Inheritance
Inheritance | |
---|---|
Info | |
Cost | |
Type | Event |
Set | Adventures |
Illustrator(s) | Mark Poole |
Event text | |
Once per game: Set aside a non-Command Action card from the Supply costing up to | . Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")
Inheritance is an Event from Adventures. It allows Estates for the buyer to become Actions and emulate the effects of a particular non-Command Action from the Supply during their turns.
FAQ
Official FAQ
- You can only buy this once per game. When you do, set aside a non-Command Action card from the Supply that costs up to , and put your Estate token on it.
- This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring.
- For the rest of the game, on your turns, Estates are also Action cards (in addition to still being Victory cards), and when you play one, it plays the card you set aside, leaving it set aside. If that effect tries to move the set aside card, it fails. If the set aside card has a "while this is in play" or "when discarded from play" effect, that will not do anything; the card is never in play.
- Leave the Estate in play until the Clean-up of the turn the card it played would have left play. Normally that means you will discard it that turn, but if the card is a Duration card, it will stay out like the Duration card would have, and if the card is something like Throne Room and used to play a Duration card, it will stay out the same way Throne Room itself would have.
- If the set aside card is from a pile you have a +1 Action or similar token on, you will get that effect when playing it.
- All Estates are affected, including ones in the Supply and ones other players have; for example this means you could gain one with Seaway.
- The set aside card does not need to continue costing or less; it only has to when Inheritance is bought.
- The card cannot be a Command card; Command cards are certain cards that can play other cards without moving them, including Band of Misfits, Overlord, and Captain.
Other rules clarifications
- Inheritance affects Estates in the trash and in other players' decks and hands. This means that they can be gained with Lurker, discarded by Rabble, and so on.
- Since it is no one's turn when scoring, this means that Estates will not count for Landmarks/Victory cards that care about Actions (like Orchard or Vineyard).
Official FAQ for prior version
- You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to Estate token on it (the one depicting a house). , and put your
- This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring.
- For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions.
- This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port.
- This only affects your own Estates, not Estates of other players.
- An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue).
- An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands).
- There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to Duration card, a Reaction card, and so on. ; it may be a
- It does not have to continue costing up to , it only has to cost up to when set aside.
- Your Estates are still worth 1 when scoring at the end of the game.
- Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane).
- Starting Estates come from the Estates pile.
Other rules clarifications for prior version
Most Inheritance confusions are an issue of timing or ownership.
- After you buy an Estate, it becomes yours, and "when you buy this" abilities happen, then "when you gain this" abilities. After you gain an Estate without buying it, it becomes yours, and "when you gain this" abilities happen.
- If you Inherit a Grand Market, you can buy an Estate with Copper in play, because Estate does not have the abilities of Grand Market until after you already bought it.
- If you Inherit a Nomad Camp and buy an Estate, it is gained onto your deck; if you gain an Estate without buying it, it is gained to your discard pile, because Estate does not have the abilities of Nomad Camp until after you already gained it to your discard pile.
- If you Inherit a Fortress and trash one of your Estates, you put it into your hand and the Estate is still yours; if you trash an Estate that was not yours, such as trashing and Estate form the Supply with Salt the Earth, you do not put it into your hand and it is not yours.
- Some cards gain a card, and then care what types the gained card has. They check what types the card has after it is gained, when it it yours; for example if you Inherit a Village and Ironworks an Estate, you get +1 Card and +1 Action.
- Some cards trash a card, and then care what types the trashed card has. They check what types the card has after it is trashed, when it is not yours; for example if you Inherit a Village and Sacrifice an Estate, you get +2 only (and not +2 Actions).
- Your Estates do not have the abilities and types of the set aside card when scoring. This is a change from the original rules.
- Your Estates do not have the name or cost of the set aside card. For example:
- If you Inherit a card and play Baron, you can still discard an Estate.
- If you Inherit a Treasure Map and play an Estate, you trash the Estate and a Treasure Map from your hand - you cannot trash an Estate from your hand - but did not trash 2 cards named Treasure Map, and so do not gain any Golds.
- If you Inherit a Border Village and gain an Estate, you gain a card that is cheaper than Estate.
- If you Inherit a Crossroads and play an Estate, you can never get +3 Actions because it is not the first time you played a card named Crossroads that turn; you do get +3 Actions the first time you play a Crossroads each turn, even if you played an Estate earlier that turn.
- If you Inherit a Rats and play an Estate, you gain a Rats - you cannot gain an Estate - and then trash a card from your hand that is not a Rats, but can be an Estate.
- Estates in the Supply are not yours; they are normal Estates. The Estate Supply pile is not an Action pile. For example:
- University cannot gain Estates.
- You cannot move Adventures tokens to the Estate Supply pile.
- You cannot play Band of Misfits as an Estate in the Supply.
- Under extremely rare circumstances is it possible to play an Estate as a card an opponent Inherited; see this post for details. This issue was solved with the current revised version of Inheritance.
Strategy
Inheritance is an often-centralizing Event that is typically worth planning around in the early game. There are two reasons for this:
- It converts Estates, the worst of your starting cards, into something useful, massively improving the quality of your early game deck.
- It makes future “copies” of the Inherited card cheap at 1 . , and worth
These two effects combine to make early Inheritances very strong.
Getting an early Inheritance usually requires intentionally buying components and managing your shuffles to spike . This often means increasing the draw and/or money density of your early deck, as even a hand of four Coppers and one Silver isn’t enough. One-shot draw or payload effects such as Experiment or Stockpile can be useful for this. High value Treasures with downsides that don't matter for this purpose such as Contraband or Capital can also be helpful. Baron synergizes particularly well with Inheritance, as it generates a good amount of and can gain Estates later. In some rare circumstances it can be good to thin an Estate early to help you hit (e.g., with Goat). This is usually only worth doing if the target card for Inheritance is very strong, and there are sources of +Buy or gainers to regain the lost Estates quickly; if there are not, it can be better to just thin all of your Estates and build normally.
Good targets for Inheritance are typically cards that you would want multiple copies of in your deck. In you Inherit a cantrip such as Merchant, your Estates are no longer stop cards, which is tantamount to a thinning effect and thus a powerful one in the early game. Other good targets include villages such as Worker's Village or non-terminal payload cards such as Patron. Terminals such as Smithy can also be useful, but be aware of your terminal space after effectively adding three terminals simultaneously. Experiment and Encampment are exceptionally strong targets, as Inherited Estates do not inherit the drawbacks of those cards. Groom and Ironmonger are also good targets, as both benefit from the fact that Inherited Estates are both Victory and Action cards. Conspirator can be a good target with a little support, as playing an Estate with this card Inherited counts as two Action card plays, so if you play a single non-terminal Action beforehand, all of your Estates become activated Conspirators.
Inheritance may be skippable if there are no good targets, if a useful Estate thinner (such as Recruiter) is more easily accessible or useful, or if reaching is impractical (e.g., with Catapult present).
Rarely, it may be possible to Inherit a higher cost card with cost reduction. For example, Grand Market can be Inherited with a Quarry in play. Oftentimes this is slow or difficult to set up, and you will miss out on the benefits of an earlier Inheritance on a lesser card.
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Once per game: Set aside a non-Victory Action card from the Supply costing up to | . Move your Estate token to it (your Estates gain the abilities and types of that card).Adventures 1st Edition | April 2015 | ||
Once per game: Set aside a non-Victory Action card from the Supply costing up to | . Move your Estate token to it. (Your Estates gain the abilities and types of that card.)Adventures 2nd Edition | August 2017 | ||
Once per game: Set aside a non-Victory Action card from the Supply costing up to | . Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")Dominion 2019 Errata and Rules Tweaks | September 24, 2019 | ||
Once per game: Set aside a non-Command Action card from the Supply costing up to | . Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")October 10, 2019 |
Other language versions
Trivia
Inheritance (after the Dominion 2019 Errata and Rules Tweaks) and Patron are the only card-shaped things to use quotation marks in their English text.
Inheritance is one of the available backgrounds in Dominion Online.
Preview
Secret History
Why once per game?
Donald X.'s opinion
People especially like to Inherit cantrips, and more especially villages. You can do well inheriting other good cheap cards though. It's exciting to lower costs and Inherit a Monument in one and Bridge Troll in another.
It was so sweet when we were first playtesting it - getting lots of , but as usual Events don't get cheaper so it's tricky to do that and get to . The recommended sets set up Estates into play, so bizarre. Drawing bad hands, no wait, these Estates all do things. Buying up Estates.Errata possibilities