I own dominion base, intrigue, seaside and prosperity, and I love everything! I had a few cards that let you save a card for next turn as a when-gain, but it was never that interesting of an ability. And for those of you who were wondering, this is also why the rulebook has an unprecedented number of recommended sets of 10. DESCRIPTION: A large expansion of 25 Kingdom cards, introduces … It is to these lands that you now turn your gaze. Hinterlands is 6th expansion to Dominion. For most people it just seemed okay though, not a hit, and as it happens this was not a great set for the card. Originally, there were just some cards. Mountebank was also briefly here, when it was missing from Prosperity. It is to these lands that you now turn your gaze. Each player uses a separate deck of cards and draw their hands from their own decks, not those of others. But in a big world like this one … You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. - There were a couple versions of a Remodel that had you discard a card rather than trash a card. Part of the Dominion series. It adds 26 new Kingdom cards to Dominion, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them. $80.00. If there ever turns out to be a 9th expansion, just forget you read this. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. I spent today dusting off my old PHP and SQL skills. One day I split up the cards into a main set and two expansions. Dominion: Hinterlands is an expansion, and cannot be played by itself; to play with it, you need Dominion, or a standalone expansion to Dominion (e.g., Dominion: Intrigue first edition). When playing a card, its "when you gain/buy" abilities no longer do anything. That seemed cute conceptually but I liked Margrave better and that's what you got here. But in a big world like this one – big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger – well, to make a long story short – short when compared to longer stories anyway – it is time to stretch your borders. These cards barely got tested, didn't excite people, and then I used a version of that penalty on Bishop. Many cards in Hinterlands do something "when you gain" or "when you buy" that card or another card. An earlier version put a victory card from their discard pile on their deck; Fortune Teller is a better take on that. It had started as a 2 VP card you got two of, but that pile runs out twice as fast, which I preferred it not doing. So the set is 300 cards, with no tokens or anything, and had that extra push towards simplicity, which is nice. Customer reviews. And then, when-gain abilities are good fits for victory cards and treasure cards, so the set got three of each. Dominion: Hinterlands is the sixth addition to the game of Dominion. - Another old victory card was 2 VP for $5 and came with a Silver. Get FREE shipping when you purchase eligible products for just $6.50/month. There was a Mandarin (the top half) that Chapel'd when you gained it; there was a Mandarin that trashed up to 2 cards when you gained it. This focus helped protect a few of the simpler cards, and then late in the going Jay decided it would be a normal expansion after all. Dominion: Hinterlands can also be combined with any other Dominion expansions you have. Those provide the Basic cards you need to play (Treasure, Victory, and Curse cards), as well as the full rules for setup and gameplay. Help other PCMarket users shop smarter by … Continue Shopping or View Cart. Round down; if you have 11 Victory cards, Silk Road is worth 2 VP. That seemed cute but well like many versions of the card, it made the game have a sub-phase in which we bought out the stack, before getting to play the real game. Some of the victory cards died and were replaced by other ones without when-gain abilities, but there are three, see for yourself. Australia’s Largest Online Shopping Club. Write a review. - There was a Village with "when you gain this, you may put a card from your hand on your deck." Hinterlands is 6th expansion to Dominion. No really; whatever strategic complexity the set has, it does have some simple, easy-to-play cards; it's simpler than Prosperity but more complex than Seaside. - Where's the when-gain Chapel? Dominion Hinterlands Card List. Those provide the Basic cards you need to play (Treasure, Victory, and Curse cards), as well as the full rules for setup and gameplay. There was +$2, put any number of cards from your hand on your deck, when gain trash up to 2 cards. Read here an article to get better in Dominion Hinterlands. It seemed innocent and kind of cute. There are various virtures to standalones; someone else can talk them up, as I know there are other people who will argue against them. If you play the card game Dominion, you may be well aware that an expansion just released called Dominion: Intrigue that doubles the number of cards. Hey I try to make these posts complete. Dominion: Hinterlands is the sixth addition to the game of Dominion. Those provide the Basic cards you need to play (Treasure, Victory, and Curse cards), as well as the full rules for setup and gameplay. Hinterlands is the sixth Dominion expansion, released in October 2011. Add to Cart. A few of the cards are when-buy instead; this was necessary, as I will explain for those cards. For a while there though, I was thinking maybe it would be good to do another standalone. 0 Cart. Later, when I turned everything back into 20-card expansions (which became 25 during work on Intrigue), I kept those two themes separated. So none of those made it, but I saved part of the concept as the when-gain on Inn. I also tried an attack that gave the other players a choice between being Militia'd or Ghost Ship'd, which is pretty weak. The longest-lasting one was a Woodcutter for $5 that made the other players (with 5+ cards in hand) put a random card from their hand on their deck when you bought it or played it. Buy together: $146.28. Dominion: Hinterlands is an expansion, and cannot be played by itself; to play with it, you need Dominion, or a stand-alone expansion to Dominion (e.g., Dominion: Intrigue first edition). Dominion: Hinterlands is a card game for 2 to 4 players. Silk Road: Silk Roads count themselves. And so for a bit I focused on trying to make sure the set wasn't as complex as the couple sets before it. Discarding Province to gain Province is crazy, so it was either "costing exactly $2 more" or "a different card.". It adds 26 new Kingdom cards to Dominion, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. You’ve heard of far-off places – exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it's moderate-siz Wenn ein Mitspieler eine Angriffskarte ausspielt, darfst du zuerst diese Karte aus der Hand aufdecken. Here are some articles and reviews of Hinterlands: Hinterlands introduced a number of cards which are popular in building engines: The expansion offered three cards which are relatively effective for big money strategies: Hinterlands has two cards which will often lead to rush strategies: There seems to be a consensus in the Dominion community that Hinterlands increased the importance of Silver relative to the other expansions: Hinterlands introduced cards that can, in a broad sense, be considered "better" versions of earlier cards - that is, an attempt was made to "fix" what seemed to be problems with the original cards. The Copper comes from the Supply and is put into your hand; you can immediately play it. I would have just pushed this into another set, to further consider its merits there, but there are only two more sets and neither one could fit this. More are from when I split up the themes, then more got added to get back up to 25, and of course some cards are more recent, due to the usual process of getting rid of duds and trying new things. 25 likes. It just didn't thrill anybody. Anyway it seemed good to me. Your Name. Notify me when back in stock. I especially liked that one, though of course it had the sub-phase problem, and could shut someone out of the game. 1. : Crossroads, Duchess, Fool's Gold 2. : Develop, Oasis, Oracle, Scheme, Tunnel 3. : Jack of all Trades, Noble Brigand, Nomad Camp, Silk Road, Spice Merchant, Trader 4. : Cache, Cartographer, Embassy, Haggler, Highway, Ill-Gotten Gains, Inn, Mandarin, … - There was a late card that was a one-shot double Workshop with a when-gain Chancellor ability. When you buy a card, you first buy it, then gain it. Based on 3 reviews . Dominion: Hinterlands quantity field. - There was a card that was +1 Card +1 Action, while in play when you draw a card, first reveal your top card and you may discard it if it's a victory card. Those are normally the same person, but can be different, for example due to the, Polish: W głąb lądu (note: as referred to in Polish. The extra cards give you more of a chance for Remodel to hit what you want, you know. "When you gain this" happens directly after you gain the card; the card will be in your discard pile already (or wherever else it was put) when you resolve that ability. The world is big and your kingdom small. I have a few cards that latch onto when-gain from different angles, rather than just doing something when you gain them. - There was a Workshop variant that gained you a card costing up to $3 plus the number of Coppers you discarded. It adds 26 new Kingdom cards to Dominion, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. 100% (3) 0% (0) 0% (0) 0% (0) 0% (0) C . Later I tried to revisit the concept here. The basic theme of the set is cards that either have or cause effects when you buy or gain them. Right here dude. From back when trashing attacks were crazy. The central theme is cards that do something immediately when you buy them or gain them. Lege eine beliebige Anzahl Karten aus deiner Hand ab. I divided the expansion cards by themes; the first expansion got, Odds are I wasn't going to be so unhappy with this one either, given how recent it is. This page was last modified on 19 August 2020, at 18:34. Dominion: Hinterlands is an expansion, and cannot be played by itself; to play with it, you need Dominion, or a stand-alone expansion to Dominion (e.g., Dominion: Intrigue first edition).
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