Well, before Seprix comes in with the Boons and Hexes here's the next list to distract you from whatever you should be getting done. Landmarks were introduced in Empires and give players
, or in some cases take it away, for accomplishing certain goals. Nobody really knows how the heck to rank them, but it's kinda "how much does this change my strategy." At dead last we have Baths, for instance, you're never gonna mulligan a turn just for 2
and when you do it's more of a happy coincidence than a strategic move. I've layed off going in to deep on formatting and comments because I'm lazy and nobody really cares about the Landmarks. Click to zoom in on the Landmarks.
#21 ▼2 BathsHere in dead last, we have Baths in all it's glory, giving you 2
if you had a dud turn or just trashed. It doesn't really change how you play the game because you wanna trash anyway and 2
isn't really worth the turn. That said, it can make the difference and helps defend against bad shuffles.
#20 ▼4 BasillicaA big drop of 4 points is Basilica, and it was probably deserved. The problem you'll see with these lower landmarks is that they give a small amount of
for something you wouldn't want to do/would do anyway.
#19 ▲1 AqueductWhen there are only 18 Voters fluctuations of just a couple spots doesn't mean much, but Aqueduct dropped a space anyways. It can make you pick up that extra Silver or Gold to get some tokens off, but Treasures just aren't what they used to be so it's not often a really good move.
#18 ▼1 ColonnadeConnolade falls into the category of something you'd probably do anyways. Anywho, these 2
landmarks are boring me, can we move on?
#17 ▲1 ArenaI guess we can't move on yet, there's still more of these. Don't be afraid to open double Ambassador I guess? Moving on.
#16 ▲5 LabyrinthHere's a big jump of 5 places, it turns out that gaining more cards in a turn is actually something easy and beneficial enough that putting in the extra effort to do it is worth a couple points.
#15 ▼5 ObeliskObelisk dropped a bunch of points, it seems making a random card a Harem isn't as important as we thought. Still, it might make winning that Village split just a bit more crucial.
#14 =0 PalaceStuck in the middle here is Palace which gives you points for Copper - Silver - Gold sets. It's a Duchy's worth though, which explains why it's higher. Get 2 silvers and a couple Golds and bam, Province!
#13 ▲2 BattlefieldThe Highest of the "Take 2
from this" Landmarks is Battlefield, and there's a reason. Battlefield gives you points for getting points so it helps you with your goal, it's not just a tack-on like Basilica. It comes into play when it matters, and you can generally ignore it for the first half of the game while you build. And if you think Mill is weak (Hint: It's not) this might convince you to pick one up early and try it out.
#12 ▲1 Defiled ShrineIt's hard to know when you want to pick up the Curse, but you're gonna want to get it eventually. Defiled Shrine isn't as fun in games without trashing, because the best part is picking up a 5 VP curse with a spare buy and then Watchtowering it away.
#11 ▼7 FountainFountain fell 7 places, and that teaches you a lot about Landmarks. It's not about how much
they give you, it's about how much more
they can give you than your opponents. In games with Fountain, everyone will probably either have 10+ Coppers or nobody will have enough. And when everyone gets the 15
payout it's a moot point. Still, #11 isn't bad and if you're the only one to get 10 Coppers it's a lot of points to take in.
#10 ▼5 Bandit FortBandit Fort is more ignorable now apparently. Who let Lord Rattington vote?
#9 =0 Mountain PassHere's a good card that illustrates the principle I was yammering on about for Fountain. When you're the only one getting the points it suddenly becomes that much more of a difference.
#8 ▼1 Triumphal ArchGotta spam those Actions! Triumphal Arch is the antithesis of Orchard; getting a bunch of the same actions is nicer than many different ones.
#7 ▲4 TowerTower rose 4 places. Emptying Copper or Silver piles is probably the most powerful combo, Banquet + Cache + Tower is a force to be reckoned with.
#6 ▲2 OrchardPoints, Actions, need I say more?
#5 ▲7 TombIn fifth, we have Tomb with a big rise. The main thing you need to think through with Tomb that isn't obvious is Trashing Attacks like Swlinder are way less spammable, and powerful Trashing rushes with cards like Lurker can suddenly get a lot of points without ever greening.
#4 ▲2 Wolf DenThe top landmarks haven't changed much, they've shuffled around but are largely the same. Wolf Den makes that Duchy worth nothing, or lets that Ruins completely screw you over. Careful deck tracking is a must unless you want to end with half a dozen less points then you thought you would.
#3 ▼1 MuseumNobody loves losing points from Wolf Den, but everyone loves gaining some! Diversify your engine, pick up a fairgrounds, and head to the Black Market and you're suddnely raking in the points.
#2 ▼1 WallWall has a habit of completely changing how a board plays. Trashing is worth way more, building is worth way less, big decks are bad, and that player who swindled your Mountebank into a Cache is really pissing you off.
#1 ▲2 KeepAnd in the top space, we have Keep, with frequent 10 point swings in 2P.