Because it occurs when two piles are empty, it’s often enough to allow you to buy out the Estates for a three-pile ending, so it’s usually dangerous to allow an opponent to play the first turn with doubly-activated Cities unless you have a significant lead this is often the last turn of the game. The next level of City activation explosively adds payload, including plenty of +Buy to facilitate spending it, to a deck that already has abundant draw, and without the addition of any stop cards. If you might be able to empty a Supply pile during your turn, it can be a good idea to hold off playing as many Cities as you can until then, so that you can play them once they give additional bonuses. playing Artisan to gain the only remaining City) and then draw with your newly-activated Cities, producing a powerful turn that is likely to put you ahead, especially if this manoeuvre has also enabled you to win the City split and/or to engage in gain-and-play. The best approach, where possible, is often to use a gainer to take the last card from a pile early in your Action phase (e.g. In a similar way to Paddock and Animal Fair, City can thus create a situation in which all players are reluctant to take the last or penultimate card in a pile (sometimes City itself), as this would risk granting that opportunity to an opponent. If you have multiple Cities in your deck, its draw capabilities may increase explosively once a pile is emptied therefore, there’s often a strong advantage to being the first to play a turn with activated Cities. Increasing the number of players also tends to increase pile pressure, making City potentially more appealing from the beginning in multiplayer games. In any of these cases, especially if the draw is otherwise weak, City becomes increasingly attractive as at least one pile is lowered, and denying some copies to your opponents can also be a consideration. because there’s a strong Curser or a powerful cheap card alongside abundant extra gains, it may be worth gaining some Cities, particularly if you can make good use of the extra terminal space anyway, or if you can trade off the ability to play them immediately against the cost of obtaining them (e.g. However, if you anticipate a pile emptying quickly, e.g. If the Kingdom offers strong draw options other than activated City or there’s no particular source of pile pressure, City can remain no more useful than an expensive Village throughout most of the game. It’s usually preferable to meet your initial needs for terminal space using cards that are cheaper (such as Village itself) or provide an immediate bonus at (such as Hunting Lodge ). In the end game, with two piles empty, it adds a Market effect to this already strong suite of bonuses, which is very often enough payload to facilitate an immediate pile-out even if a third pile wasn’t already threatened.īecause it’s expensive for its unactivated effect, City is unlikely to be an attractive card early in the game unless it’s the only village present. Ĭity starts out each game as an expensive version of Village, but it becomes a powerful draw card (equivalent to Lost City with no on-gain penalty) once a single pile is empty. So if you only have 1 card in your deck, you can see that card before shuffling and topdecking a card with Star Chart. Unlike Laboratory, if you play this when a pile is empty, you draw a card, then draw a second card separately.This only counts Supply piles, not non-Supply piles like Spoils from Dark Ages.This only checks how many piles are empty when you play it what you got does not change if a pile becomes empty (or non-empty, such as due to Encampment from Empires ).There are no further bonuses if three or more piles are empty.If there are two or more empty piles, you both draw another card, and get + and +1 Buy.If there is just one empty pile in the Supply, you also draw another card. You draw a card and get +2 Actions no matter what.
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