Death Cart
From DominionStrategy Wiki
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|text = +{{Cost|5}}<br />You may trash an Action card from your hand. If you don't, trash this. | |text = +{{Cost|5}}<br />You may trash an Action card from your hand. If you don't, trash this. |
Revision as of 06:21, 11 November 2012
Death Cart
Death Cart | |
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Info | |
Cost | |
Type(s) | Action - Looter |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Marco Morte |
Card text | |
+ You may trash an Action card from your hand. If you don't, trash this. When you gain this, gain two Ruins. |
Contents |
FAQ
Official FAQ
- When you play Death Cart, you get +, and either trash an Action card from your hand, or trash the Death Cart.
- If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand.
- A card with multiple types, one of which is Action, is an Action card.
- When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain 2 Ruins. You just take the top 2, whatever they are.
- If there are not enough Ruins left, take as many as you can.
- The Ruins come from the Supply and are put into your discard pile.
- The other players get to see which ones you got.
- The player gaining Death Cart is the one who gains Ruins; if Possession (from Alchemy) is used to make another player buy Death Cart, the player actually gaining the Death Cart (the one who played Possession) gains the Ruins.
- If you use Trader (from Hinterlands) to take a Silver instead of a Death Cart, you do not gain any Ruins.
- It doesn't matter whose turn it is; if you use Ambassador (from Seaside) to give Death Carts to each other player, those players also gain Ruins.
- Passing cards with Masquerade (from Intrigue) does not count as gaining them.
Other Rules clarifications
Strategy Article
Synergies/Combos
Antisynergies
Trivia
Secret History
This card exists to provide a way to give yourself Ruins. So that people don't just hate it, it gives you a use for the Ruins it comes with, a use so good that you almost feel like coming with Ruins is a plus. This has a when-gain ability, like those Hinterlands cards. My initial plan was to do these here and there in the sets after Hinterlands, back when Hinterlands was half of the 2nd expansion. That didn't work out, seeing as how Hinterlands is 6th, but well here's another when-gain card anyway