Fairgrounds
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!French | !French | ||
− | | Champ de foire || || || || | + | | Champ de foire || || {{CardVersionImage|FairgroundsFrench2021Digital|French language Fairgrounds 2021 from Shuffle iT}} || Vaut {{VP|'''2'''}} pour chaque 5 cartes de noms différents que vous avez (arrondi inférieurement). || |
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!German | !German | ||
− | | Festplatz || {{CardVersionImage|Fairgrounds German- | + | | Festplatz || {{CardVersionImage|Fairgrounds German-HiG|German language Fairgrounds 2011 by HiG}} || || Wert {{VP|'''2'''}}<br>für je 5 Karten mit unterschiedlichem Namen im eigenen Kartensatz (abgerundet). || (2011)<hr>''one or more other<br>versions listed [//wiki.dominionstrategy.com/index.php/%C3%9Cbersetzungsfehler_(German_translation_errors)#ASS_plus here]'' |
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+ | !German | ||
+ | | Festplatz || {{CardVersionImage|FairgroundsGerman2019rulebook|German language Fairgrounds 2019 by ASS}} || {{CardVersionImage|FairgroundsGerman2021Digital|German language Fairgrounds 2021 from Shuffle iT}} || Wert {{VP|2}}<br>pro 5 Karten mit unterschiedlichen Namen im eigenen Kartensatz (abgerundet). || (2019) | ||
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!Italian | !Italian | ||
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!Polish | !Polish | ||
− | | Odpust || {{CardLangVersionImage|Polish}} || || || | + | | Odpust || {{CardLangVersionImage|Polish}} || || Ta karta jest warta {{VP|2}} za każde 5 kart o innych tytułach w twojej talii (zaokrąglając w dół). || |
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!Russian | !Russian |
Revision as of 18:38, 27 October 2021
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Fairgrounds | |
---|---|
Info | |
Cost | |
Type(s) | Victory |
Kingdom card? | Yes |
Set | Cornucopia |
Illustrator(s) | Jessi J |
Card text | |
Worth 2 per 5 differently named cards you have (round down). |
Fairgrounds is a Victory card from Cornucopia. Following Cornucopia's theme of variety, it increases in value as you get more differently named cards in your deck. In a standard game, its maximum possible value is 6, with even 4 being difficult to reach; however, in some circumstances Fairgrounds can be built up to incredibly high point values.
Contents |
FAQ
Official FAQ
- At the end of the game, this is worth 2 per 5 differently named cards in your deck, rounded down.
- So if you have 0-4 different cards, it is worth 0 ; if you have 5-9, it is worth 2 ; if you have 10-14, it is worth 4 ; if you have 15-19, it is worth 6 ; and so on.
- By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch's setup rule, or due to Tournament.
- Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players.
Other Rules clarifications
Strategy Article
Original article by theory.
Like Gardens, there are two ways to play Fairgrounds: either as consolation prizes because you missed out on a Province, or as a strategy unto itself.
If you treat them as consolation prizes, they are almost certainly going to end up being worth 4 . It’s rare that you can’t get up to 10 unique cards; if you don’t have 10, you’ll probably know, because you’re running a very thin deck. Copper, Silver, Gold, Estate, Duchy, Province, Fairgrounds - that's already 7 unique cards, and you're surely going to put at least a few different action cards in your deck as well to get to 10.
If you decide to go for them, you should realize that there’s only 17 different cards in an ordinary Province game. So they’ll max out at 6 each, after 15 unique cards. The way to keep track of your deck (as suggested by Blooki / Triceratops) is to glance over a Province board and pick out two cards you do not want in your deck, then focus on getting a copy of each of the rest by endgame.
Of course, this "17" number can change in a variety of ways.
- Platinum and Colony add two more cards.
- Alchemy adds Potion.
- Young Witch adds the Bane pile.
- Tournament adds up to 5 Prizes, though your opponent will likely get a few.
- Dark Ages games may have
- Page and Peasant add 4 cards they upgrade into.
- Black Market (extremely high number of new cards, depends on the setup).
- Castles (up to 8 new cards, though your opponent may get a few)
- A Split pile adds 1 per split pile in the Kingdom.
With those helper cards, you can pump Fairgrounds up to higher point values; you'll need to count whether you can reach a total of 20 or even 25 unique cards in your deck, depending on what is available. Here, singleminded pursuit of Fairgrounds is much more viable, as they will end up paying off even greater than Provinces. But it takes much, much longer: a Fairgrounds deck’s critical weakness is how difficult it is to synthesize so many different cards together into a meaningful deck. Throwing in random crap from a Black Market deck is quite unlikely to work unless you are drowned in a surplus of +Actions.
This suggests, moreover, that the key to making Fairgrounds work is a set of non-terminals. In the late game, you don’t want to be passing up the last Fairgrounds because you need to get around to picking up a Moneylender. At the same time, you don’t want to just open with Explorer / Loan / Thief / Counting House, not unless you want a deck that goes nowhere fast. So ideally, you fit as many pieces as you can into a functioning engine (either because they are all non-terminals, or you have a ton of +Actions), and then grab the ill-fitting ones as close to the end as possible, so they don’t interfere with your Fairgrounds-buying engine. +Buy is golden here, since it allows you to get it done in far fewer turns than you’d otherwise need.
Like all Kingdom Victory cards, Fairgrounds does well with Hoard. Although it doesn’t do anything (like Nobles or Harem), its cost makes it a prime candidate for Remodeling, Salvaging, Apprenticing, and other trash-for-benefit Actions.
Fairgrounds synergizes well with Trade Route, a card that is normally not one of the strongest cards. Trade Route provides +Buy, modest deck-thinning for engine building, and gives an additional + once the first Fairgrounds is purchased. The presence of Fairgrounds on the board also makes it more likely that people will purchase Duchies and other Victory cards that might not normally be purchased, making it likely that Trade Route's cash bonus will be bumped up further earlier in the game. Trade Route is also a card that most decks only want one of, making it a good addition to Fairgrounds-based engines.
Knights are an interesting case. Theoretically, they add 9 unique cards to the kingdom. However, unless your opponent ignores them completely, it will be impossible to get all of them. Moreover, Knights do so much damage to your deck that it will make it hard to keep all your different cards, and eventually the Knights tend to wipe each other out as well.
Engines and Mega-turns
Fairgrounds synergizes well with Engines and megaturns, and can make engines strategies more feasible and powerful. With abundant +Buy, the lower cost of Fairgrounds makes it easier to buy them in quantity than Provinces. Relative to Big Money strategies, Engines tend to get a slower start but reach greater buying power in the long-run. Big money also does not have much choice over the pace of buying Victory cards--it generally must buy them whenever possible, or else fall behind. The ability to time when the game ends is thus of key importance in an engine, and the presence of Fairgrounds makes this possible in two ways:
- Because Fairgrounds is cheaper, an engine can empty this pile faster than Provinces, if going for a fast win.
- If behind, and needing to prolong the game, an engine can choose to buy from the Victory piles that are less depleted, prolonging the game and giving time to catch up. Fairgrounds also places much more total on the board, thus favoring a long-term approach.
Fairgrounds synergizes very well with megaturn strategies like those involving Bridge; it is much easier to reduce Fairgrounds to a very low cost and buy them in large quantity.
The presence of Fairgrounds alone on a board does not guarantee that engines or mega-turn based decks are viable, but it might make these strategies more attractive than they would be without Fairgrounds.
Examples
In this [1] game, -Stef- uses Farming Villages and Grand Markets to get +actions and +(and buy) to get lots of variety without clogging his deck and win.
Synergies/Combos
- Engines, especially ones based on mega-turns:
- +Buy,
- Contraband is especially helped by Fairgrounds, since being blocked from buying one card means less when you're trying to collect a diversity of cards.
- Nonterminals, Villages, or cards like Fishing Village that produce a surplus of +Actions
- +Buy,
- Megaturn strategies
- Trade Route
- Combo: Black Market and Fairgrounds
- Harvest, Menagerie, Horn of Plenty because they reward diversity
- Dark Ages, since Shelters give 3 free unique cards, and because Dark Ages includes a variety of ways to go above and beyond the number of Kingdom Cards. (Knights, Ruins, cards not in the Supply).
- Heirloom cards can give you a free unique card
Antisynergies
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Worth 2 for every 5 differently named cards in your deck (round down). | Cornucopia 1st Edition | June 2011 | ||
Worth 2 per 5 differently named cards you have (round down). | Cornucopia 2nd Edition | March 2018 |
Other language versions
Language | Name | Digital | Text | Notes | |
---|---|---|---|---|---|
Czech | Tržiště (lit. marketplace) | ||||
Dutch | Kermisterrein | ||||
Finnish | Markkinat (lit. fair) | ||||
French | Champ de foire | Vaut 2 pour chaque 5 cartes de noms différents que vous avez (arrondi inférieurement). | |||
German | Festplatz | Wert 2 für je 5 Karten mit unterschiedlichem Namen im eigenen Kartensatz (abgerundet). |
(2011) one or more other versions listed here | ||
German | Festplatz | Wert 2 pro 5 Karten mit unterschiedlichen Namen im eigenen Kartensatz (abgerundet). |
(2019) | ||
Italian | Mercatino (lit. flea market) | ||||
Japanese | 品評会 (pron. hinpyō-kai, lit. fair) | あなたのカード5種類 (端数切り捨て)につき2 。 | |||
Polish | Odpust | Ta karta jest warta 2 za każde 5 kart o innych tytułach w twojej talii (zaokrąglając w dół). | |||
Russian | Ярмарка (pron. yarmarka, lit. fair) | ||||
Spanish | Recinto Ferial |
Trivia
Secret History
Relevant outtakes
The mentioned outtake eventually got used on Animal Fair and Advance.
Further development comments
"1 . Worth +1 extra for every three differently named (supply) cards in your deck, except for Copper and Estate."
This was the last thing they suggested. As Tom said, the goal was to make Fairgrounds change value in more places (while being balanced). It had originally changed every 2 or 3 cards, now it was only changing every 5 cards. This wasn't a priority for me; I just wanted to make sure Fairgrounds was worth going for sometimes, i.e. getting ~15 different cards for. I didn't want the card to be more complex and sure wanted to count non-supply cards, because you know, that's fun.
"1 per differently named card, minus 10"
Wei-Hwa suggested this, and I played a few games with it. Wei-Hwa ended up deciding it was not actually an improvement. It has a certain charm, and the math is easy. For me it was much more of a real option than these other ones. It didn't work out though.
"Worth 4 if you have at least 10 differently named cards in your deck, or 5 if you have 13 or 14, or 6 if you have 15 or more."
A few people, including Dale, suggested using a chart. This is the simplest chart you could do. I didn't want a chart because I wanted the card to keep getting better in situations where you could get more cards. It feels bad to limit it even if it mostly doesn't change things.
"Worth 1 for every two differently named cards in your deck, except for Estate, Copper, Silver, Fairgrounds"
I'm not sure if Wei-Hwa suggested this one, but I see it in the file. I was never fond of the list-of-exemptions approach, though I think I suggested the first one (exempting Copper and Estate).
There were more suggestions beyond these, but they get progressively less interesting, and I don't think I actually played any of them.
As you can see, some work was put into this simple card! The next time you buy a Curse to gain points, remember these brave souls.