand and get +1 Action (letting you, for example, play the Villa).
- If you gain this during your Buy phase (such as by buying it), you will put the Villa into your hand, get +1 Action, and return to your Action phase.
- This will let you play more Action cards (such as the Villa); when you are done with that you will return to your Buy phase, from the beginning - you can play more Treasures (and Arena will trigger again).
- If you buy Villa, that uses up your default Buy for the turn, however playing Villa will give you +1 Buy and so let you buy another card in your second Buy phase.
- If you gain this during another player's turn, you will put the Villa into your hand and get +1 Action, but will have no way to use that Action, since it is not your turn.
- It is possible to return to your Action phase multiple times in a turn via buying multiple Villas.
- Returning to your Action phase does not cause "start of turn" abilities to repeat; they only happen at the start of your turn.
Other Rules clarifications
- Villa visits the discard pile before being put in your hand. This means that when you gain it with a card like Artificer (which changes gain location), Villa will visit the top of your deck before going into your hand.
- If you gain a Villa while under a Gatekeeper (which tries to Exile cards when you gain them), you can choose to put Villa into your hand first.
- Because Replace and Summon try to move Villa after it is gained and put into your hand, they will fail to move the card again.
- If you buy a Villa, then don't play it, it is possible to enter the Buy phase with 0 Buys. You may play treasures, but unless your treasures give +1 Buy, you won't be able to buy anything.
- Villa only returns you to your Action phase if gained in your Buy phase. If you gain it at Night with e.g. Devil's Workshop, it goes to your hand, but you can't play it.
- Gaining a Villa during your Buy phase does not "end" your Buy phase in a technical sense; therefore Wine Merchant cannot be discarded from your Tavern mat when you return to your Action phase.
Strategy
There isn't a strategy article for Villa yet.
An important thing to keep in mind with Villas is that they can be bought relatively late. Since you can use Villas as soon as you gain them, a useful move is to wait until you have two terminal Actions in the same hand—then you can play one of them, buy Villa, and play the other, getting the Villa just when you need it instead of having to set it up in advance.
Synergies
- A Draw to X card, such as Jack of all Trades, Watchtower, Cursed Village, or Library allows you to play all treasures, buy Villa, and effectively have a new hand.
- Buying Villas can be a Double Tactician enabler.
- Gainers such as Workshop, and the Event Alms, allow you to gain a Villa without spending any money, effectively giving you a free + .
- Price reduction such as Bridge or Highway can enable Villa to act as a free + combo, allowing you to potentially empty the Villa pile and gain up to virtual coins in exchange for adding a mess of Villas to your deck
- With Way of the Butterfly, you can immediately exchange a just-gained Villa for a card, enabling early and frequent access to cards.
Antisynergies
- Haunted Woods makes you lose your cards in hand when you buy a Villa.
- Devil's Workshop
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+2 Actions. +1 Buy + When you gain this, put it into your hand, +1 Action, and if it's your Buy phase return to your Action phase. |
.Empires | June 2016 |
Other language versions
Trivia
Preview
Villa is a brand new type of Village to populate your empire with. The natives are restless, and they simply don't want your turns to end. Maybe the other players do, but you don't care; you're impressing them with your fancy action chain. Aside from being able to continue your turn, you of course gain the Villa itself, and maybe you needed one of those. I'm not judging. With Villa, the possibilities are endless. Or perhaps only tenfold, as the pile has to empty at some point.
As long as there are Villas left in the pile, you always have that shot at continuing your turn. And you can do it more than once in the same turn! Wow! The rulebook can't actually cover all possible turn order acronyms now. ABCD... ABABACD... ABABABABABABABCD... the list goes on, and that would have been valuable ink. Of course, as an emperor, you've begun to develop some higher-order critical thinking skills. I'm sure you can come up with your own mnemonic devices, or defer to your Mnemonic Advisor.
Secret History