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A card is said to be '''in play''' if it is in the '''play area'''—the location cards are put when you play them. Under ordinary circumstances, a card enters the play area when you play it, and leaves play when discarded during the [[Clean-up]] phase of that turn. [[Reserve]] cards also enter the play area when you [[call]] them. | A card is said to be '''in play''' if it is in the '''play area'''—the location cards are put when you play them. Under ordinary circumstances, a card enters the play area when you play it, and leaves play when discarded during the [[Clean-up]] phase of that turn. [[Reserve]] cards also enter the play area when you [[call]] them. | ||
− | There are a handful of cards, the [[Command variant|Command variants]], which instruct you to play a card ''without'' putting it in play | + | There are a handful of cards, the [[Command variant|Command variants]], which instruct you to play a card ''without'' putting it in play; there are also some situations where the [[stop-moving rule]] prevents a played card from entering the play area. |
Ordinarily cards leave the play area by being discarded during the [[Clean-up]] phase of the turn on which they enter play, though several exceptions exist: | Ordinarily cards leave the play area by being discarded during the [[Clean-up]] phase of the turn on which they enter play, though several exceptions exist: | ||
* [[Duration]] cards, and Command variants playing Duration cards, remain in play until the Clean-up phase of the last turn on which they are expected to have an effect; [[Throne Room variant]]s playing Duration cards remain in play until the Clean-up phase of the turn when the Duration leaves play. | * [[Duration]] cards, and Command variants playing Duration cards, remain in play until the Clean-up phase of the last turn on which they are expected to have an effect; [[Throne Room variant]]s playing Duration cards remain in play until the Clean-up phase of the turn when the Duration leaves play. | ||
* [[One-shot]]s, [[Reserve]] cards, and certain other cards have instructions to remove themselves from play as a result of playing them. | * [[One-shot]]s, [[Reserve]] cards, and certain other cards have instructions to remove themselves from play as a result of playing them. | ||
− | * Some cards and | + | * Some cards, [[Event]]s, and [[Way]]s have abilities that cause you to remove other cards from play before the Clean-up phase: for example, {{card|Mandarin}} top-decks [[Treasure]] cards from play when you gain it, and {{card|Bonfire}} [[trash]]es cards from play when you buy it. |
− | Some cards and [[card-shaped things]] have abilities that depend on what is in play at a given time. For example, {{card|Peddler}} changes its own [[cost]] depending on how many [[Action]] cards are in play during the Buy phase | + | Some cards and [[card-shaped things]] have abilities that depend on what is in play at a given time. For example, {{card|Peddler}} changes its own [[cost]] depending on how many [[Action]] cards are in play during the Buy phase. |
== While-in-play abilities == | == While-in-play abilities == | ||
− | + | Several cards have abilities that are activated '''while the card is in play'''; typically these are listed below a horizontal dividing line in the card text. Since these abilities begin to take effect when you play the card, it is easy to mistake them for abilities that are triggered ''by'' playing the card. However, "while-in-play" effects differ from "on-play" (or "above-the-line") effects in several ways: | |
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* If you play the same card multiple times on the same turn via a Throne Room variant, its "on-play" abilities happen each time you play it; but there is only one copy of the card in the play area, so its while-in-play abilities only happen once. | * If you play the same card multiple times on the same turn via a Throne Room variant, its "on-play" abilities happen each time you play it; but there is only one copy of the card in the play area, so its while-in-play abilities only happen once. | ||
* If a card is played by a Command variant, it never enters play, so its while-in-play abilities never activate but its on-play effects do. Similarly, if a card is removed from play prematurely, its while-in-play abilities cease to operate, but any persistent on-play abilities remain in effect. | * If a card is played by a Command variant, it never enters play, so its while-in-play abilities never activate but its on-play effects do. Similarly, if a card is removed from play prematurely, its while-in-play abilities cease to operate, but any persistent on-play abilities remain in effect. | ||
− | * {{card|Enchantress}} and [[Way]]s overrule the on-play abilities of an [[Action]] card, but leave the while-in-play abilities unchanged; {{card| | + | * {{card|Enchantress}} and [[Way]]s overrule the on-play abilities of an [[Action]] card, but leave the while-in-play abilities unchanged. |
+ | Sometimes the same abilities are present as on-play abilities on some cards and while-in-play abilities on others. For example, {{card|Bridge}} and {{card|Inventor}} provide [[cost reduction]] as an on-play ability; but {{card|Quarry|oi=3}} (prior version), {{card|Highway|oi=2}} (prior version), {{card|Bridge Troll|oi=2}} (prior version), and {{card|Princess}} (prior version) provide cost reduction while in play. Similarly, {{card|Guardian}} and {{card|Champion}} provide [[attack immunity]] as an on-play ability, but {{card|Lighthouse}} does so as a while-in-play ability. | ||
=== List of cards with while-in-play abilities === | === List of cards with while-in-play abilities === | ||
− | + | <p>Cards in italics have been [[Removed cards|removed]].</p> | |
− | + | * {{set|Seaside}}: {{card|Lighthouse|oi=3}} (prior version) | |
− | + | * {{set|Prosperity}}: {{card|Quarry|oi=3}} (prior version), ''{{card|Talisman}}'', ''{{card|Royal Seal}}'', ''{{card|Goons}}'', {{card|Hoard|oi=3}} (prior version) | |
− | * {{set|Seaside}}: {{card|Lighthouse|oi=3}} | + | * {{set|Cornucopia}}: {{card|Princess}} (prior version) |
− | * {{set|Prosperity}}: {{card|Quarry|oi=3}}, {{card| | + | * {{set|Hinterlands}}: {{card|Haggler|oi=2}} (prior version), {{card|Highway|oi=2}} (prior version) |
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− | * {{set| | + | |
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* {{set|Dark Ages}}: {{card|Urchin}} | * {{set|Dark Ages}}: {{card|Urchin}} | ||
− | * {{set| | + | * {{set|Guilds}}: {{card|Merchant Guild|oi=2}} (prior version) |
− | + | * {{set|Adventures}}: {{card|Bridge Troll|oi=2}} (prior version) | |
− | + | * {{set|Empires}}: {{card|Groundskeeper}} (prior version) | |
− | * {{set|Empires}}: {{card| | + | * {{set|Nocturne}}: {{card|Tracker|oi=1}} (prior version) |
− | * {{set| | + | * [[Promo]]: {{card|Sauna}} (prior version) |
− | * [[Promo]]: {{card| | + | |
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− | == | + | == Trivia == |
− | Donald X. | + | There are no while-in-play abilities in the first two Dominion sets, the {{set|Base}} set and {{set|Intrigue}}. [[Donald X. Vaccarino]] introduced while-in-play abilities in order to avoid tracking difficulties, so that players could simply inspect the cards that were visible in the play area in order to determine what abilities were in effect. |
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|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 With my Dominion Time Machine...] | |Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 With my Dominion Time Machine...] | ||
}} | }} | ||
− | Later, he discovered that players find while-in-play abilities more confusing than on-play abilities, and stopped using while-in-play abilities on new cards | + | Later, he discovered that players find while-in-play abilities more confusing than on-play abilities, and stopped using while-in-play abilities on new cards; the while-in-play mechanic has not been used since {{set|Nocturne}}. |
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