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{{Zalążek}} [[Image:Necropolis.jpg|thumb|right|200px|[[Necropolis]], karta typu Shelter.]] '''Shelter''' jest [[typ karty|typem kart]] wprowadzonym w rozszerzeniu [[Dark Ages]]. Jeśli w rozgrywce występują karty [[Królestwo|Królestwa]] z rozszerzenia Dark Ages, to w początkowych taliach graczy można zamienić karty {{Card|Posiadłość|Posiadłości}} na zestaw trzech kart typu Shelter. Karty tego typu nie moją swojego stosu w [[Zasoby|Zasobach]]; jedyne, jakie biorą udział w rozgrywce to te, które znajdują się w początkowych taliach graczy. Pomimo iż nie można ich kupić, karty tego typu posiadają koszt {{Cost|1}}. Karty tego typu mają czerwoną ramkę, jednakże ponieważ każda karta typu Shelter należy również do innego typu, ramki tych kart są w połowie czerwone, a w połowie mają kolor należący do innego typu. Zestaw startowy dla każdego gracza stanowią trzy karty typu Shelter: * {{Card|Hovel}} — karta typu [[Reakcja]]–Shelter * {{Card|Necropolis}} — karta typu [[Akcja]]–Shelter * {{Card|Overgrown Estate}} — karta typu [[Zwycięstwo]]–Shelter == Reguły == === Przygotowanie gry === * Jeśli w rozgrywce biorą udział karty jedynie z rozszerzenia Dark Ages, to w początkowych taliach graczy karty {{Card|Posiadłość|Posiadłości}} zastępowane są kartami typu Shelter - początkowa talia każdego gracza zawiera zatem siedem {{Card|Miedziaki|Miedziaków}} i po jednej karcie {{Card|Hovel}}, {{Card|Necropolis}} i {{Card|Overgrown Estate}}. * Jeśli w rozgrywce używa się częściowo kart z rozszerzenia Dark Ages a częściowo z innych rozszerzeń, można losowo zdecydować, czy użyć kart typu Shelter. Na przykład można losowo wskazać jedną z wylosowanych kart Królestwa - i jeśli jest to karta z rozszerzenia Dark Ages, to użyć kart Shelter. * Przy określaniu użycia lub nie kart typu Shelter za pomocą losowej karty Królestwa, należy wybrać inną kartę niż ta, która ewentualnie posłużyła do określenia użycia w grze {{Card|Platyna|Platyny}} i {{Card|Kolonia|Kolonii}} (z rozszerzenia [[Złoty wiek]]). * Użycie w rozgrywce kart Shelter nie wpływa na liczebność stosu Prowincji w Zasobach - stos ten zawsze powinien liczyć 8 kart dla 2 graczy i 12 dla 3 lub więcej graczy. === Objaśnienia === * Dopuszczalne jest odkrycie karty typu Shelter po zagraniu {{Card|Ambasador|Ambasadora}}. W tym wypadku karta ta nie wraca do Zasobów (ponieważ nie ma swojego stosu w Zasobach) a pozostali gracze nie dodają jej kopii. <!-- == Strategy Article == ''[http://forum.dominionstrategy.com/index.php?topic=6369.0 original article] by werothegreat, edited by theory'' Shelters are the most drastic change made to Dominion by the Dark Ages expansion. They were saved for last in the previews before release, after we saw the trash-gainer, the {{Cost|1}} card, the [[Ruin|Ruins]] and their [[Looter|Looters]], the upgrading cards, and {{Card|Spoils}}. While each of those do change the game in their own ways, ranging from the subtle to the not-so-subtle, they certainly more or less fit into the game space of Dominion as we know it – at the end of the day, they are simply Kingdom cards with cool, new effects. But Shelters change how we play Dominion at a fundamental level. As we’ve known since our first game, our deck in Dominion starts off with seven {{Card|Copper|Coppers}} and three {{Card|Estate|Estates}} – we’re so used to this concept that we plan our entire strategies around knowing this. We think about the risk of [[opening]] with two terminals, we consider whether trashing Estates is worth losing the points they give, we see the power of {{Card|Ambassador}} and {{Card|Baron}} as opening buys, and we rest easy knowing our first {{Card|Silk Road}} will be worth at least 1 point. Shelters throw all those concepts out the window, and give us some new ones. First, they all cost {{Cost|1}}, which affects quite a few cards that depend on other cards’ costs (as you’ll see soon). Next, they all do something – you are now starting the game with cards that have text on them – get out those reading glasses. Third, you no longer start off with 3 {{VP}}, so strategies that trash into engines no longer have to worry about a tie-breaking Estate. Finally, only one of them is a Victory card, which has ramifications to be discussed in time. More broadly speaking, all opening theory related to Estates goes out the window. For example: * Baron gets completely neutered ({{Card|Crossroads}}, too, to a lesser extent) * Ambassador is unable to return a Shelter (since they aren’t in the Supply), so it only works on Coppers now * {{Card|Bishop}}, {{Card|Remodel}}, {{Card|Salvager}}, {{Card|Apprentice}} — all the early game “[[trash for benefit]]” cards tend to do much worse when they can only trash {{Cost|1}} cards instead of {{Cost|2}}. * {{Card|Remake}} and {{Card|Upgrade}} now give you {{Cost|2}}s instead of {{Cost|3}}s. Whether this is a plus or minus is entirely dependent on the board: you’re probably happy to pick up more {{Card|Fool's Gold|Fool's Golds}}, but probably not if you’re picking up more {{Card|Secret Chamber|Secret Chambers}}. * Cards that depend on variety get stronger: {{Card|Menagerie}} (which didn’t really need the help), and {{Card|Harvest}} (which does) * {{Card|Swindler}}, instead of trashing an Estate and replacing an Estate, will just trash a shelter out of your deck (or replace it with a {{Card|Poor House}}) Later in the game, not having those three Estates has some other effects: * {{Card|Hunting Party}} trips over them instead of bypassing them all * {{Card|Silk Road}} is worth a lot less, but {{Card|Fairgrounds}} is worth considerably more * {{Card|Rebuild}} starts off with fewer initial Victory cards * {{Event|Inheritance}} does not have 3 Estates to work with from the start * {{Card|Fortune Teller}} discards much more * {{Card|Death Cart}} has an extra Action to trash So, in general, cards that interact with Victory cards are weakened in Shelters games, but most cards that deal with trashing, engines or hand/deck variety are bolstered. Let’s look at each Shelter one by one. === Necropolis === {{Card|Necropolis}} is easily the most useful of the Shelters, and, at first glance, would seem to be the only reason why anyone would ever want to use Shelters. It is nice to immediately start off with a card giving +2 Actions, particularly if you are transitioning into an engine with more {{Card|Village|Villages}} and more Actions. A single Necropolis doesn’t go that far if there are no other Villages on the board, but it can also help if you plan on opening with two terminal Actions. If they collide (probability 30.3%), your odds of also drawing the Necropolis in that hand is about 30%. === Hovel === {{Card|Hovel}} is probably the closest we will ever come to a Dominion card that is just a [[Reaction]] and nothing else. Being able to trash a card upon buying a Victory card is not completely new – {{Card|Farmland}} introduced us to this concept in [[Hinterlands]]. But Hovel allows you to do this when buying any Victory card, so long as the card you’re trashing is Hovel. So what is the point of this? It tilts towards alternative Victory cards. In a vacuum, buying {{Card|Harem}} becomes somewhat stronger than buying {{Card|Gold}} with its tiny bit of deck-thinning. It allows that {{Card|Province}} buy to be just a little bit less harmful to your carefully crafted engine, as instead of adding to your deck, it is replacing a card. Perhaps the only time you’ll want to save Hovel from trashing is in a {{Card|Gardens}} game, where every extra card counts. Now, suppose you open {{Cost|5}}/{{Cost|2}}, and there isn’t anything to buy with {{Cost|2}}. Your Hovel is in your hand. Do you buy an Estate to trash the Hovel out of your deck? This was a heavily-debated question on the forum, and it did not come to a clear consensus. ehunt‘s explanation is quite helpful: {{Quote |Text=Sarah and Laura play a game. On turn 2, Sarah replaces a Hovel with an Estate. Laura declines to do this, keeping the Hovel and buying nothing. Now Sarah’s and Laura’s decks are identical (let’s say no card on the board references Estates). We can imagine their decks and draws stay identical hand for hand (except Laura draws her Hovel whenever Sarah draws her Estate). At some point, Sarah will buy a green card with her Estate in hand. Nothing happens. Laura buys a green card with her Hovel in hand; she trashes it. Now their decks are different. Sarah’s got an Estate in her deck that Laura doesn’t have. So the question is: '''is the turn on which you expect to buy a green card with Hovel in hand late enough that you’d be willing to take a free Estate?''' |Name=ehunt |Source=[http://forum.dominionstrategy.com/index.php?topic=4508.msg100987#msg100987] }} It’s important to point out that this might never happen. You may in fact, never draw your Hovel with a Province-buying hand, in which case you certainly would have rather just swapped it out for an Estate early on. But you might be guaranteed to draw your Hovel with a Province-buying hand (let’s say you have a big draw [[engine]]), and you might not want an extra dead card in the deck so early. Note also that alternative green cards (like {{Card|Great Hall}} or {{Card|Harem}}) mean that you’ll almost certainly be drawing a green-buying hand with Hovel quite early on, in which case there’s no need to buy an Estate. And of course, quite a few cards depend on Estate, either directly or indirectly: Baron, Crossroads, even Bishop. Finally, the game might — or might not — be decided by that 1 {{VP}}. On boards with [[+Buy]], it’s unlikely, so the advantage of that Estate probably won’t decide the game. But on boards without +Buy, that 1 VP can prove quite valuable (especially as there are no starting Estates in each player’s deck). === Overgrown Estate === {{Card|Overgrown Estate}} has a cute little on-trash bonus, but not much else going for it. Its main role is its Victory label, which makes it eligible for cards like Rebuild and Crossroads. You can do tricks like {{Card|Hermit|Hermiting}} an Overgrown Estate from your discard to let you draw a card, or trashing it on your opponent’s Bishop so you can swap it out for a hopefully better card in your hand. === Conclusion === Bear in mind, though, that Shelters are, according to the rules, only supposed to show up in majority Dark Ages games, just like {{Card|Colony}} and {{Card|Platinum}} are only supposed to show up in majority Prosperity games. So Shelters, while game-changing, have not upset the entire Dominion paradigm, and you can choose not to play with them if you wish. But personally, I feel that, other than making Baron a sad panda, Shelters make for a more interesting, enjoyable Dominion experience. --> <!--== Trivia == === Preview === {{Quote|Text=Here they are at last, the Shelters. In an all Dark Ages game, your starting deck is 7 {{Card|Copper|Coppers}}, Necropolis, Overgrown Estate, Hovel. When mixing sets up, the rule for using Shelters is similar to the {{Card|Platinum}} / {{Card|Colony}} rule.<br><br>Shelters may not be worth the 1 {{VP}} of an Estate, but they are way better to have in your deck. Necropolis lets you go a little heavier on [[terminal]]s from the get-go. Overgrown Estate gives you an extra little treat if you ever manage to trash it. And Hovel has a built-in way to get rid of it - you move out of that Hovel, and into a nice {{Card|Duchy}} or something.<br><br>You can't buy Shelters, but they cost {{Cost|1}}. That's just to shake up how various cards interact with them. A {{Card|Remodel}} doesn't take you as far as it used to. And with only one being a Victory card, that {{Card|Crossroads}} doesn't go to as many places. {{Card|Baron}} doesn't know what to do with these. And an {{Card|Ambassador}} can't even give them away, since they have no piles to return to. On the other hand, they are fine places to get animals for your {{Card|Menagerie}}. And how much exactly can you build {{Card|Fairgrounds}} up to now, in games without {{Card|Black Market}}? Man. A lot. | Name=[[Donald X. Vaccarino]] |Source=[http://forum.dominionstrategy.com/index.php?topic=3939.0 Dark Ages Preview #5: Necropolis, Overgrown Estate, Hovel] }}--> <!-- === Secret History === {{Quote|Text= 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. {{Card|Necropolis}} shakes up early turns, since you can stomach more in the way of terminal actions; {{Card|Overgrown Estate}} gives you a little prize if you crack it open eventually; and {{Card|Hovel}} tempts you into buying a victory card when you might not have.<br><br>Hovel is the only one that changed. Originally it was an action you could trash by discarding your hand. It turned out that trashing it turn 1-2 usually seemed like the correct play, even if you drew it with four Coppers. So that was no good. Hovel as printed has nice flavor going for it; you move out of your old Hovel and into a nice Duchy. |Name=[[Donald X. Vaccarino]] |Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards] }}--> {{Navbox Dark Ages}} {{Navbox Typy kart}}
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