Fishing Village
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Fishing Village | |
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Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set | Seaside |
Illustrator(s) | Harald Lieske |
Card text | |
+2 Actions + At the start of your next turn: +1 Action and +. |
Fishing Village is an Action-Duration card from Seaside. It is considered to be among the best of the villages; it gives +2 Actions this turn and +1 Action next turn, and also gives + both this turn and next turn, giving you as much purchasing power as a Silver and as many actions as if you had a Village both this turn and the turn after.
Contents |
FAQ
Official FAQ
- You get +2 Actions and + when you play this, and then +1 Action and + at the start of your next turn.
Other Rules clarifications
Strategy Article
There is no strategy article for Fishing Village, but it was mentioned in Comparing the villages by chwhite, edited by theory.
Fishing Village is the best village in an overwhelming majority of cases, and is among the strongest cards in the game. Its presence often changes the landscape. It offers exceptional value. this turn and next makes it almost as good at giving cash as Silver, and it gives you extra actions on both this turn and the next—freeing you from having to have a village in hand on your next turn to start your engine. To give you a sense of just how good it is for its price, take a look at Caravan, which is supposed to be one of the best cards. Caravan is nothing the turn you play it, and a Laboratory the next turn. Fishing Village is +, +Action, -Card this turn (equivalent to one of Squire's choices) and (as Rinkworks pointed out) a Bazaar the next- and it’s cheaper!
Basically, if you’re buying terminals at all (and not going Bank), there’s virtually no reason to buy Silver ahead of this, ever. The one supposed downside to FV is the lack of +Card the turn you play it, which it shares with Festival and University. So Library/Watchtower/Menagerie become more powerful, and +Card in general is necessary for chaining. It’s better than Festival and University in the absence of those enablers, though, because a) it’s cheap and b) the Duration effect mitigates that downside. Another big point in Fishing Village’s favor, one which it only shares with the powerful but expensive Bazaar and Festival, is that it gives cash along with actions, which allows you the crucial ability to bake buying power into your engine, and not muck around as much with inert Treasure cards. This is actually really important when setting up many engines, and FV does it for less than its competition.
Effect on the value of other cards
The presence of Fishing Village on a board greatly changes the landscape by creating a game in which actions are abundant. In general, terminal actions become more desirable buys, and Treasure, especially alt-Treasure, becomes relatively less attractive—in part because you can play more powerful actions instead of Treasure, and in part because Fishing Village itself provides the you might ordinarily be getting from Silver. Fishing Village is fantastic for engines, but it also creates new possibilities for big money strategies, like ones that rely more heavily on virtual coin, such as Merchant Ship. Because of the abundance of actions, other villages usually become much less attractive, and cantrips somewhat less so, although flexible cards like Pawn, Nobles, and to a lesser degree Spice Merchant, can benefit from the extra actions in terms of providing coin, card draw, or other benefits.
Some games, especially multi-player games, create a race for buying Fishing Villages. In these games, low-cost +Buy or gainers like Talisman or Workshop become more attractive. When considering to rush on Fishing Villages, however, you must carefully balance whether or not the additional villages are truly necessary for your strategy. Far fewer Fishing Villages are typically necessary to support the same number of terminal actions, and in many cases, the lost tempo from picking up more villages instead of higher-priced power cards can set one back, resulting in more +Actions than are needed in the mid-game. Often, especially in two-player, it is a better choice to buy a few FV's, invest in more powerful cards, and then grab the last FV's using +Buy before the pile empties but after your deck has already been built up more.
Synergies/Combos
- Draw-up-to-X cards like Library, Watchtower, Jack of all Trades
- Menagerie
- Terminals
Antisynergies
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+2 Actions + At the start of your next turn: +1 Action + |
Seaside 1st Edition | October 2009 | ||
+2 Actions + At the start of your next turn: +1 Action and +. |
Seaside 2nd Edition | July 2017 |
Other language versions
† The line separating start-of-turn abilities is unwarranted and was removed in later print runs. This matters e.g. when you are Enchanted or you use a Way.
Trivia
Secret History