Alms
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== Strategy == | == Strategy == | ||
− | There is no strategy article for Alms | + | There is no strategy article for Alms, but it has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14787.0 forum.] |
Events are harder to rate than cards, but Alms is a game-changer, no doubt. For one thing, it completely throws a lot of opening theory out of the window, since it now enables {{cost|4}}/{{cost|4}} or even {{cost|4}}/{{cost|5}} openings. Alms typically does nothing on your big turns, as it does nothing when you have any Treasures in play, but it is almost always bought at least once in a game, as it mitigates the effects of bad draws or otherwise weak turns. | Events are harder to rate than cards, but Alms is a game-changer, no doubt. For one thing, it completely throws a lot of opening theory out of the window, since it now enables {{cost|4}}/{{cost|4}} or even {{cost|4}}/{{cost|5}} openings. Alms typically does nothing on your big turns, as it does nothing when you have any Treasures in play, but it is almost always bought at least once in a game, as it mitigates the effects of bad draws or otherwise weak turns. |
Revision as of 05:32, 27 May 2016
Alms | |
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Info | |
Cost | |
Type | Event |
Set | Adventures |
Illustrator(s) | Matthias Catrein |
Event text | |
Once per turn: If you have no Treasures in play, gain a card costing up to . |
Alms is an Event from Adventures. It's a gainer that lets the buyer gain a card costing up to if the buyer has no Treasures in play.
Contents |
FAQ
Official FAQ
- You can only buy this once per turn.
- When you do, if you have no Treasures in play, you gain a card costing up to .
- The gained card comes from the Supply and is put into your discard pile.
Strategy
There is no strategy article for Alms, but it has been discussed on the forum.
Events are harder to rate than cards, but Alms is a game-changer, no doubt. For one thing, it completely throws a lot of opening theory out of the window, since it now enables / or even / openings. Alms typically does nothing on your big turns, as it does nothing when you have any Treasures in play, but it is almost always bought at least once in a game, as it mitigates the effects of bad draws or otherwise weak turns.
Alms is awesome with heavy trashing. Usually, your Chapel turns end without buying a card. With Alms, however, you can trash all of the junk out of your deck and STILL gain a good card up to .
Synergies
- Heavy trashing: Chapel, Count, Steward
- Good cards you might want multiples of in the opening: Spice Merchant, Ironmonger
- Virtual money with +Buy: Baron, Wine Merchant, Storeroom
- In Treasure-less decks, such as with Poor House, Alms can be bought even on your good turns
- Gainers: Workshop and friends
- Rushes and slogs, such as with Gardens
Antisynergies
- Most money-based strategies
- Lack of good cards below
- Horn of Plenty
- Handsize attacks like Militia and Cutpurse are less effective
- Since buying Alms is not buying a card, the attacks from Haunted Woods and Swamp Hag also suffer
Alternate versions
Digital version for Dominion Online
Trivia
In other languages
- Dutch: Aalmoes
- Finnish: Almut
- French: Aumône
- German: Almosen
- Japanese: 施し (pron. hodokoshi, lit. charity)
Secret History