https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=84.58.2.125&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-28T17:59:44ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/DurationDuration2016-09-11T11:52:58Z<p>84.58.2.125: /* Official Rules */ Adventures + Empires</p>
<hr />
<div>[[Image:Wharf.jpg|thumb|right|200px|[[Wharf]], a Duration card.]]<br />
<br />
'''Duration''' is a [[card type]] that was introduced in [[Seaside]] and revisited in later sets, starting with [[Adventures]]. Duration cards are [[Action]] cards which usually have an effect on the turn after they are played. A Duration is not discarded from play until the Cleanup phase of the last turn on which it does something - usually the turn after the turn on which it is played. <br />
<br />
== List of Duration cards ==<br />
* {{Cost|2}} {{Card|Haven}}, {{Card|Lighthouse}}<br />
* {{Cost|3}} {{Card|Amulet}}, {{Card|Caravan Guard}}, {{Card|Dungeon}}, {{Card|Enchantress}}, {{Card|Fishing Village}}, {{Card|Gear}}<br />
* {{Cost|4}} {{Card|Caravan}}<br />
* {{Cost|5}} {{card|Archive}}, {{Card|Bridge Troll}}, {{Card|Haunted Woods}}, {{Card|Merchant Ship}}, {{Card|Outpost}}, {{Card|Swamp Hag}}, {{Card|Tactician}}, {{Card|Wharf}}<br />
* {{Cost|6}} {{Card|Hireling}}<br />
* {{Cost|6*}} {{Card|Champion}}<br />
<br />
== Official Rules ==<br />
* Seaside introduces Duration cards. These cards are orange, and say "Duration" on the bottom line, i.e. "Action – Duration." A Duration card does something after your turn. Leave the card in front of you until the [[Clean-up]] Phase of the last turn in which it does something (discard it before drawing for the following turn). So if the card says "Now and on your next turn," discard it during the Clean-up phase of your next turn.<br />
* If you play or modify a Duration card with another card, that other card also stays in your play area until it is no longer doing anything. For example if you play {{Card|Throne Room}} on Merchant Ship, both cards stay in play until the Clean-up phase of your next turn. The Throne Room stays in play to remind you that you are getting the effect of Merchant Ship twice on that next turn.<br />
* In order to keep track of which Duration cards are discarded during the current Clean-up phase and which Duration cards remain in play, place Duration cards in a separate row above the other [[Action|Actions]] and [[Treasure|Treasures]] played. When a Duration card has its last effect, move it to the row of cards that will be played and discarded during the current turn.<br />
* [[Adventures]] : Adventures has Duration cards, previously introduced in Seaside. Duration cards are orange, and have an ability that does something on a future turn. Duration cards are not discarded in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something. Additionally, if a Duration card is played multiple times by a card such as Disciple or Throne Room, that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played multiple times. Keep track of whether or not a Duration card was played on the current turn, such as by putting your cards into two lines (older cards and this turn's cards).<br />
* [[Empires]] : Duration cards are orange, and have abilities that affect future turns. Duration cards are not discarded in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something. Additionally, if a card such as Throne Room plays a Duration card multiple times, that card also stays in play until the Duration card leaves play, to track the fact that the Duration card was played multiple times. Players should keep track of whether or not a Duration card was played on the current turn, such as by putting their cards into two lines (older cards and this turn's cards).<br />
<br />
== Other rules clarifications ==<br />
A Haven, Tactician, Gear or Archive played without meeting the criteria for its next-turn effect (setting aside or discarding) will be discarded from play the turn it was played. An Outpost that fails to create an extra turn remains in play until the ''next'' Clean-up phase, whether your own, or that of the next player, since it checks whether or not it can create an extra turn after it's too late to clean it up. {{Card|Champion}} and {{Card|Hireling}} remain in play permanently. Archive may stay in play for two turns after the one it was played (if it set aside 3 cards). In all other cases, the Duration will stay in play until the Clean-up phase of your next turn.<br />
<br />
When you {{Card|Procession}} a Duration, the Duration gets trashed, but it still has its next-turn effects, and the Procession remains in play until the time at which the Duration ordinarily would have been cleaned up if it remained in play. This does also apply to {{Card|Tactician}}; although its main effect can't really be [[Throne Room variant|"throned"]], (unless your [[Adventures tokens|+1 Card token]] is on Tactician).<br />
<br />
Effects that resolve at the start of your turn can be resolved in any order; this includes multiple plays of the same Duration card by a Throne Room variant. For example, if you played a Wharf and then a Throne Room on an Amulet last turn, on this turn you could choose to first gain a {{Card|Silver}} from the first Amulet play, then draw 2 cards from Wharf (perhaps triggering a [[reshuffle]] and maybe drawing that Silver), and then choose to trash a card from the second Amulet play, now that you have more cards to choose from.<br />
<br />
Although the Seaside rules do not mention this explicitly, a Duration card still in play when the game ends is returned to its owner's deck before scoring; this can matter for [[alt-VP]] cards such as {{Card|Gardens}}.<br />
<br />
There are a couple of cards from outside Seaside and Adventures that have effects on subsequent turns: {{Card|Possession}} and {{Card|Prince}}. Despite their functional similarity, these are not Duration cards and the Duration rules do not apply to them: for example, unlike {{Card|Outpost}}, Possession is discarded before the extra turn it creates; and Prince is set aside to perform its future-turn functions, rather than remaining in the play area as Duration cards do.<br />
<br />
== Strategy ==<br />
On the turn on which they are played, Duration cards typically have weak effects (relative to their cost), or even detrimental effects; their strength comes in part from the fact that their effects on the next turn do not consume an Action to play or a card slot in your hand. For example, {{Card|Caravan}}, on the turn it is played, is a [[cantrip]] with no effect; on the next turn, however, it gives you a sixth card in your hand for free—thus playing a Caravan on one turn has the same effect as playing a {{Card|Laboratory}} on the next turn. <br />
<br />
Although Duration cards' next-turn effects are typically quite strong, they cost less than and are usually considered weaker than cards that have those same effects immediately—for instance, Caravan costs {{Cost|4}} while Laboratory costs {{Cost|5}}. This is in part because it's better to receive benefits earlier—playing a Caravan on the last turn of the game gives no benefit while Laboratory does—and in part because the fact that Durations stay in play for two turns is a disadvantage, since it means that they can actually be played less frequently. For instance, it's possible to draw an extra card every turn by having a single Laboratory and playing it every turn; in order to play a Caravan every turn, you have to have two copies of the card.<br />
<br />
[[Reserve]] cards can play rather similarly to Durations; most have a weak effect now for a stronger effect later. The difference is that Reserves don't have to be triggered on your next turn; you can wait a few turns to use them, or even use some of them the same turn you play them.<br />
<br />
== Trivia ==<br />
=== In other languages ===<br />
* Czech: Dlouhodobá<br />
* Dutch: Duurzaam (lit. ''sustainable'')<br />
* Finnish: Toistuva (lit. ''recurring'')<br />
* German: Dauer<br />
* Polish: Następstwo (lit. ''succession'')<br />
<br />
=== Development ===<br />
{{Quote<br />
|Text=For Seaside I was still interacting with Valerie and Dale. Valerie in particular did not like Duration cards. So the push was to limit how many there were, not come up with more things for them to do. In fact Haven was out of the set for a while, and made it back in very late when it turned out there was room for a 26th card (and that was a fine card that had been tested; Valerie had felt it was too similar to Caravan).<br />
<br><br />
There was an attack that hit other players' turns (Tax Collector, made cards cost {{Cost|1}} more), that left (well turned into {{Card|Cutpurse}}) because it would have left play at a different time from other Duration cards, (end of the prev. player's turn) and Valerie didn't like that. Late in the going I realized I could save Lighthouse by having it produce resources on your next turn, and of course that same solution could have been used for attacks; but Tax Collector had already turned into Cutpurse and again there was anti-demand for new Duration cards.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=11958.msg477977#msg477977 Groundless speculation about the 2015 expansion]<br />
}}<br />
<br />
{{Navbox Seaside}}<br />
{{Navbox Adventures}}<br />
{{Navbox card types}}</div>84.58.2.125https://wiki.dominionstrategy.com/index.php/TacticianTactician2016-09-11T11:45:59Z<p>84.58.2.125: /* Other Rules clarifications */ modifying stays since Adventure</p>
<hr />
<div>{{Infobox Card<br />
|name = Tactician<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Duration<br />
|illustrator = Martin Hoffmann<br />
|text = Discard your hand.<br/>If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.<br />
}}<br />
<br />
'''Tactician''' is an [[Action]] and [[Duration]] card from [[Seaside]]. Tactician allows you to discard your hand this turn in order to essentially double your next turn: you get five extra [[card|cards]] in addition to one extra [[buy]] and one extra [[action]]. This ability allows players to take advantage of the fact that it is often better to have one great turn and one bad turn instead of two mediocre turns. By playing what is known as [[Double Tactician]], it is possible to play one Tactician every turn and use Actions that give you +{{Cost|}}, allowing the player to start every hand with 10 cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You wait until the start of your next turn to draw the 5 extra cards; you don’t draw them at the end of the turn you played Tactician. <br />
* Tactician stays out in front of you until the [[Clean-up phase]] of your next turn. <br />
* Because you must discard at least one card in order to gain the bonuses from Tactician, it is not possible to {{Card|Throne Room}} a Tactician to get + 10 cards, +2 Buys, and + 2 Actions. You will have to discard all of your cards with the first Tactician and you will not have cards left in your hand to trigger the card drawing, extra Buy, or extra Action when you play Tactician for the second time.<br />
<br />
=== Other Rules clarifications ===<br />
* You can {{Card|Throne Room}} a Tactician, but (without a +1 Card token) you do not get any extra cards (as described above). Still the Throne Room (or its [[Throne Room variant|variants]]) stays in play, although the rules in Seaside states "... that other card also stays in your play area until it is no longer doing anything." and therefore should get discarded the same turn. With Adventures that rule was simplified to "... that card also stays in play until the Duration card is discarded ...", and generalized in Empires to "... that card also stays in play until the Duration card leaves play ...".<br />
* Like all Duration cards, Tactician only stays in play during your Clean-up phase if it will do something in a future turn. So, if you play Tactician but do not discard any cards, it will have no effect on your next turn and should be discarded during the same turn's Clean-up phase.<br />
* When the [[Adventures tokens|+1 Card token]] is on Tactician, using a [[Throne Room variant]] on it becomes meaningful as it provides you a card to discard each time Tactician is played again. In this case, the Throne Room variant ''does'' have to be left out with Tactician.<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/04/10/seaside-tactician/ Original article] by theory<br />
<br />
Tactician highlights the general Dominion principle that one good thing is usually better than two mediocre things. There are two very different ways to play Tactician: Single Tactician, which is how you’d normally think of the card, and [[Double Tactician]], a more advanced technique that sacrifices the ability to play [[Treasure]] in exchange for a ten-card hand every turn.<br />
<br />
=== Single Tactician ===<br />
<br />
Tactician is an easy solution to two big Dominion problems:<br />
<br />
#Putting two pieces of a combo together. Your {{Card|Tournament}} doesn’t always find {{Card|Province}}, and your {{Card|King's Court}} doesn’t always meet a good Action to play it with. Tactician doesn’t technically “solve” this problem, but it sure makes it a lot easier to link up combo pieces. Use Tactician to backdoor into a {{Card|Treasure Map}} activation, or play multiple {{Card|Baron|Barons}} a turn, or connect your {{Card|Fool's Gold|Fool's Golds}}: all things that are much easier to do when you have 10 cards to work with instead of just 5.<br />
#Exploiting cards whose power increases proportionally with handsize. {{Card|Coppersmith}} isn’t going to get many Coppers to work with in a 5-card hand, but fares much better in a 10-card hand. {{Card|Forge}} gets to trash a ton of cards at once, instead of one or two at a time. {{Card|Crossroads}} can draw a lot more cards even if your deck doesn’t have that many green cards in it. {{Card|Bank}} grows tremendously in power (and gets the +Buy it so desperately needs). {{Card|Vault}}/{{Card|Secret Chamber}}/{{Card|Storeroom}} have more to discard. {{Card|Cellar}} and {{Card|Warehouse}} get a lot better when you have more choice.<br />
<br />
These two considerations usually mean that the turn skipped by Tactician is worth it. As a bonus, Tactician is a nice counter to most attacks. {{Card|Ghost Ship}} and {{Card|Militia}} are mostly nullified; {{Card|Witch}} is still a must-buy, but her Curses are a lot easier to deal with when you’re working with 10 cards instead of 5.<br />
<br />
Generally speaking, you won’t want more than one Tactician in your deck (perhaps a second one if your deck is very large). You don’t usually want to play a Tactician on your Tactician turn, because then you’re really going for Double Tactician (see below). Occasionally, you see some “mega-turn” decks that repeatedly play Tactician until they can finally draw what they need: building for {{Card|Throne Room}} x4 / {{Card|Bridge}} x4 is a good example.<br />
<br />
Tactician is worst when you have very strong trashing and/or deck draw. If you can draw your whole deck, or almost all of it, every turn already, then there’s no point to skipping a turn to have a not-that-much-better second turn. Likewise, any card that depends on having something in your discard or deck does not fare well when your whole deck is in your hand: {{Card|Philosopher's Stone}} loses {{Cost|1}} automatically, and {{Card|Loan}}, {{Card|Venture}}, {{Card|Golem}}, and {{Card|Adventurer}} aren’t benefited by a large hand (and in fact are usually hurt). (A side note on Golem: although it’s possible to use it to get multiple Tacticians in play, for up to +50 Cards/+10 Actions/+10 Buys the next turn, in practice Golem simply does not work with Tactician.)<br />
<br />
=== [[Double Tactician]] ===<br />
<br />
[[File:Black Market.jpg|100px|thumb|right|{{Card|Black Market}} can be used in [[Double Tactician]] engines as a devastating [[Combo: Black Market and Tactician | combo]].]]<br />
<br />
Playing a Tactician on your Tactician turn will ensure that you draw another ten cards next turn, but it means that you’re discarding all of your Treasure cards during the Action phase, before you can play them for money. {{Card|Black Market}}, of course is the giant, gaping loophole exception to this statement. [[Combo: Black Market and Tactician | The Black Market / Tactician combo]] technically counts as a Double Tactician engine, but is sufficiently different from most Double Tactician engines that I’ll just mention it here and move on.<br />
<br />
In your average deck, not being able to play Treasures is kind of a big deal. But [[Double Tactician]], almost by definition, gets around this by earning money from Actions rather than Treasure. The goal is to play a bunch of Actions for a lot of money, Tactician away the rest of your hand, buy a Province/Colony, and hope to be able to repeat this every turn for the rest of the game.<br />
<br />
Naturally, what kinds of Actions you can play is limited by the number of Actions you can play. Tactician gives you an extra Action, but you still need an Action in the end to play the second Tactician. So you have three options:<br />
<br />
#Get tons of [[cantrip]] money, via {{Card|Peddler}}, {{Card|Market}}, {{Card|Bazaar}}, etc. {{Card|Conspirator}} needs a little help along the way but can be a cheap pseudo-{{Card|Grand Market}}.<br />
#Get tons of terminal money but have enough Actions to play them all. This is most easily done with {{Card|Fishing Village}}, but can also be replicated with other [[Villages]] or {{Card|King's Court}}. (Note that {{Card|Bazaar}} qualifies for both this and cantrip money.) Merchant Ship is one of the best sources of terminal money since it persists to next turn. Baron is quite nice, since it gives you +{{Cost|4}} per Action.<br />
#Get all the money you need from a single Action, via {{Card|Vault}} or {{Card|Secret Chamber}} (or Black Market/Tactician, as mentioned above). Secret Chamber needs a little help: in a 10-card hand, the Secret Chamber has 9 cards to discard, but has to save at least two of them (the Tactician, and at least one card for the Tactician to discard), meaning it can only generate {{Cost|7}} at most. Vault doesn’t need any help in a Province game, since it’ll draw up to 11 cards and be able to discard 9 of them for money. Both will require some assistance in a Colony game.<br />
Some things to keep in mind as you build this engine:<br />
<br />
* It is absolutely critical for this engine to keep drawing that second Tactician. Without the consistent Tactician every turn, you can’t find all your Actions or that other Tactician, and it’ll cost you multiple turns for you to start the chain again. And as you start to green, the chance that you miss that second Tactician grows.<br />
** So a sifter like Warehouse or Cellar is a fantastic addition to the engine, and {{Card|Scheme}} just eliminates the problem altogether. ({{Card|Storeroom}} deserves special mention for being a sifter that also boosts economy.) Otherwise, you need to be mindful that you’re building in such a way that can handle adding green cards to the deck (Crossroads is a great example, as is using Haggler to buy Province + engine part).<br />
* Like all engines, this takes a while to set up, and if you aren’t efficient, you might get outraced (especially since your opponent has access to Tactician).<br />
* It’s a waste to spend extra turns building up your money to a level you don’t need. Ideally you will hit {{Cost|8}} or {{Cost|11}} exactly each turn; of course, more money is nice, but not if it costs you a turn in setting it up!<br />
* Adding an attack or cards that give VP is almost a given, because you’ll able to play them every single turn. Goons, of course, will do both and give you +{{Cost|2}}.<br />
* Some trashing often benefits this engine: it helps you set the engine up faster, and the key advantage of this deck is long-term consistency, one of the big weaknesses of a {{Card|Chapel}}-thinned deck.<br />
* {{Card|Outpost}} gives you even more opportunities: depending on the set, you might be able to have your Tactician trigger on your Outpost turn instead of your Tactician turn (thus allowing you to double-Tac without having to sacrifice your Treasures), or even go for the rare triple-Tac (where you get a Tactician benefit on your Outpost turns too).<br />
* No matter what, don’t forget: always leave at least one card for the Tactician to discard! It is always quite embarrassing to play Tactician with an empty hand and realize too late that there is no benefit to doing so…<br />
<br />
As with most engines, double-Tac can be beaten in very fast sets (e.g., {{Card|Governor}}, which can seriously slow you down by force-feeding you Silvers) and sets with Cursers, which will clog up your deck too much to reliably trigger the double-Tac.<br />
<br />
=== Synergies/Combos ===<br />
* All cards that benefit from big hands: {{Card|Cellar}}, {{Card|Bank}}, {{Card|Crossroads}}, {{Card|Forge}}, {{Card|Coppersmith}}, {{Card|Vault}}, etc.<br />
* All cards that depend on hitting some other card: {{Card|King's Court}}, {{Card|Fool's Gold}}, {{Card|Baron}}, {{Card|Tournament}}, {{Card|Treasure Map}}, etc.<br />
* Mega-turn decks<br />
* {{Card|Black Market}} ([[Combo: Black Market and Tactician]])<br />
* Double-Tactician requires Actions that produce +{{Cost|}} and benefits from +VP cards<br />
* Opponents’ handsize attacks<br />
* {{Card|Golem}} (see Trivia below)<br />
* [[Adventures tokens|+1 Card token]] with {{Card|Throne Room}}, {{Card|King's Court}}, etc.<br />
<br />
=== Antisynergies ===<br />
* Decks where you can easily draw the whole deck without Tactician’s help<br />
* {{Card|Menagerie}}<br />
* Diggers, or cards that depend on your deck/discard: {{Card|Venture}}, {{Card|Adventurer}}, {{Card|Philosopher's Stone}}, {{Card|Rebuild}}<br />
* {{Card|Possession}} (requires you to keep track of where your opponent’s Possession(s) are, and when it is “safe” to Tactician)<br />
* Double-Tactician conflicts with Cursers<br />
<br />
=== Games featuring Tactician ===<br />
* [http://www.youtube.com/watch?v=AwDPPVu-d5M YouTube video of jonts26 and tlloyd featuring Double Tactician]<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:TacticianDigital.jpg|Digital version for [[Dominion Online]]<br />
File:TacticianGerman.jpg|German version<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:TacticianArt.jpg|thumb|right|354px|Official card art.]]<br />
Though the play of a Tactician requires you to discard your hand, it is technically possible to play multiple Tacticians in one turn by other means than [[Adventures tokens|+1 Card token]] with a [[Throne Room variant|Throne Room variant]]. This can be done through the play of a {{Card|Golem}} by drawing Tactician plus a non-terminal card such as {{Card|Menagerie}} or {{Card|Laboratory}}. Players, discovering this trick for the first time, generated many discussions on the forums ([http://forum.dominionstrategy.com/index.php?topic=334.0 1],[http://forum.dominionstrategy.com/index.php?topic=1112.0 2],[http://forum.dominionstrategy.com/index.php?topic=707.0 3],[http://forum.dominionstrategy.com/index.php?topic=660.0 4],[http://forum.dominionstrategy.com/index.php?topic=381.0 5],[http://forum.dominionstrategy.com/index.php?topic=569.0 6]).<br />
=== In other languages ===<br />
* Chinese: 策士 (pron. ''cèshì'', lit. ''strategist'')<br />
* Czech: Taktik<br />
* Dutch: Strateeg (lit. ''strategist'')<br />
* Finnish: Taktikko<br />
* French: Tacticien<br />
* German: Taktiker<br />
* Italian: Stratega (lit. ''strategist'')<br />
* Japanese: 策士 (pron. ''sakushi'')<br />
* Korean: 책략가 (pron. ''chaeglyagga'')<br />
* Polish: Strateg (lit. ''strategist'')<br />
* Spanish: Estratega (lit. ''strategist'')<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Once, this cost {{Cost|3}}, and had no anti-Throne Room clause (the "if you discarded" part). In development it cost {{Cost|4}}, and was singled out as one of the strongest cards. At {{Cost|5}} it still got plenty of play. The anti-Throne clause was added quite late. Tactician was looking strong but doable at that point, except for the Throne Room combo, which was ridiculous. It's sad to just nuke a combo like that, but that change didn't hurt the card much otherwise - okay, if you draw Tactican and four Festivals, you only play three of them - and this way we get to have the card at its best.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 The Secret History of the Seaside Cards]<br />
}}<br />
<br />
{{Navbox Seaside}}<br />
{{Navbox Cards}}</div>84.58.2.125https://wiki.dominionstrategy.com/index.php/TacticianTactician2016-09-11T11:36:04Z<p>84.58.2.125: /* Other Rules clarifications */ Modifying card stay</p>
<hr />
<div>{{Infobox Card<br />
|name = Tactician<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Duration<br />
|illustrator = Martin Hoffmann<br />
|text = Discard your hand.<br/>If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.<br />
}}<br />
<br />
'''Tactician''' is an [[Action]] and [[Duration]] card from [[Seaside]]. Tactician allows you to discard your hand this turn in order to essentially double your next turn: you get five extra [[card|cards]] in addition to one extra [[buy]] and one extra [[action]]. This ability allows players to take advantage of the fact that it is often better to have one great turn and one bad turn instead of two mediocre turns. By playing what is known as [[Double Tactician]], it is possible to play one Tactician every turn and use Actions that give you +{{Cost|}}, allowing the player to start every hand with 10 cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You wait until the start of your next turn to draw the 5 extra cards; you don’t draw them at the end of the turn you played Tactician. <br />
* Tactician stays out in front of you until the [[Clean-up phase]] of your next turn. <br />
* Because you must discard at least one card in order to gain the bonuses from Tactician, it is not possible to {{Card|Throne Room}} a Tactician to get + 10 cards, +2 Buys, and + 2 Actions. You will have to discard all of your cards with the first Tactician and you will not have cards left in your hand to trigger the card drawing, extra Buy, or extra Action when you play Tactician for the second time.<br />
<br />
=== Other Rules clarifications ===<br />
* You can {{Card|Throne Room}} a Tactician, but (without a +1 Card token) you do not get any extra cards (as described above). Still the Throne Room (or its [[Throne Room variant|variants]]) stays in play, although the rules in Seaside and Adventures states "... that other card also stays in your play area until it is no longer doing anything." and therefore should get discarded the same turn. With Empires that rule was generalized to "... that card also stays in play until the Duration card leaves play ...".<br />
* Like all Duration cards, Tactician only stays in play during your Clean-up phase if it will do something in a future turn. So, if you play Tactician but do not discard any cards, it will have no effect on your next turn and should be discarded during the same turn's Clean-up phase.<br />
* When the [[Adventures tokens|+1 Card token]] is on Tactician, using a [[Throne Room variant]] on it becomes meaningful as it provides you a card to discard each time Tactician is played again. In this case, the Throne Room variant ''does'' have to be left out with Tactician.<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/04/10/seaside-tactician/ Original article] by theory<br />
<br />
Tactician highlights the general Dominion principle that one good thing is usually better than two mediocre things. There are two very different ways to play Tactician: Single Tactician, which is how you’d normally think of the card, and [[Double Tactician]], a more advanced technique that sacrifices the ability to play [[Treasure]] in exchange for a ten-card hand every turn.<br />
<br />
=== Single Tactician ===<br />
<br />
Tactician is an easy solution to two big Dominion problems:<br />
<br />
#Putting two pieces of a combo together. Your {{Card|Tournament}} doesn’t always find {{Card|Province}}, and your {{Card|King's Court}} doesn’t always meet a good Action to play it with. Tactician doesn’t technically “solve” this problem, but it sure makes it a lot easier to link up combo pieces. Use Tactician to backdoor into a {{Card|Treasure Map}} activation, or play multiple {{Card|Baron|Barons}} a turn, or connect your {{Card|Fool's Gold|Fool's Golds}}: all things that are much easier to do when you have 10 cards to work with instead of just 5.<br />
#Exploiting cards whose power increases proportionally with handsize. {{Card|Coppersmith}} isn’t going to get many Coppers to work with in a 5-card hand, but fares much better in a 10-card hand. {{Card|Forge}} gets to trash a ton of cards at once, instead of one or two at a time. {{Card|Crossroads}} can draw a lot more cards even if your deck doesn’t have that many green cards in it. {{Card|Bank}} grows tremendously in power (and gets the +Buy it so desperately needs). {{Card|Vault}}/{{Card|Secret Chamber}}/{{Card|Storeroom}} have more to discard. {{Card|Cellar}} and {{Card|Warehouse}} get a lot better when you have more choice.<br />
<br />
These two considerations usually mean that the turn skipped by Tactician is worth it. As a bonus, Tactician is a nice counter to most attacks. {{Card|Ghost Ship}} and {{Card|Militia}} are mostly nullified; {{Card|Witch}} is still a must-buy, but her Curses are a lot easier to deal with when you’re working with 10 cards instead of 5.<br />
<br />
Generally speaking, you won’t want more than one Tactician in your deck (perhaps a second one if your deck is very large). You don’t usually want to play a Tactician on your Tactician turn, because then you’re really going for Double Tactician (see below). Occasionally, you see some “mega-turn” decks that repeatedly play Tactician until they can finally draw what they need: building for {{Card|Throne Room}} x4 / {{Card|Bridge}} x4 is a good example.<br />
<br />
Tactician is worst when you have very strong trashing and/or deck draw. If you can draw your whole deck, or almost all of it, every turn already, then there’s no point to skipping a turn to have a not-that-much-better second turn. Likewise, any card that depends on having something in your discard or deck does not fare well when your whole deck is in your hand: {{Card|Philosopher's Stone}} loses {{Cost|1}} automatically, and {{Card|Loan}}, {{Card|Venture}}, {{Card|Golem}}, and {{Card|Adventurer}} aren’t benefited by a large hand (and in fact are usually hurt). (A side note on Golem: although it’s possible to use it to get multiple Tacticians in play, for up to +50 Cards/+10 Actions/+10 Buys the next turn, in practice Golem simply does not work with Tactician.)<br />
<br />
=== [[Double Tactician]] ===<br />
<br />
[[File:Black Market.jpg|100px|thumb|right|{{Card|Black Market}} can be used in [[Double Tactician]] engines as a devastating [[Combo: Black Market and Tactician | combo]].]]<br />
<br />
Playing a Tactician on your Tactician turn will ensure that you draw another ten cards next turn, but it means that you’re discarding all of your Treasure cards during the Action phase, before you can play them for money. {{Card|Black Market}}, of course is the giant, gaping loophole exception to this statement. [[Combo: Black Market and Tactician | The Black Market / Tactician combo]] technically counts as a Double Tactician engine, but is sufficiently different from most Double Tactician engines that I’ll just mention it here and move on.<br />
<br />
In your average deck, not being able to play Treasures is kind of a big deal. But [[Double Tactician]], almost by definition, gets around this by earning money from Actions rather than Treasure. The goal is to play a bunch of Actions for a lot of money, Tactician away the rest of your hand, buy a Province/Colony, and hope to be able to repeat this every turn for the rest of the game.<br />
<br />
Naturally, what kinds of Actions you can play is limited by the number of Actions you can play. Tactician gives you an extra Action, but you still need an Action in the end to play the second Tactician. So you have three options:<br />
<br />
#Get tons of [[cantrip]] money, via {{Card|Peddler}}, {{Card|Market}}, {{Card|Bazaar}}, etc. {{Card|Conspirator}} needs a little help along the way but can be a cheap pseudo-{{Card|Grand Market}}.<br />
#Get tons of terminal money but have enough Actions to play them all. This is most easily done with {{Card|Fishing Village}}, but can also be replicated with other [[Villages]] or {{Card|King's Court}}. (Note that {{Card|Bazaar}} qualifies for both this and cantrip money.) Merchant Ship is one of the best sources of terminal money since it persists to next turn. Baron is quite nice, since it gives you +{{Cost|4}} per Action.<br />
#Get all the money you need from a single Action, via {{Card|Vault}} or {{Card|Secret Chamber}} (or Black Market/Tactician, as mentioned above). Secret Chamber needs a little help: in a 10-card hand, the Secret Chamber has 9 cards to discard, but has to save at least two of them (the Tactician, and at least one card for the Tactician to discard), meaning it can only generate {{Cost|7}} at most. Vault doesn’t need any help in a Province game, since it’ll draw up to 11 cards and be able to discard 9 of them for money. Both will require some assistance in a Colony game.<br />
Some things to keep in mind as you build this engine:<br />
<br />
* It is absolutely critical for this engine to keep drawing that second Tactician. Without the consistent Tactician every turn, you can’t find all your Actions or that other Tactician, and it’ll cost you multiple turns for you to start the chain again. And as you start to green, the chance that you miss that second Tactician grows.<br />
** So a sifter like Warehouse or Cellar is a fantastic addition to the engine, and {{Card|Scheme}} just eliminates the problem altogether. ({{Card|Storeroom}} deserves special mention for being a sifter that also boosts economy.) Otherwise, you need to be mindful that you’re building in such a way that can handle adding green cards to the deck (Crossroads is a great example, as is using Haggler to buy Province + engine part).<br />
* Like all engines, this takes a while to set up, and if you aren’t efficient, you might get outraced (especially since your opponent has access to Tactician).<br />
* It’s a waste to spend extra turns building up your money to a level you don’t need. Ideally you will hit {{Cost|8}} or {{Cost|11}} exactly each turn; of course, more money is nice, but not if it costs you a turn in setting it up!<br />
* Adding an attack or cards that give VP is almost a given, because you’ll able to play them every single turn. Goons, of course, will do both and give you +{{Cost|2}}.<br />
* Some trashing often benefits this engine: it helps you set the engine up faster, and the key advantage of this deck is long-term consistency, one of the big weaknesses of a {{Card|Chapel}}-thinned deck.<br />
* {{Card|Outpost}} gives you even more opportunities: depending on the set, you might be able to have your Tactician trigger on your Outpost turn instead of your Tactician turn (thus allowing you to double-Tac without having to sacrifice your Treasures), or even go for the rare triple-Tac (where you get a Tactician benefit on your Outpost turns too).<br />
* No matter what, don’t forget: always leave at least one card for the Tactician to discard! It is always quite embarrassing to play Tactician with an empty hand and realize too late that there is no benefit to doing so…<br />
<br />
As with most engines, double-Tac can be beaten in very fast sets (e.g., {{Card|Governor}}, which can seriously slow you down by force-feeding you Silvers) and sets with Cursers, which will clog up your deck too much to reliably trigger the double-Tac.<br />
<br />
=== Synergies/Combos ===<br />
* All cards that benefit from big hands: {{Card|Cellar}}, {{Card|Bank}}, {{Card|Crossroads}}, {{Card|Forge}}, {{Card|Coppersmith}}, {{Card|Vault}}, etc.<br />
* All cards that depend on hitting some other card: {{Card|King's Court}}, {{Card|Fool's Gold}}, {{Card|Baron}}, {{Card|Tournament}}, {{Card|Treasure Map}}, etc.<br />
* Mega-turn decks<br />
* {{Card|Black Market}} ([[Combo: Black Market and Tactician]])<br />
* Double-Tactician requires Actions that produce +{{Cost|}} and benefits from +VP cards<br />
* Opponents’ handsize attacks<br />
* {{Card|Golem}} (see Trivia below)<br />
* [[Adventures tokens|+1 Card token]] with {{Card|Throne Room}}, {{Card|King's Court}}, etc.<br />
<br />
=== Antisynergies ===<br />
* Decks where you can easily draw the whole deck without Tactician’s help<br />
* {{Card|Menagerie}}<br />
* Diggers, or cards that depend on your deck/discard: {{Card|Venture}}, {{Card|Adventurer}}, {{Card|Philosopher's Stone}}, {{Card|Rebuild}}<br />
* {{Card|Possession}} (requires you to keep track of where your opponent’s Possession(s) are, and when it is “safe” to Tactician)<br />
* Double-Tactician conflicts with Cursers<br />
<br />
=== Games featuring Tactician ===<br />
* [http://www.youtube.com/watch?v=AwDPPVu-d5M YouTube video of jonts26 and tlloyd featuring Double Tactician]<br />
<br />
== Alternate versions ==<br />
<gallery><br />
File:TacticianDigital.jpg|Digital version for [[Dominion Online]]<br />
File:TacticianGerman.jpg|German version<br />
</gallery><br />
<br />
== Trivia ==<br />
[[Image:TacticianArt.jpg|thumb|right|354px|Official card art.]]<br />
Though the play of a Tactician requires you to discard your hand, it is technically possible to play multiple Tacticians in one turn by other means than [[Adventures tokens|+1 Card token]] with a [[Throne Room variant|Throne Room variant]]. This can be done through the play of a {{Card|Golem}} by drawing Tactician plus a non-terminal card such as {{Card|Menagerie}} or {{Card|Laboratory}}. Players, discovering this trick for the first time, generated many discussions on the forums ([http://forum.dominionstrategy.com/index.php?topic=334.0 1],[http://forum.dominionstrategy.com/index.php?topic=1112.0 2],[http://forum.dominionstrategy.com/index.php?topic=707.0 3],[http://forum.dominionstrategy.com/index.php?topic=660.0 4],[http://forum.dominionstrategy.com/index.php?topic=381.0 5],[http://forum.dominionstrategy.com/index.php?topic=569.0 6]).<br />
=== In other languages ===<br />
* Chinese: 策士 (pron. ''cèshì'', lit. ''strategist'')<br />
* Czech: Taktik<br />
* Dutch: Strateeg (lit. ''strategist'')<br />
* Finnish: Taktikko<br />
* French: Tacticien<br />
* German: Taktiker<br />
* Italian: Stratega (lit. ''strategist'')<br />
* Japanese: 策士 (pron. ''sakushi'')<br />
* Korean: 책략가 (pron. ''chaeglyagga'')<br />
* Polish: Strateg (lit. ''strategist'')<br />
* Spanish: Estratega (lit. ''strategist'')<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Once, this cost {{Cost|3}}, and had no anti-Throne Room clause (the "if you discarded" part). In development it cost {{Cost|4}}, and was singled out as one of the strongest cards. At {{Cost|5}} it still got plenty of play. The anti-Throne clause was added quite late. Tactician was looking strong but doable at that point, except for the Throne Room combo, which was ridiculous. It's sad to just nuke a combo like that, but that change didn't hurt the card much otherwise - okay, if you draw Tactican and four Festivals, you only play three of them - and this way we get to have the card at its best.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=117.0 The Secret History of the Seaside Cards]<br />
}}<br />
<br />
{{Navbox Seaside}}<br />
{{Navbox Cards}}</div>84.58.2.125https://wiki.dominionstrategy.com/index.php/DurationDuration2016-09-11T11:01:52Z<p>84.58.2.125: /* Other rules clarifications */ Procession on Tactician stays http://forum.dominionstrategy.com/index.php?topic=15668.msg634607#msg634607</p>
<hr />
<div>[[Image:Wharf.jpg|thumb|right|200px|[[Wharf]], a Duration card.]]<br />
<br />
'''Duration''' is a [[card type]] that was introduced in [[Seaside]] and revisited in later sets, starting with [[Adventures]]. Duration cards are [[Action]] cards which usually have an effect on the turn after they are played. A Duration is not discarded from play until the Cleanup phase of the last turn on which it does something - usually the turn after the turn on which it is played. <br />
<br />
== List of Duration cards ==<br />
* {{Cost|2}} {{Card|Haven}}, {{Card|Lighthouse}}<br />
* {{Cost|3}} {{Card|Amulet}}, {{Card|Caravan Guard}}, {{Card|Dungeon}}, {{Card|Enchantress}}, {{Card|Fishing Village}}, {{Card|Gear}}<br />
* {{Cost|4}} {{Card|Caravan}}<br />
* {{Cost|5}} {{card|Archive}}, {{Card|Bridge Troll}}, {{Card|Haunted Woods}}, {{Card|Merchant Ship}}, {{Card|Outpost}}, {{Card|Swamp Hag}}, {{Card|Tactician}}, {{Card|Wharf}}<br />
* {{Cost|6}} {{Card|Hireling}}<br />
* {{Cost|6*}} {{Card|Champion}}<br />
<br />
== Official Rules ==<br />
* Seaside introduces Duration cards. These cards are orange, and say "Duration" on the bottom line, i.e. "Action – Duration." A Duration card does something after your turn. Leave the card in front of you until the [[Clean-up]] Phase of the last turn in which it does something (discard it before drawing for the following turn). So if the card says "Now and on your next turn," discard it during the Clean-up phase of your next turn.<br />
* If you play or modify a Duration card with another card, that other card also stays in your play area until it is no longer doing anything. For example if you play {{Card|Throne Room}} on Merchant Ship, both cards stay in play until the Clean-up phase of your next turn. The Throne Room stays in play to remind you that you are getting the effect of Merchant Ship twice on that next turn.<br />
* In order to keep track of which Duration cards are discarded during the current Clean-up phase and which Duration cards remain in play, place Duration cards in a separate row above the other [[Action|Actions]] and [[Treasure|Treasures]] played. When a Duration card has its last effect, move it to the row of cards that will be played and discarded during the current turn.<br />
<br />
== Other rules clarifications ==<br />
A Haven, Tactician, Gear or Archive played without meeting the criteria for its next-turn effect (setting aside or discarding) will be discarded from play the turn it was played. An Outpost that fails to create an extra turn remains in play until the ''next'' Clean-up phase, whether your own, or that of the next player, since it checks whether or not it can create an extra turn after it's too late to clean it up. {{Card|Champion}} and {{Card|Hireling}} remain in play permanently. Archive may stay in play for two turns after the one it was played (if it set aside 3 cards). In all other cases, the Duration will stay in play until the Clean-up phase of your next turn.<br />
<br />
When you {{Card|Procession}} a Duration, the Duration gets trashed, but it still has its next-turn effects, and the Procession remains in play until the time at which the Duration ordinarily would have been cleaned up if it remained in play. This does also apply to {{Card|Tactician}}; although its main effect can't really be [[Throne Room variant|"throned"]], (unless your [[Adventures tokens|+1 Card token]] is on Tactician).<br />
<br />
Effects that resolve at the start of your turn can be resolved in any order; this includes multiple plays of the same Duration card by a Throne Room variant. For example, if you played a Wharf and then a Throne Room on an Amulet last turn, on this turn you could choose to first gain a {{Card|Silver}} from the first Amulet play, then draw 2 cards from Wharf (perhaps triggering a [[reshuffle]] and maybe drawing that Silver), and then choose to trash a card from the second Amulet play, now that you have more cards to choose from.<br />
<br />
Although the Seaside rules do not mention this explicitly, a Duration card still in play when the game ends is returned to its owner's deck before scoring; this can matter for [[alt-VP]] cards such as {{Card|Gardens}}.<br />
<br />
There are a couple of cards from outside Seaside and Adventures that have effects on subsequent turns: {{Card|Possession}} and {{Card|Prince}}. Despite their functional similarity, these are not Duration cards and the Duration rules do not apply to them: for example, unlike {{Card|Outpost}}, Possession is discarded before the extra turn it creates; and Prince is set aside to perform its future-turn functions, rather than remaining in the play area as Duration cards do.<br />
<br />
== Strategy ==<br />
On the turn on which they are played, Duration cards typically have weak effects (relative to their cost), or even detrimental effects; their strength comes in part from the fact that their effects on the next turn do not consume an Action to play or a card slot in your hand. For example, {{Card|Caravan}}, on the turn it is played, is a [[cantrip]] with no effect; on the next turn, however, it gives you a sixth card in your hand for free—thus playing a Caravan on one turn has the same effect as playing a {{Card|Laboratory}} on the next turn. <br />
<br />
Although Duration cards' next-turn effects are typically quite strong, they cost less than and are usually considered weaker than cards that have those same effects immediately—for instance, Caravan costs {{Cost|4}} while Laboratory costs {{Cost|5}}. This is in part because it's better to receive benefits earlier—playing a Caravan on the last turn of the game gives no benefit while Laboratory does—and in part because the fact that Durations stay in play for two turns is a disadvantage, since it means that they can actually be played less frequently. For instance, it's possible to draw an extra card every turn by having a single Laboratory and playing it every turn; in order to play a Caravan every turn, you have to have two copies of the card.<br />
<br />
[[Reserve]] cards can play rather similarly to Durations; most have a weak effect now for a stronger effect later. The difference is that Reserves don't have to be triggered on your next turn; you can wait a few turns to use them, or even use some of them the same turn you play them.<br />
<br />
== Trivia ==<br />
=== In other languages ===<br />
* Czech: Dlouhodobá<br />
* Dutch: Duurzaam (lit. ''sustainable'')<br />
* Finnish: Toistuva (lit. ''recurring'')<br />
* German: Dauer<br />
* Polish: Następstwo (lit. ''succession'')<br />
<br />
=== Development ===<br />
{{Quote<br />
|Text=For Seaside I was still interacting with Valerie and Dale. Valerie in particular did not like Duration cards. So the push was to limit how many there were, not come up with more things for them to do. In fact Haven was out of the set for a while, and made it back in very late when it turned out there was room for a 26th card (and that was a fine card that had been tested; Valerie had felt it was too similar to Caravan).<br />
<br><br />
There was an attack that hit other players' turns (Tax Collector, made cards cost {{Cost|1}} more), that left (well turned into {{Card|Cutpurse}}) because it would have left play at a different time from other Duration cards, (end of the prev. player's turn) and Valerie didn't like that. Late in the going I realized I could save Lighthouse by having it produce resources on your next turn, and of course that same solution could have been used for attacks; but Tax Collector had already turned into Cutpurse and again there was anti-demand for new Duration cards.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=11958.msg477977#msg477977 Groundless speculation about the 2015 expansion]<br />
}}<br />
<br />
{{Navbox Seaside}}<br />
{{Navbox Adventures}}<br />
{{Navbox card types}}</div>84.58.2.125