Necropolis
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− | '''Necropolis''' is one of the three [[Shelter]] cards that players start with instead of | + | '''Necropolis''' is one of the three [[Shelter]] cards that players start with instead of {{Card|Estate}}s in their decks in [[Dark Ages]] games. It is the only Shelter that is an [[Action]] card. |
Since Necropolis provides +2 actions, its presence makes Dark Ages games slightly friendlier to [[engine]] building, and it broadens the strategic possibilities for [[opening]] with [[terminal]] Actions, since each player starts the game with one [[villages|village]] already in their deck. | Since Necropolis provides +2 actions, its presence makes Dark Ages games slightly friendlier to [[engine]] building, and it broadens the strategic possibilities for [[opening]] with [[terminal]] Actions, since each player starts the game with one [[villages|village]] already in their deck. | ||
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The rules for playing with Shelters are described in the Dominion: [[Dark Ages]] rulebook and are reproduced here. | The rules for playing with Shelters are described in the Dominion: [[Dark Ages]] rulebook and are reproduced here. | ||
===Preparation=== | ===Preparation=== | ||
− | * If only Kingdom cards from Dark Ages are being used this game, the [[Shelters|Shelter]] cards replace starting | + | * If only Kingdom cards from Dark Ages are being used this game, the [[Shelters|Shelter]] cards replace starting {{Card|Estate}}s - each player's starting deck is seven {{Card|Copper}}s, a [[Hovel]], a [[Necropolis]], and an [[Overgrown Estate]]. |
* If a mix of Kingdom cards from Dark Ages and other sets is being used, then the use of Shelters should be determined randomly, based on the proportion of Dark Ages cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the Randomizer deck - and if it is from Dark Ages, use Shelters in place of starting Estates. | * If a mix of Kingdom cards from Dark Ages and other sets is being used, then the use of Shelters should be determined randomly, based on the proportion of Dark Ages cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the Randomizer deck - and if it is from Dark Ages, use Shelters in place of starting Estates. | ||
− | * Do not use the same card to choose whether or not to use Shelters as you use to choose whether or not to use | + | * Do not use the same card to choose whether or not to use Shelters as you use to choose whether or not to use {{Card|Platinum}} and {{Card|Colony}} (from [[Prosperity]]). |
* Using Shelters does not change the Estate Supply pile; it still contains 8 Estates for 2 players and 12 Estates for 3 or more players. | * Using Shelters does not change the Estate Supply pile; it still contains 8 Estates for 2 players and 12 Estates for 3 or more players. | ||
== FAQ == | == FAQ == | ||
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* It is an Action card; when you play it, you get +2 Actions. | * It is an Action card; when you play it, you get +2 Actions. | ||
=== Other Rules clarifications === | === Other Rules clarifications === | ||
− | * When a Necropolis is revealed when playing | + | * When a Necropolis is revealed when playing {{Card|Ambassador}}, it is not returned to the Supply (since it is not in the Supply) and opponents do not gain a copy of it. |
== Strategy Article == | == Strategy Article == | ||
=== Synergies/Combos === | === Synergies/Combos === |
Revision as of 05:56, 6 November 2012
Necropolis | |
---|---|
Cost | 1 |
Type | Action - Shelter |
Set/Expansion | Dark Ages |
Illustrator | Brian Brinlee |
+2 Actions |
Necropolis is one of the three Shelter cards that players start with instead of Estates in their decks in Dark Ages games. It is the only Shelter that is an Action card.
Since Necropolis provides +2 actions, its presence makes Dark Ages games slightly friendlier to engine building, and it broadens the strategic possibilities for opening with terminal Actions, since each player starts the game with one village already in their deck.
Contents |
Additional rules
The rules for playing with Shelters are described in the Dominion: Dark Ages rulebook and are reproduced here.
Preparation
- If only Kingdom cards from Dark Ages are being used this game, the Shelter cards replace starting Estates - each player's starting deck is seven Coppers, a Hovel, a Necropolis, and an Overgrown Estate.
- If a mix of Kingdom cards from Dark Ages and other sets is being used, then the use of Shelters should be determined randomly, based on the proportion of Dark Ages cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the Randomizer deck - and if it is from Dark Ages, use Shelters in place of starting Estates.
- Do not use the same card to choose whether or not to use Shelters as you use to choose whether or not to use Platinum and Colony (from Prosperity).
- Using Shelters does not change the Estate Supply pile; it still contains 8 Estates for 2 players and 12 Estates for 3 or more players.
FAQ
Official FAQ
- This is a Shelter; see Preparation.
- It is never in the Supply.
- It is an Action card; when you play it, you get +2 Actions.
Other Rules clarifications
- When a Necropolis is revealed when playing Ambassador, it is not returned to the Supply (since it is not in the Supply) and opponents do not gain a copy of it.
Strategy Article
Synergies/Combos
Antisynergies
Trivia
Secret History
Shelters: Tom Lehmann suggested replacing starting Estates with something else, to make the environment feel more Dark Ages-y. I thought this was a great idea. Ruins obv. doesn't work, because some people would make out, unless we picked specific ones. And Curse isn't very interesting. But I could just make up three new cards, which is what I did. Necropolis shakes up early turns, since you can stomach more in the way of terminal actions; Overgrown Estate gives you a little prize if you crack it open eventually; and Hovel tempts you into buying a victory card when you might not have.