Estate Dominate Version

Estate Dominate Version



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Estate Dominate Version
From Wikipedia, the free encyclopedia

^ Jump up to: a b Larson, Aaron (12 May 2018). "What is an Easement" . ExpertLaw.com . Retrieved 15 May 2018 .

^ Law Dictionary

^ "CODE OF IOWA TITLE XIV. PROPERTY SUBTITLE 2. REAL PROPERTY -- GIFTS CHAPTER 564A. ACCESS TO SOLAR ENERGY IOWA CODE Β§ 564A.1 (2003)" . dsireusa.org . Database of State Incentives for Renewables and Efficiency. Archived from the original on 27 September 2007 . Retrieved 24 March 2014 .

^ Canadian law article on dominant estate Archived November 26, 2003, at the Wayback Machine

^ Hawaii Archived May 14, 2007, at the Wayback Machine

^ Iowa Archived September 27, 2007, at the Wayback Machine

^ "N.C. Administrative Office of the Courts" . aoc.state.nc.us . 1998. Archived from the original on 27 March 2014 . Retrieved 24 March 2014 .

^ South Carolina

^ Virginia

^ Arizona law Archived June 14, 2007, at the Wayback Machine

^ Texas law Archived August 21, 2008, at the Wayback Machine


A dominant estate (or dominant premises or dominant tenement ) is the parcel of real property that has an easement over another piece of property (the servient estate ). The type of easement involved may be an appurtenant easement that benefits another parcel of land, or an easement appurtenant, that benefits a person or entity. [1] The easement may also be an affirmative easement , that permits a person to do something on the servient estate, or a negative easement that allows the holder of the easement to restrict activity on the servient estate. [1] Estate is a common law concept.

In real estate law, an easement appurtenant may be created for the benefit of the original owner (the seller or grantor) of property who splits off a property and conveys part of the original property; the owner may retain an easement for an access (such as a driveway or utilities). [2]

In certain cases, dominant estate refers specifically to a parcel or building premises that is subject to a cell tower or a solar panel: "that parcel of land to which the benefits of a solar access easement attach." [3]

Easements are recognized in Canadian law , where the dominant estate is known in French as fond dominant . [4]

All states within the United States recognize easements. Most have passed statutes that may modify the common law principles that control easements and the rights and duties of the dominant estate. [5] [6] [7] [8] [9] [10] [11]

This legal term article is a stub . You can help Wikipedia by expanding it .

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Estate : Dominate Guide and some misc info
600 Townsend Street, Suite 500 San Francisco, CA 94103 USA Phone: +1 (833) 972-8766
Henissart is creating content you must be 18+ to view. Are you 18 years of age or older?
Gen has updated the official Estate : Dominate Guide for Release 6.
It's attached below, and the permanent home for it is in the game download folder and in a public folder here:
Huge thanks from me, and I hope from all of you, to Gen for his work. I use it quite a bit myself when I write to keep track of all the variables at play in the game.
As far as I know, there are no serious bugs in the Release 6 - 0.36 version I uploaded on the 1st. I'm still going to publish a new build this weekend that will include the unlocks for the non-canon gallery, a handful of fixed typos and a couple of other small fixes you'll find in the changelog when I upload it.Β 
I've also made a new demo version today that is up-to-date and save compatible with the current version, but ends after the content of Release 2. It will be up on the weekend as well and is a good way to test the game out if you're unsure about it.
I hope you are, or will be, enjoying Release 6!

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600 Townsend Street, Suite 500 San Francisco, CA 94103 USA Phone: +1 (833) 972-8766
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Estate is a basic Victory card included in all games of Dominion. At , Estate is the cheapest Victory card in the Supply and (at 1β€Š ) is almost always the one worth the least number of victory points .

In most games, each player starts the game with three Estates. In games using Kingdom cards from Dark Ages , these starting Estates may be replaced with Shelters . Like other Victory cards, the Estate pile begins the game with 8 Estates in a 2-player game, and 12 Estates in larger games, regardless of how many Estates are in players' starting decks.

In a typical game, Estate is a bad card, and it is usually desirable to trash your starting Estates as soon as possible.

Your three starting Estates are the worst cards in your deck, since they are junk stop cards that only hinder any hand in which they appear, and your aim is to build a deck in which the 1β€Š that each provides will be dwarfed by better sources of β€Š . Therefore, getting rid of them quickly, e.g. by using Chapel , is a high priority at the start of the game. It can be a nice bonus to get some benefit from doing so, such as Remodelling them into Action cards costing or less, but it’s rarely worth delaying trashing to take advantage of this. Trashing Estates tends to be a higher priority than trashing Coppers , because hands that contain more Coppers can afford more expensive cards early in the game, allowing you to improve your deck more quickly. If you can’t trash your Estates (or otherwise ensure they won’t appear in your hand, such as by Exiling them), you should consider how this affects your strategy: your engine will need more draw than it otherwise would, and sifters could be more important than usual.

There are a few situations where the decision to trash all of your Estates early in the game is less clear. A number of cards and landscapes synergise with them: for instance, Baron needs an Estate to discard; Shepherd relies on the presence of plenty of green cards in the deck; and Inheritance allows you to turn your Estates into Action cards that do something useful. Additionally, in a single-gain kingdom, it could occasionally be worth considering whether you want to keep an Estate to act as a tie-breaker. Finally, in strategies where strong deck control is not a goal (e.g. rushes or money ), it might not pay off to spend precious turns on measures like buying cards that will enable you to trash your Estates.

As the least valuable Victory cards, Estates typically don’t play a role in scoring until the game is almost over. Gaining Estates in the mid-game is most likely to happen as a side-effect, e.g. of denying your opponents the Wild Hunt points or attacking them using Followers . In the end-game, however, they may become relevant for the 1β€Š that each offers at a low price. This is especially true in rush scenarios (notably with Groom ), where they are often emptied as a third pile to end the game, but similar endings can occur whenever +Buys are plentiful, such as with Grand Market . Alternatively, if all the players are building powerful engines aiming to be the first with the ability to empty three non-Victory card piles, a single Estate gained during that final turn might be all the β€Š you need to win. Gaining Estates is also somewhat likely in a Duchy dancing scenario, or when more valuable Victory cards have run out already; in a sloggy end-game with a deteriorating deck, they’re sometimes the best you can afford. Even outside these scenarios, the best end-game use for certain gainers such as Workshop may be to acquire an Estate for that extra 1β€Š .

θŽŠεœ’ (pron. zhuāngyuΓ‘n , lit. manor )

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