Reference · victory-card effects

Card Effects

The three things a victory card can do

Companion to base game rules v0.26Toby Siko

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The three effects

Every civilization card carries three printed effects. A card sitting in your victory row may be spent on exactly one of them, after which the card leaves the game — your row shrinks, and your end score with it. The options are always the same three kinds; only their strength grows with the card's rank.

RankA · card phaseB · map phaseC · any time
1–5Add this card's rank to your meld's total for this trickFound a colony: 1 new tile of this suit, 1 unit on it, fortified2 gold
6–10Add this card's rank to your total, and win tiesDistant colony: as above, and the tile may sit up to 2 out3 gold
11–15Add this card's rank to your meld's totalOpen a frontier: 2 new tiles of this suit, 1 unit on one, fortified4 gold
16–20Add this card's rank to your total, and win tiesTwo colonies: 2 new tiles of ANY terrain, 1 unit on each, both fortified5 gold

A is declared in the declare step, AFTER every meld is face up and in leader order — you can see what you are trying to beat, and so can the player after you. B is used during your own map phase, when the board in front of you is already settled. C is taken in your own map phase, at any point in it.

01

Three rulings

What a colony is — effect B

B no longer settles into ground you already hold. It founds new ground: you lay tiles, put units on them from your board, and fortify them. At most one victory card may be spent on B per turn.

The fortification coins come from the general supply, not from your own gold — B is the one place in Blink where a fortification is free.

Placement

Every colony tile still obeys touch-two: it must touch at least two tiles already on the map, and lie within your reach — adjacent to a tile you already occupy, the same as an ordinary explore. Ranks 1–15 place tiles matching the spent card's suit; ranks 16–20 may place any terrain. Ranks 6–10 reach up to two tiles out instead of one, laying the intervening tile first.

Two tiles, one unit

Ranks 11–15 lay two tiles but take only one unit from your board: settle and fortify that one, and leave the second tile as open ground. Units come from the topmost tier holding any, so a colony still empties your board — which costs you nothing to keep, but does move you up a tier whether you wanted it yet or not.

What “add this card’s rank” means — effect A

This changes only the total the trick is judged on. It never adds cards to your meld, never puts a unit on the map, and never lets you exceed your meld-size limit. Your meld is still exactly the cards you physically played — a straight of four is four cards to spend, whatever you declared.

The bonus is virtual: when the highest total wins, your meld is worth more, so it can take a trick it would otherwise lose. The reward is tempo — you win the trick, spend your full meld, and act first — not size.

A spent victory card is gone: it leaves the game, not your hand, and it is no longer worth points in your victory row at the end. That is the whole cost. So declaring a 19 buys nineteen points of trick and gives up a card that was scoring for you.

In v0.22 this effect read “+1 / +2 cards”, because the trick went to the most cards. Under a total, one extra card was worth an average card and the wording had to change with the rule. The v0.22 version is in the variants book.

Several A effects in one trick

Nothing stops two or more players spending A in the same trick. Each applies, and the trick resolves on the modified totals — highest total wins, then most cards, then highest single rank, then earliest played, exactly as normal. Declarations go leader first and clockwise, after the reveal, so a later player sees every earlier declaration before choosing their own — answering, rather than guessing.

A can be answered, B cannot

The difference in timing is a difference in kind. A is spent into a trick that is still live: you see every meld and every earlier declaration, but a player still to declare may answer you with an A of their own and pass you. B is spent in your own map phase, long after the trick is settled, so nobody can answer it — it is only a question of whether the units are worth the card.

Two players both winning ties

If two players each spend an effect that wins ties and they are still tied, the player who spent the higher-ranked card takes the trick.

02

Every card, at a glance

The production reference: the exact A / B / C each rank prints. All four suits of a rank share the same effects. A card's suit matters only for effect B's terrain requirement, and for the meld shapes the card can join.

RankA · trickB · mapC · gold
1+rank to your totalcolony, this suit2 gold
2+rank to your totalcolony, this suit2 gold
3+rank to your totalcolony, this suit2 gold
4+rank to your totalcolony, this suit2 gold
5+rank to your totalcolony, this suit2 gold
6+rank, wins tiescolony, up to 2 out3 gold
7+rank, wins tiescolony, up to 2 out3 gold
8+rank, wins tiescolony, up to 2 out3 gold
9+rank, wins tiescolony, up to 2 out3 gold
10+rank, wins tiescolony, up to 2 out3 gold
11+rank to your total2 tiles, 1 unit4 gold
12+rank to your total2 tiles, 1 unit4 gold
13+rank to your total2 tiles, 1 unit4 gold
14+rank to your total2 tiles, 1 unit4 gold
15+rank to your total2 tiles, 1 unit4 gold
16+rank, wins ties2 colonies, any terrain5 gold
17+rank, wins ties2 colonies, any terrain5 gold
18+rank, wins ties2 colonies, any terrain5 gold
19+rank, wins ties2 colonies, any terrain5 gold
20+rank, wins ties2 colonies, any terrain5 gold