Обзор игры Coin of Cornucopia — прочитайте

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The Cornucopia is a giant golden (in the book) or silver (in the movie) horn-shaped cone with a curved tail. In each year’s Hunger Games, the tributes launch into the arena and start off in the shape of semicircle, equidistant to the Cornucopia. The mouth is at least 20 feet high and is filled with supplies and weapons that could help the tributes. Contradictory to the books, both The Hunger Games and the Catching Fire movies show the Cornucopia as a large gray structure that resembles a horn only abstractly. However, both forms of media have this in common: the Cornucopia is the death of many tributes due to the large amount of desirable items found in and around it.

In the 74th Hunger Games the Cornucopia was used for the feast that was held, possibly because every tribute knew where it was located and that it was easily found. The contents of the Cornucopia vary with each game. For example, in an unidentified Hunger Games, the Cornucopia was filled with only spiked maces with which the tributes had to bludgeon each other to death.

The Cornucopia in Catching Fire.

During the 75th Hunger Games, the Cornucopia was stocked with only weapons. It spun around and Peeta speculated the tail pointed to the 12 o’ clock mark. Typically, the Cornucopia is the site of a bloodbath at the beginning of each of the Games because of the bounty available and how close all the tributes are to each other. The bloodbath is where many of the tributes die. In the 74th Hunger Games, 11 tributes died; most of them were killed by the Career Tributes, who wanted the space and weapons. Instead of battling it out, many of the tributes decide to flee, only grabbing what they can. The Cornucopia can also be used for shelter, like in the 74th Hunger Games where the Careers camped out. In the final battle of the 74th Hunger Games, wolf muttations chased Katniss, Peeta, and Cato to the Cornucopia, where Cato eventually fell to the mutts and was finished off by Katniss.

Spinning Cornucopia in the 75th Hunger Games.

Before the Games begin, each tribute is taken to their own private Launch Room beneath the Cornucopia along with their stylist, where they are prepped before entering the arena.

The supplies from the Cornucopia can be spread out around the Cornucopia or close together, depending on what the Gamemakers decide to do for the games. For example, in the 74th Hunger Games, the supplies were spread wide around the Cornucopia while in the 75th Hunger Games, the Cornucopia was situated on an island and the supplies were placed inside or just at the entrance to the Cornucopia. The area around the Cornucopia was also segmented into twelve radial sections, hinting to the various events that happen during the 75th Hunger Games.

Hiding place

The Cornucopia is sometimes used as a hiding place during the Games.

  • In the movie, in the beginning of the 74th Hunger Games, the boy from District 4 hid inside the Cornucopia during the bloodbath. However, at the bloodbath’s end, when he tried to run into the forest after gathering some gear, he was quickly killed by Cato.
  • During the feast, Foxface hid right inside the Cornucopia. Then she ran out, grabbed the backpack with her district number (5) on it, and ran into the forest, knowing that no one would chase her down because everyone’s backpack was still at the Cornucopia.
  • When Katniss, Peeta and Cato tried to escape from the muttations, they climbed up on the Cornucopia, out of the mutt’s reach just before the finale of the games.
  • In Catching Fire, after Gloss kills Wiress, Brutus and Enobaria hide from Katniss Everdeen’s arrows behind the Cornucopia.


The Cornucopia before the bloodbath.

  • Weapons for survival
  • Backpacks to store things and that have supplies in them
  • Food to keep tributes alive
  • Tools
  • Tents
  • Water bottles (empty or filled)
  • Sleeping bags
  • Traps (nets, snares, etc.)
  • Clothing
  • Medicines (bandages, rubbing alcohol, anti-septics, etc.)
  • Small blankets
  • Iodine
  • Matches and other fire-starting tools
  • Ropes

The weapons in the Cornucopia were used for killing. The backpacks had a variety of supplies. Food was used to help prevent hunger. Tools and gear were useful for camping and building (in the 75th Hunger Games, they used a spile to tap trees for water). Water bottles contained water or other liquids to help the owner prevail. Traps could be used to capture animals for food or other tributes. Clothing could be used for fresh items to wear or to keep tributes warm. Medicines were used to treat for natural illnesses and temperatures (like Peeta had in the cave). Small blankets could be used during cold nights and to keep warm. Iodine was used to purify water, thus killing bacteria and keeping it clean. There were also supplies spread out around the Cornucopia, but their value decreased the closer they were to the tributes.

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Film portrayal

There are some differences in how the Cornucopia is portrayed in the film:

    It is silver and shaped more like a cubic horn, showing the modern side of the Capitol. This design also allows Katniss, Peeta and Cato to climb to the top of it easily.

A Gamemaker viewing the Cornucopia in the Control Room.

In the film, Katniss and Peeta prepare to eat the nightlock while they are at the Cornucopia instead of by the lake. This also changes their pickup location by hovercraft.

Peeta and Katniss on the beach surrounding the Cornucopia.


Cornucopia means ‘Horn of Plenty’. The placement of the tributes’ weapons and bags in this place is therefore appropriate.

Обзор игры Coin of Cornucopia — прочитайте

Cornucopia is the latest expansion to Dominion, and offers 13 new Kingdom cards, one a new Treasure and one a new Victory card and five unique “prize” cards that are gained through the Tournament action card. It is scheduled for an official release later this month, but in the meantime its cards have been live on isotropic for a few weeks now, and I’ve played enough games with all of them that I feel prepared to offer some views for those that are waiting patiently for the physical release. My feelings about individual kingdom cards in Dominion change frequently, and I’ve spent much less time with this one than any of the others, so take these opinions as they are: some minorly educated reactions from a passionate fan. I hope they help!

Hamlet – (Action) Cost 2
+1 Card, +1 Action. You may discard a card; If you do +1 Action. You may discard a card; If you do +1 Buy.
A clever Pawn/Village variant that serves as a nice statement for what this set is all about. Hamlet, like the aforementioned Pawn, can definitely lead to some frustrating instances of AP, but much less so than other offenders, since the need of Hamlet’s optional benefits is usually pretty obvious AND you get to draw from it before making your decision. Action chainers will rejoice at the sweet pleasures of comboing this card with the likes of Watchtower, Library and Menagerie. It’s a “free” card that ranks among the more versatile $2 cost cards in Dominion.

Menagerie – (Action) Cost 3
+1 Action, reveal your hand. If there are no duplicate cards in it, +3 Cards. Otherwise, +1 Card.
The first example of a few here that piqued my interest only a bit when first introduced and has since become one of the most grin-inducing cards in the game for me. There’s really nothing better than drawing a hand that can instantly use its benefit, and in games with multiple useful action cards and good trashing, or games with copious amounts of cornucopia cards, this tends to happen more often than you’d expect. It also serves as a nice soft counter to discard based attacks like Militia, Goons and Ghost Ship. I expect we’ll be discovering ways to enhance this card’s power for a long time.

Fortune Teller – (Action — Attack) Cost 3
+2 Coin. Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
Well, I have to critique SOMETHING, right? Fortune Teller is probably most similar to Bureaucrat (man, whoever thought we’d get ANOTHER bureaucrat) and is thus one of the weakest attacks in the game. It’s actually kind of a reverse Bureaucrat: instead of giving you a silver next turn, it gives you +$2 the turn it’s used and forces a victory card onto your opponent’s deck for next turn not from their hand but from their deck. It also helps your opponent cycle his deck, which can sometimes help him more than hurt him, especially so in the presence of cards that negate it’s attack power like Farming Village and, theoretically, Lookout (supposing you buy FT early and the victory card in question is an estate). Add on top of that its anti-synergy as an attack with TR/KC and I just don’t understand its purpose. I’d love to be convinced of the utility of this card, so if there are any FT defenders….

Tournament – (Action) Cost 4
+1 Action. Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.

This one has been talked about pretty extensively on here by players much better than I, and I’ll tackle the prizes briefly a little later, so let me just use this space to say that I love the dynamic of Tournament games. It’s a game-warping card for sure, but is also probably a little weaker than people think (in Province games, at least) on many boards and is often a pretty weak opener. Figuring out the dynamics of buying this card (when/how many/with what support) has been a blast.

Horse Traders (Action — Reaction) Cost 4
+1 Buy, +3 Coin, Discard 2 Cards / When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.
Finally a Reaction card that serves double as a worthwhile opener. Horse Traders is great in the early game for picking up cheap engine cards or an early gold, great in the late game for sucking benefit from deck-clogging victory cards (particularly in combination with the ability to draw your deck) while giving a sometimes sorely needed source of extra buy, and fantastic as a reaction against any attack that forces a discard. It doesn’t just stop Ghost Ship in its tracks: when Horse Traders is in your hand you often want your opponent to play that Minion or Militia or single Torturer. Even the Attacks it doesn’t stop, like Sea Hag for example, are rendered less painful by the ability to instantly draw the curse that just hit you or, better yet, a free extra card.

Remake – (Action) Cost 4
Do this twice: Trash a card from your hand then gain a card costing exactly 1 more than the trashed card.
Another solid $4 opener. Remake is best in the early game as a means of quickly tossing coppers and curses and getting rid of estates for Silvers or good $3 actions. It can definitely clog your deck later on, and is up there as one of the more devastating “Oh God why did I misclick that” Isotropic offenders (not actually a complaint, but I can be pretty clumsy sometimes!) but even late game its ability to trash $4 actions for duchies (two at a time!) can make the difference in close matches.

Young Witch – (Action — Attack) Cost 4
+2 Cards, discard 2 cards. Each other player may reveal a Bane card from his hand. If he doesn’t, he gains a Curse. Setup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.
To be honest, I just don’t use this card that much. It isn’t bad by any means, and in the absence of better cursers or a semi-decent Bane card it can be very useful, but most of the time it’s either severely outclassed (Witch, Mountebank, Sea Hag) or rendered a worse Warehouse by Bane cards like Fishing Village (an admittedly extreme example). It is nice playing with an eleventh pile, and it’s interesting to see how people react to it and occasionally sabotage themselves in the presence of sub-optimal Bane defense, but overall… meh. I suspect that a lot of people disagree with me on this one, and I could very well change my tune, but for now I mostly ignore it.

Farming Village – (Action) Cost 4
+2 Actions, Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.
Well, not much to say about this one. It’s ALWAYS better than Village and is therefore worth the extra $1. It’s particularly fun to counter Ghost Ship with this: put two Estates back on top of your deck and thank your opponent for the extra card!

Hunting Party – (Action) Cost 5
+1 Card, +1 Action. Reveal your hand. Reveal cards from your deck until you reveal a card that isn’t a duplicate of one in your hand. Put it into your hand and discard the rest.
When I first started playing Dominion, Laboratory was the card that got me hooked. Discovering the pleasures of crazy action chains was a thrilling experience, and that card was the poster child for that style of play. Hunting Party is a pretty awesome Lab variant that encourages diversity in deck building and is usually an improvement on its already awesome predecessor. It’s great as a supplement to action heavy strategies, since a few HPs will usually allow you to continue to run into your other actions, and great with other cards from this set, particularly Horn of Plenty, which with the aid of a few HPs and a diverse deck can become an absolute monster. I’d be interested to hear better players’ opinions on whether or not/how often this outclasses Lab, since I’m no stats man myself, but a few of these never hurt.

Jester – (Action — Attack) Cost 5
+2 Coins. Each other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice.
When Cornucopia was first leaked, I was most excited for this card. What a weird, creative attack! In practice, however, Jester veers between undeniably awesome and incredibly frustrating with every use. In the early game it can pretty consistently load your opponent’s deck with trash while providing you with useful actions and treasure, but by midgame things get a little messy. In Dominion, you are (arguably) often pursuing a much different strategy than your opponent, and will usually want to avoid terminal actions that help your opponent’s engine but would typically mess with your own, and a mistimed Jester forces you to either hurt your own plan or help your opponent at the cost of using a terminal action that only gives +$2. THAT never feels good. There are certain cards that can help avoid this issue and make Jester a reliable curse giver (Rabble, Fortune Teller, Bureaucrat) but those are extreme examples using multiple terminal actions and sub-optimal ones at that. Spy and Scrying Pool, on the other hand, can make this card a total card gaining beast. This is all a long way of saying that Jester can be a great card given some moderately good luck or perfect support, but comes with some serious potential drawbacks. Probably at the lower end of the spectrum of $5 attacks.

Harvest – (Action) Cost 5
Reveal the top 4 cards of your deck, then discard them. +1 Coin per differently named card revealed.
On paper, this doesn’t look like anything special, but it’s actually quite a bit of fun. I’ve used it quite often, and I’d say it typically lands on three or four and rarely ever below that; I’ve NEVER seen it only get one. All of the times I’ve used it I haven’t even been trying for a deck full of variety. With some strategies I can see avoiding it completely, but it’s worth a try when you have multiple actions to spare, and is one of the better grand market accelerators in the game.

Horn of Plenty – (Treasure) Cost 5
0 Coin. When you play this, gain a card costing up to 1 Coin per differently named card you have in play, counting this.If it’s a Victory card, trash this.
Oh man, I love this card. Horn of Plenty is wonderful with strategies that focus on variety, and even with strategies that don’t it can be very useful. If you play one action and one each of copper silver and gold then HoP nets you a $5 just like that, without even using an action. It fits into almost any strategy, and in colony games (especially those involving potions) can get up to platinum or even colony level with some varied action play. I see most people ignoring this on isotropic, and I just don’t understand. I may be overrating it, but its power in the end game especially can be devastating: buy a few Hops (or just buy one and use it to gain several more), string together an action chain that gets its value up to 8 or 11, and trash them all for crazy victory points.

Fairgrounds – (Victory) Cost 6
Worth 2 VP for every 5 differently named cards in your deck (rounded down).
Fairgrounds fits right in with Garden and Vineyard as an alternate strategy victory card that can potentially be worth more than a province. It is fairly easy to get up to 10 unique cards in your deck, especially with cornucopia cards in play, and even 15 isn’t unrealistic, especially with Colonies out. Of course, Fairgrounds/Black Market is its own warped game entirely.

I’m going to be very brief with these, since there are multiple threads here devoted to them and they are apparently the most controversial cards in the set. I’m a bit short on time, so I can’t copy and paste the card descriptions for these, but they can be found pretty easily by doing a quick search of the general forum. I will edit this post when I can with the official wording.

Bag of Gold – I’ve been thinking about Bag of Gold lately and have decided that it’s somewhat underrated. It’s the most straightforward prize to be sure, and never the one I would pick first, but as a last minute prize with draw support it can be very helpful in picking up that last province.

Diadem – A specialized prize that can be theoretically be fairly devastating in games with FV, activated cities or another way to a multitude of actions. I’ve yet to see it used effectively in an actual game, but I’m sure others can provide good examples.

Followers – Probably the best example of why prizes couldn’t possibly have been full fledged kingdom cards. Followers is an absolutely devastating attack, a militia with a two card benefit instead of +$2 that gives an instant 2 VP swing. If chaining these were an option we would see some crazy turnaround final turns.

Princess – So it’s basically a one use Bridge, which can be very useful in some games and relatively unimportant in others (I know, that describes MOST of Dominion’s kingdom cards). Not much to say about this one, but it’s fun nonetheless.

Trusty Steed – The awesomeness of this card should be apparent to anyone who plays this game. Helpful in any engine and tied with Followers as easily the best two prizes in most situations.

So with all that out of the way, there are a few other things I’d like to mention about Cornucopia. On paper it’s probably the least interesting expansion, with its changes to the overall game not being quite as immediately apparent as in any other set. But that doesn’t stop me from really loving it. All of these cards are extremely fun to play with, and though the shuffle luck factor involved in a variety theme seems heavy at first, it’s really no worse than in any of the other expansions, and significantly less so than in games involving potion cards, where missing out on say a Familiar in your fist five or more turns due to drawing P/C/E/E/E can be a game deciding blow.

Speaking of potion cards, I find it incredibly interesting that this set and Alchemy were planned as a single large expansion. I think they work very well together, with cards like Hunting Party and to a lesser extent Farming Village that allow you to go potion digging through your deck and cards like HoP and, to a lesser extent, Fairgrounds that are made significantly better by the presence of Alchemy cards. I can’t wait for Donald’s secret history to provide more insight into this, since I know Alchemy (and I’m guessing this set too) looked very different prior to being split up.

Overall I would probably rank Cornucopia above Seaside and Alchemy and below Prosperity and Intrigue in terms of the strongest expansions, but really, it’s a very arbitrary ranking that I hesitate to include at all. This is a game that offers consistently clever new cards and ideas within every set. Even Seaside, probably my least favorite of the expansions up to this point by a little bit, offers my favorite mechanic thus far in duration cards. Cornucopia maintains the level of balance and fun we’ve all come to expect from Dominion at this point, and I highly recommend it.

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