Minion

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Minion
Info
Cost $5
Type(s) Action - Attack
Kingdom card? Yes
Set Intrigue
Illustrator(s) Christof Tisch
Card text
+1 Action
Choose one: +$2; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards their hand and draws 4 cards.

Minion is an ActionAttack card from Intrigue. It can be played either for +$2 or to discard your hand and draw 4 cards; thus, it works well with non-terminal Action card payload.

FAQ

Official FAQ

  • Players wishing to respond with e.g. Moat or Diplomat do so before you choose your option.
  • A player who Moats this neither discards nor draws.

Other Rules clarifications

  • You still draw 4 cards if you choose the discard option with no cards left in hand.
  • Horse Traders normally doesn't actually block an attack, but in the case of Minion it can.

Strategy

Minion is an Action card that offers you two modes of play. The first one turns Minion into a stop card providing non-terminal payload. The second is a draw-to-X option, which will usually be the choice that gives you more value, especially as it comes with a mildly disruptive discard attack.

The power of Minion mostly lies in its draw-to-X aspect. With many copies of it, you could play all but one of them as payload, while using your last one in hand to draw a fresh hand; however, doing so decreases the amount of draw available to you, which may affect your ability to play all of your other non-Minion payload, and so you may opt to discard some Minions now to be used as draw later. A deck using Minion as the primary source of draw requires support from other cards, because Minion has several weaknesses:

  1. Your ability to collide Minions and draw them in new four card hands is very sensitive to junk, including your starting cards or Victory cards during greening, as the more junk you have, the more likely you are to dud on four non-Minion cards. This can usually be solved either by having good deck control via good thinners (e.g. Raze) or by using sifters (e.g. Dungeon).
  2. Minions are expensive at $5. It’s significantly easier to acquire them in bulk if you have applicable gainers (e.g., University or Vampire), or effects such as Ferry that allow you to more cheaply gain copies of the same card.
  3. Even when you have many Minions, a $5 card producing $2 of payload isn’t very impressive, especially when you consider that some of your Minions have to be played for draw rather than payload. Thus, Minion is often much better in Kingdoms that have some other payload that works well with draw-to-X. As with other draw-to-X cards, this typically includes discard for benefit cards (e.g. Mill) or non-terminal stop cards (e.g. Festival), as the former is no problem when you can draw back up to four cards and the latter is effectively draw-neutral when you can reset your hand size. Likewise, Minion is more attractive in Kingdoms with gainers that reduce your hand size (e.g. Artisan).

If the Kingdom offers solutions to the problems above, building a draw-to-X deck using Minion becomes more appealing. Minion may also be more effective if other discard attacks such as Militia are relevant, because you can simply draw back up to four cards in hand on your turn. Minion is less likely to be relevant in conditions that don’t support draw-to-X decks well. This is likely to be the case if strong draw alternatives such as Wharf are available. Similarly, if the available payload consists mostly of Treasures, or if some Kingdom Treasure cards are especially useful to have (such as Counterfeit or Supplies), then the utility of Minion’s discard-and-draw mode is mostly negated, as you would just discard your good Treasures with it.

When playing with many Minions, it’s important to consider the implications of triggering a mid-turn shuffle. If you've already played most of your Minions and/or discarded many junk cards, it's likely that doing so would topdeck a large amount of junk, causing one or more dud turns in which it's difficult to find enough Minions to draw through your deck. You can avoid this by making sure to stop drawing at the end of your current shuffle, or by discarding some Minions rather than playing them as payload so that the shuffle you trigger will have Minions in it.

While Minion’s Attack is not the most impactful aspect of the card, due to the random nature of the discarded and drawn cards, the best case for the Attack is to turn a good starting hand for your opponents into a total dud, while more likely it will effectively force them to discard one card at random. Minion’s attack can play a significant role in countering decks that rely heavily on topdecking cards to avoid duds or to ensure consistency. Cards topdecked by effects such as Scheme get discarded by Minion; the strongest case of this is in countering certain combos such as the one with Capital and the now removed Mandarin. Other cases where this might matter include topdecked Alchemists or Treasuries and starting hands set up by effects such as Night Watchman or Scouting Party.

Minion is a prime target for Capitalism, since you can first play other Treasures in the Buy phase, then discard your hand to find more Treasures (including more Minions) to play. You can do this multiple times if you have more Minions to play and more cards to draw. This is an exception to the usual rule that Treasure payload works poorly with Minion.

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

Print Digital Text Release Date
Minion Minion from Goko/Making Fun +1 Action
Choose one: +$2; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.
Intrigue 1st Edition July 2009
Minion Minion from Shuffle iT +1 Action
Choose one: +$2; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards their hand and draws 4 cards.
Intrigue 2nd Edition October 2016

Other language versions

Language Name Print Digital Text Notes
Chinese 爪牙 (pron. zhǎoyá, lit. lackey)
Czech Služebník (lit. servant)
Dutch Dienaar (lit. servant) Dutch language Minion +1 Actie
Kies één van de volgende opties: +$2; of leg alle kaarten uit je hand af, +4 Kaarten en iedere andere speler met ten minste 5 kaarten in zijn hand moet al zijn handkaarten afleggen en 4 nieuwe kaarten pakken.
Eerste editie
(2009)
Finnish Kätyri (lit. henchman)
French Larbin (lit. stooge)
German Lakai
(lit. lackey)
German language Minion 2021 by ASS German language Minion 2021 from Shuffle iT +1 Aktion
Wähle eins: +$2 oder lege alle deine Handkarten ab, +4 Karten und jeder Mitspieler, der mindestens 5 Karten auf seiner Hand hat, legt alle seine Handkarten ab und zieht 4 Karten.
2. Edition
(2021)
one or more other versions listed here
Hungarian Udvaronc
(lit. gentleman-at-arms)
Italian Tirapiedi
Japanese 寵臣
(pron. chōshin, lit. favored retainer)
+1 アクション
次のうち1つを選ぶ:「+$2」:「あなたと手札が5枚以上の他のプレイヤーは全員、手札をすべて捨て札にし、4枚カードを引く」。
Korean 하수인
(pron. hasu-in)
Norwegian Lensmann (lit. sheriff)
Polish Sługus Polish language Minion +1 akcja
Wybierz jedną opcję +$2; lub odrzucasz wszystkie karty z ręki, otrzymujesz +4 karty i każdy z pozostałych graczy z co najmniej 5 kartami na ręce musi odrzucić wszystkie karty i pociągnąć 4 karty.
(2016)
Russian Приспешник (pron. prispyeshnik, lit. henchman) Russian language Minion from Shuffle iT +1 Действие
Выберите одно из двух: либо +$2; либо сбросьте вашу руку, +4 Карты, каждый другой игрок с хотя бы пятью картами в руке сбрасывает руку и тянет 4 карты.
Spanish Esbirro Spanish language Minion +1 Acción
Elige una opción: +$2;
o bien descarta tu mano, +4 Cartas y los demás jugadores que tengan al menos 5 cartas en su mano descartan su mano para robar 4 cartas nuevas.
First Edition
(2009)
Esbirro Spanish language Minion +1 Acción
Elige una opción: +$2 ; o bien descarta tu mano, +4 Cartas y los demás jugadores que tengan al menos 5 cartas en su mano descartan su mano para robar 4 cartas nuevas.
Second Edition
(2016)

Trivia

Official card art.

The portrait in the card art has a passing resemblance to the Duke, which was done by the same artist.

Card Art

It was a scroll originally. We complained that he looked like an evil secretary, and the artist changed it to a dagger.

Secret History

The original version of this was a "choose one" card with three messy abilities. It was too messy and also too narrow, and so left. Later on I was looking for an attack to replace another attack that hadn't worked out, and thought of this. Originally the "discard, draw 4" ability only worked on yourself, but it seemed like it would make a cute attack if it hit everybody. The problem was that it was still too narrow - you would not always have a combo that made that exciting enough. The solution, proposed by Chris West, was to have the card be a combo with itself. You can play a couple copies for +$2, and then play one to get a fresh hand. For simplicity there is no 3rd ability.

During development I had some games where it was clear that this card was too annoying. The "discard, draw 4" ability had no "5 or more cards" clause. So you would sometimes draw your whole deck... and also make everyone else draw their whole deck. So you'd make everyone else shuffle on each of your turns. As an attack it gets no worse if it just hits everyone else once, and it's way less annoying. We tested both and went with the less annoying version.

Why does Minion combo so well with itself?

Minion is a combo with another Minion, because otherwise the "discard your hand draw 4" ability would be bad way too often, and that ability can't be thrown in for free on something already worth having. You can argue that it should have been the Counting House of the set; that isn't the way I went.

Retrospective

Some people hate Minion, but it wasn't in line for cutting from Intrigue. Irl you can just not look at your hand until it's your turn or it gets Minion'd away; that's the big thing, just, make a plan, now it's gone.

A big thing at the time was, cards just didn't get as much work done on them. They didn't get as much playtesting; the playtesting wasn't as good; if a card seemed to be working out I didn't mess with it, I didn't think "but maybe it could be better" or anything. Lots of questions about early cards end up "well it started out like that and seemed fine, the end."

So anyway, today, I probably would not do the Minion attack, because it's not remotely essential to the game and some people hate it. I like to say, I can't do things anyone loves if I refuse to do things that some people hate, but I mean, Minion is extra hated. The way things work today is, there's just no insistence on preserving whatever element of a card, or fixing it even. I might drop Minion, or just not have it attack, or have it do some other attack. There's no particular draw towards the -1 card token, though sure, there's that, if the set was Adventures.


Cards $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Combos and Counters Lurker/Hunting GroundsMasquerade pinNative Village/BridgeRoyal Carriage/Bridge
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)