Overgrown Estate
From DominionStrategy Wiki
Overgrown Estate | |
---|---|
Cost | 1 |
Type | Victory - Shelter |
Set/Expansion | Dark Ages |
Illustrator | Martin Hoffmann |
0 VP When you trash this, +1 Card. |
Contents |
Additional rules
The rules for playing with Shelters are described in the Dominion: Dark Ages rulebook and are reproduced here.
Preparation
- If only Kingdom cards from Dark Ages are being used this game, the Shelter cards replace starting Estates - each player's starting deck is seven Coppers, a Hovel, a Necropolis, and an Overgrown Estate.
- If a mix of Kingdom cards from Dark Ages and other sets is being used, then the use of Shelters should be determined randomly, based on the proportion of Dark Ages cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the Randomizer deck - and if it is from Dark Ages, use Shelters in place of starting Estates.
- Do not use the same card to choose whether or not to use Shelters as you use to choose whether or not to use Platinum and Colony (from Prosperity).
- Using Shelters does not change the Estate Supply pile; it still contains 8 Estates for 2 players and 12 Estates for 3 or more players.
FAQ
Official FAQ
- This is a Shelter; see Preparation.
- It is never in the Supply.
- It is a Victory card despite being worth 0 VP.
- 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 $5.
- 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.
Strategy Article
Synergies/Combos
Antisynergies
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.