https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=88.69.153.122&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-19T13:13:54ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/PrincePrince2020-09-27T10:22:00Z<p>88.69.153.122: /* Other Rules clarifications */ summarizing</p>
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<div>{{Infobox Card<br />
|name = Prince<br />
|cost = 8<br />
|type1 = Action<br />
|illustrator = Eric J Carter<br />
|text = You may set this aside. If you do, set aside an Action card from your hand costing up to {{Cost|4}}. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)<br />
}}<br />
<br />
'''Prince''' is a [[Promo|promotional]] [[Action]] card. It is a [[one-shot]] that turns a (cheap) Action card from your hand into a permanent effect that gets played every turn for the rest of the game.<br />
<br />
The card was leaked on BoardGameGeek[http://www.boardgamegeek.com/thread/1186675/new-dominion-origins-promo] after debuting at Origins 2014.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Prince has you play the same cheap action every turn for the rest of the game. <br />
* The turn you play Prince, you set it aside with an Action from your hand costing {{Cost|4}} or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. <br />
* If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a {{Card|Feast}} or {{Card|Mining Village}} and you trashed it, or if it's a [[Duration]] card and so it stayed in play, or if it's a {{Card|Madman}} and was returned to its pile, or if it's an {{Card|Island}} and was set aside, or if it's a card you put back on your deck with {{Card|Scheme}}. In practice you will probably not choose to set aside Prince with a card that won't work well with it, and so will play the Action you set aside every turn from that point on. <br />
* The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn.<br />
* Prince has to be set aside to do anything; using {{Card|Throne Room}} on Prince won't let you set aside two cards. <br />
* The Action card you set aside has to cost up to {{Cost|4}} at the time you play Prince, but can normally cost more; for example you could play a {{Card|Highway}}, then use Prince on a {{Card|Laboratory}}.<br />
* You do not play the set aside Action the turn you first set it aside with Prince. <br />
* Playing the card each turn doesn't use up your normal Action play, and is mandatory; setting aside the Action when you discard it from play is also mandatory, you only fail to do it if the card isn't in play at that point. <br />
* At the end of the game, Prince and the set aside card are returned to your deck before scoring. <br />
* When you have multiple effects to resolve at the start of the turn - such as multiple Princes and certain Duration cards from [[Seaside]] - resolve them in any order, and that order may vary from turn to turn; choose one to resolve, resolve it, then move on to another one, until they are all resolved. <br />
* Cards which cost {{Cost|0*}} such as {{Card|Mercenary}} and the [[Cornucopia]] [[Prizes]] can be set aside with a Prince, as can cards from [[Guilds]] that cost {{Cost|2+}} or {{Cost|3+}} or {{Cost|4+}}. <br />
* Cards with a {{Cost|P}} in the cost cannot be set aside with Prince. <br />
* Prince plays its Action on extra turns from {{Card|Outpost}} and {{Card|Possession}}. <br />
* The Action card that Prince plays is in play after it's played each turn, so it will count for things like {{Card|Peddler}}; Prince however remains set aside.<br />
<br />
=== Other Rules clarifications ===<br />
* Cards with costs other than {{Coin}} (e.g. {{Debt}}) cannot be set aside with Prince.<br />
* If the set aside card is {{Card|Band of Misfits}}, you choose each turn which card to emulate.<br />
* The start of your turn is part of your Action phase. This matters if you use Prince to play {{Card|Crown}} (either directly using cost reduction or indirectly through cards like {{Card|Throne Room}} or {{Card|Herald}}).<br />
* Like with {{Card|Scheme}}, a {{Card|Hermit}} that is set aside again by Prince on a turn where no cards were bought will fail to trash itself, but you will still gain a {{Card|Madman}}.<br />
* Cards leaving play Prince lose track of and cannot set aside them again also when they return into play.<br />
** Though {{Card|Island}} is set aside when played, since it was not Prince setting it aside at the end of your turn, the [[Lose Track rule]] dictates that Prince cannot cause Island to be played past the first time.<br />
** Although certain [[Reserve]] cards can be called back into play from the Tavern mat on the same turn they are put there, Prince cannot set them aside again, even though they are where Prince expects them; when they went to the Tavern mat, Prince lost track of them, and cannot do anything further with them.<br />
** When you play the Prince with the {{Card|Horse}} the Horse will go back to the supply after playing it once.<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=12283.0 original article] by faust''<br />
<br />
Prince is the shiny new card that got us all excited for a while until the new expansion was announced. The eventual effect – being able to play a card every turn without using an action or card slot – is super strong, but it's a long way until you get there.<br />
<br />
=== Prince of what? ===<br />
<br />
Let's start with the easy part – determining which cards you want Princed. Usually, once you bought a Prince, you want to set it aside as soon as possible. But if you have two potential targets, deciding which one to Prince might be difficult. Plus, if you see a kingdom full of cards you don't want Princed, you probably shouldn't go for Prince. I'll present a list of very bad to very good Prince targets.<br />
<br />
==== The completely useless ====<br />
[[Duration|Durations]], [[Reserve|Reserves]], [[one-shot|one-shots]]<br />
<br />
These cards fail with Prince because they are not discarded from play the same turn they are used. Note that a few duration cards are still useful, notably {{Card|Gear}} and {{Card|Cargo Ship}}, which work as long as no cards are set aside with them.<br />
<br />
==== The very bad ====<br />
{{Card|Ambassador}}, {{Card|Baron}}, [[Terminal draw#Targeted handsize|draw-to-X]], [[Curser|Cursers]]/[[Looter|Looters]], [[trasher|trashers]]<br />
<br />
Cards you probably don't want to Prince even if you can. With these, it's often better to Prince a shuffle later. This includes cards that require you to have certain cards in hand to be good, like trashers (require junk cards), but also cards you want to play a lot of early on and that lose value quickly (junkers).<br />
<br />
==== The rather bad ====<br />
{{Card|Throne Room}}, [[Village (card category)|Village]]s, {{Card|Menagerie}}, [[Reaction|Reactions]]<br />
<br />
Cards you will probably Prince if you draw your Prince with nothing else, but where the effect just isn't great. Princing Reactions means losing the Reaction part; if you Prince a Village, you will usually end up with lots of unused actions. Throne Room can end up doing nothing, or even throning a bad card [side note: if you Prince Throne Room and throne a duration with it, you lose the Princing].<br />
<br />
==== The rather good ====<br />
[[Cantrip|Cantrips]], [[trashing attack|trashing attacks]], [[gainer|gainers]], [[+Buy]], [[sifter|sifters]], [[Terminal silver|+coins]]<br />
<br />
Cards that are almost always nice Princed. Cantrips help you avoid terminal collision AND let you start with bigger hand size, which is already two plusses.<br />
<br />
==== The really good ====<br />
[[Terminal draw|+cards]], [[Handsize attack|Discard attacks]], {{Card|Monument}}, {{Card|Tournament}}, {{Card|Scheme}}, [[Prize|Prizes]]<br />
<br />
These kinds of cards are exceptionally good. Starting with a bigger handsize each turn is huge. A Princed Discard is sort of the inverse effect - opponents start with lower hand size each turn. Monument gives 1 {{VP}} per turn. Scheme effectively lets you play a more expensive card each turn. On Tournament and Prizes, see below.<br />
<br />
Note that this list does not imply that you should go for Prince whenever good Princable cards are around. The decision to make if e.g. Tournament is around is much harder than this. The following part tries to give some guidelines for deciding when to go for it.<br />
<br />
=== When to go for Prince ===<br />
<br />
First and foremost, Prince is an [[engine]] card. It has no place in [[big money]] games or [[slog|slogs]], simply because – similar to Throne Room/{{Card|King's Court}} – you need to line it up with an action to get anything out of it. There are rare circumstances where you might want to use it even in non-engine decks, but the general advice is, ignore it if you're not building an engine.<br />
<br />
Even if you are going for the engine, consider carefully if you really want Prince. The main problem about Prince is that it is slow. That Prince could have been a {{Card|Province}}, and then you don't get the effect immediately, but instead need to sacrifice an action to set aside the card you want. That puts you behind a Province and roughly half a turn. If you could buy a single Province per turn before and now can buy two Provinces a turn, that may have been worth it; but more often than not, the benefit simply won't be big enough.<br />
<br />
The following list gives scenarios where Prince can be good.<br />
<br />
==== 1. {{Card|Colony}} games ====<br />
<br />
There are two reasons Prince is better in Colony games: First, Prince is made for long games, and Colony games tend to go longer. The more turns you have, the more will you be able to play your Princed cards. Second, the competition for Prince is weaker. In a Colony game, you usually don't want to go for Provinces except in the endgame, so if you hit {{Cost|8}}, you can grab a Prince without that much opportunity cost.<br />
<br />
==== 2. [[Alt-VP]] ====<br />
<br />
Same as above – if you don't want those Provinces anyway, ignoring them becomes easier. This point comes with a caveat though: Most Alt-VP cards ({{Card|Gardens}}, {{Card|Duke}}, {{Card|Feodum}}) support decks that don't want Prince in it. But Prince can be great with {{Card|Fairgrounds}} and {{Card|Vineyard}}, and there's always the odd engine-into-Duchy/Duke game. The {{VP}} token cards also fall in this category: Prince allows you to build better [[Golden deck|Golden decks]] for {{Card|Bishop}}, a Prince of Monuments nets you 1 {{VP}} per turn, And Prince can help play more {{Card|Goons}} per turn.<br />
<br />
==== 3. Prince while ahead ====<br />
<br />
If you already have a decent advantage, you may be able to cope with skipping a Province buy. Prince can give your deck additional reliability and prevent you from losing to unlucky draws.<br />
<br />
==== 4. 2-card [[combo|combos]] ====<br />
<br />
This is a bit of a niche use for Prince, but can be quite good. Some cards combo nicely in theory, but it just isn't worthwhile to set them up, because e.g. the one you'd need to play first is terminal. Prince can help with that. Prince a {{Card|Navigator}} and your {{Card|Herald}} engine will flow smoothly. Prince a {{Card|Scavenger}} to get the card you want on top of your deck.<br />
<br />
==== 5. Rare components ====<br />
<br />
This is definitely the scenario where Prince shines most. Sometimes, the engine is just not quite powerful enough. There are awesome engine components, but the only Village is {{Card|Necropolis}}? Just crown a Prince of Necropolises, and you'll start with three actions each turn. Similarly, a Prince of {{Card|Crossroads}} can make your engine work.<br />
<br />
While +action is what you need to make the engine work most often, there are also other possibilities: Maybe you can't guarantee drawing a +buy every turn – set it aside. Princed attacks are also quite nice.<br />
<br />
=== When to play Prince ===<br />
<br />
Usually, you want to Prince your cards as soon as possible. If you have Prince with a decent card in hand, don't wait for a better opportunity! Another mistake that is often made is this: you have Prince and {{Card|Wishing Well}} in hand. Unless you can be pretty certain that you can draw a better action, don't play the Wishing Well! It's tempting to try and get more out of your turn, but if your Prince ends up dead, you'll curse your recklessness.<br />
<br />
=== Countering Prince ===<br />
<br />
Not much needs to be said here. If your opponent goes for Prince and you don't, your task is to end the game before his Prince pays off too much. Piledrive these Provinces, go for the three-pile. The longer the game, the better for the Prince player.<br />
<br />
=== Specific interactions ===<br />
<br />
In this last part, I'd like to pick a few special cards that have an interesting interaction with Prince.<br />
<br />
==== Prince and Tournament ====<br />
<br />
Prince and Tournament have a love-hate relationship. You need Provinces to activate your Tournaments, and every Prince could have been a Province. On the other hand, once you've Princed a Tournament, every hand with a Province in it wins. And, even better, once you've got those Prizes, you can Prince them and quickly get your opponent to resign. Getting Province with your first {{Cost|8}} and Prince with your second isn't a bad strategy on many Tournament boards.<br />
<br />
==== Prince and {{Card|Black Market}} ====<br />
<br />
No, not what you think... Princing a Black Market is of course horrible. But what Prince really likes is the Black Market deck. Often you get a good card from the Black Market, but it's not enough because you can only ever get one copy. With Prince, you can play that card every turn.<br />
<br />
==== Prince and cost reducers ====<br />
<br />
Prince loves cost reducers because they give the opportunity to set aside better cards. After two {{Card|Highway|Highways}}, you can set aside a Goons. Just don't spend too much time on such neat tricks. It's often better to set aside Prince this shuffle with a boring {{Cost|4}} than to wait another shuffle in hopes of getting that Prince of {{Card|Hunting Grounds}}.<br />
One warning: If you Prince a {{Card|Bridge}}, keep in mind the effect that has on your Trash-for-benefit cards. You definitely look stupid when you start {{Card|Upgrade|Upgrading}} your {{Card|Copper|Coppers}} into {{Card|Estate|Estates}}.<br />
<br />
==== Prince of {{Card|Hermit|Hermits}} ====<br />
<br />
This can be great if the kingdom allows for it. If you don't buy anything a turn, Prince sets aside Hermit before it can trash itself. That means, if you can cobble together an engine that doesn't need to buy anything, the Prince of Hermits can give you a constant supply of {{Card|Madman|Madmen}}.<br />
<br />
==== Other interactions ====<br />
{{Card|Outpost}}: more turns mean more Princed card plays. And Prince is often enough to make those Outpost turns as good as normal turns.<br />
<br />
{{Card|Quarry}}: Lowers the bar for Prince. Now it doesn't compete with Province anymore.<br />
<br />
{{Card|Swindler}}: Just like {{Card|Peddler}}, the presence of Prince makes Swindler games even swingier than usual. If you manage to turn Province into Prince late-game, this can be a game-changer. And unlike Peddler, Princes will very rarely run out towards the endgame.<br />
<br />
=== Conclusion ===<br />
<br />
Prince is a unique card, but don't let that distract you. It's not that good. It has its uses, but you usually shouldn't just buy it without good reason.<br />
<br />
=== Synergies/Combos ===<br />
* The higher-cost cards assume there's a cost-reducer available to bring them to 4 or less<br />
* Cost-reducing cards ({{Card|Bridge}}, {{Card|Princess}}, {{Card|Highway}}) are very useful with Prince, since they allow you to set aside more expensive cards.<br />
* {{Card|Chapel}} is also very useful with Prince since its trashing function is optional - it gets played, and you can choose to trash 0 cards<br />
* {{Card|Witch}} and other non-duration terminal draws - Like having a Wharf permanently in play and, in the case of the Witch, gives out curses in the bargain<br />
* For most practical purposes, setting aside {{Card|Scheme}} will allow a player to mimic the effect of setting aside a higher cost card with Prince. The Scheme that is played by Prince will provide an extra action and an extra card to play the action while still having one action and five cards in hand afterward, and during cleanup the player can use the Scheme to return that higher cost card to the top of their deck for next turn. However, unlike setting a card aside with Prince directly, this combo with Scheme is vulnerable to {{Card|Minion}} attacks and any actions that affect the top of your deck (e.g. {{Card|Sea Hag}}, {{Card|Spy}}, {{Card|Bureaucrat}} etc.) may affect your hand one turn sooner. Scheme can also be used to gain the effects of Prince on an alternating pair of [[Duration]] cards (topdecking each as it expires), or even swap out which card you're playing as your needs change. For example, you could start off playing a {{Card|Witch}} each turn, and then when the {{Card|Curse|Curses}} run out, swap it for a {{Card|Hunting Grounds}}.<br />
* [[Sifter|Sifters]] like {{Card|Warehouse}} help to line Prince up with the card you want, rather than just the card it happens to be drawn with.<br />
<br />
=== Antisynergies ===<br />
* [[One-shot]], [[Duration]] (except {{Card|Gear}}), [[Reserve]], [[Reaction]]<br />
* {{Card|Province}} games<br />
* [[Big Money]]-like decks<br />
* Draw-up-to-X card such as {{Card|Library}}, {{Card|Watchtower}}, or {{Card|Jack of all Trades}} (if you set aside them, you can draw one less cards)<br />
* Cards no longer useful - like {{Card|Moneylender}}, {{Card|Chapel}}, [[curser|cursers]] (if curses run out), etc…({{Card|Island}} is extremely cheaper than Prince, and gives you 2VP!)<br />
* [[Trasher|Trashers]] whose trashing function is not optional - like {{Card|Remake}}<br />
* Opponent's [[junker]] makes it difficult to connect Prince with good actions. <br />
* Opponent's {{Card|Possession}}- If you are possessed and set aside harmful action like {{Card|Remake}}, {{Card|Rats}}, or etc, …<br />
* Selecting {{Card|Horse Traders}} in the presence of a [[discard attack]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|PrinceOld|Prince}} || {{CardVersionImage|PrinceDigitalOld|Prince from Goko/Making Fun}} || You may set this aside. If you do, set aside an Action card from your hand costing up to {{Cost|4}}. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.) || Prince 1st Edition || June 2014<br />
|-<br />
| {{CardVersionImage|Prince|Prince}} || {{CardVersionImage|PrinceDigital|Prince from Shuffle iT}} || You may set this aside. If you do, set aside an Action card from your hand costing up to {{Cost|4}}. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.) || Prince [[Second Edition|2nd Edition]] || February 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch <br />
| Prins || || || <br />
|-<br />
!Finnish <br />
| Prinssi || || || <br />
|-<br />
!French <br />
| Prince || || || Vous pouvez mettre cette carte de côté. Dans ce cas, mettez de côté une carte Action de votre main coûtant jusqu'à {{Cost|4}}. Au début de tous vos prochains tours, jouez cette action, en la mettant à nouveau de côté quand vous la défaussez de votre zone de jeu. (Cessez de la jouer si vous échouez à la mettre de côté.) <br />
|-<br />
!German <br />
| Prinz || {{CardVersionImage|Prince German-ASS|German language Prince}} || || Du darfst diese Karte zur Seite legen. Wenn du das tust: Lege eine Aktionskarte aus deiner Hand zur Seite, die bis zu {{Cost|4}} kostet.<hr style="width:66%;text-align:center;margin-left:17%;">Zu Beginn deines Zuges: Spiele die zur Seite gelegte Aktionskarte. Sobald du sie ablegen musst, legst du sie stattdessen wieder zur Seite. Solltest du sie nicht ablegen müssen, legst du sie nicht wieder zur Seite. Die Wirkung der Karte „Prinz“ wird sofort aufgehoben. Sie bleibt bis zum Spielende beiseitegelegt und kommt nicht mehr zum Einsatz.<br />
|-<br />
!Japanese <br />
| 王子 (pron. ''ōji'') || || || これを脇に置いてもよい。脇に置いた場合、手札のコスト{{Cost|4}}以下のアクションカード1枚を脇に置く。あなたの各ターンの開始時にそれを使用し、捨て札にするときに再度脇に置く (そのターンに脇に置かない場合、使用をやめる)。 <br />
|-<br />
!Polish <br />
| Książę || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Принц (pron. ''prints'') || || || <br />
|-<br />
!Spanish <br />
| Príncipe || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PrinceArt.jpg|thumb|right|354px|Official card art.]]<br />
The Prince [[Supply]] pile is the only pile of [[Kingdom]] cards costing {{Cost|7}} or more that is not from {{Set|Prosperity}}.<br />
=== Card Art ===<br />
The expansion symbol on the First Edition of the card was the logo for the Origins Game Fair.<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Jay wanted a Dominion [[promo]] sometime. No rush. I eventually got around to it. I wanted something that felt like a promo; something exotic. I tried out a few ideas I had in the file; the one that played a card every turn was easily the highlight. So I worked on that one. It was an old idea, predating {{Set|Dominion|the original game}} being published. Back then I had decided maybe I would someday do it as a unique card, to get around the issue of using Prince on Prince; then I made [[Prize|unique cards]] for {{Card|Tournament}} but didn't do it there. There were other ways to solve the problems though; as usual it just took lots of tiny text.<br />
<br />
The first modern version cost {{Cost|6}} and set aside a cheaper card. And there were whatever issues with [[one-shot]]s and [[duration]] cards and {{Card|Throne Room}}. Gradually I weakened it until it cost {{Cost|8}} and only got cards costing {{Cost|4}} or less (barring {{Card|Bridge}} etc.). That was just how good playing the same card every turn turned out to be. And you can't get two cards set aside via Throne Room and you don't get to go nuts with one-shots; we had those experiences and they were worth excising, even if it took a weird wording. Setting aside a duration card was too confusing, and anyway I needed one wording that handled every bad case, including Thrones on duration cards and {{Card|Scheme}}'d cards. The key thing is looking for cards being discarded from play; those are the normal cards.<br />
<br />
Some versions of Prince were duration cards, because hey, it keeps doing stuff, right? But that didn't make sense because Prince wasn't in play, and what "duration" really means is, leave this in play until it stops doing stuff (and it was better to have Prince not be in play).<br />
<br />
As always I expect you will be able to get Prince if you want it, probably from BGG though I don't know for sure. Today Origins, tomorrow the world.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
{{Navbox Promo}}<br />
{{Navbox Cards}}<br />
[[Category:Royalty]]</div>88.69.153.122