Choices
From DominionStrategy Wiki
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* [[Nocturne]]: {{Card|Necromancer}} | * [[Nocturne]]: {{Card|Necromancer}} | ||
* [[Renaissance]]: {{Card|Scepter}}, {{Card|Treasurer}} | * [[Renaissance]]: {{Card|Scepter}}, {{Card|Treasurer}} | ||
− | * [[Menagerie (expansion)| | + | * [[Menagerie (expansion)|Menagerie]]: {{card|Barge}}, {{card|Scrap}}, {{card|Village Green}} |
* [[Promos]]: {{Card|Envoy}}, {{Card|Governor}} | * [[Promos]]: {{Card|Envoy}}, {{Card|Governor}} | ||
Latest revision as of 21:56, 22 July 2021
While nearly every turn of Dominion involves decisions, some cards give choices (i.e. "Choose one".) This can make a card play differently, depending on how it is used. Most choice cards are Action cards. Choice cards were introduced by Intrigue.
[edit] List of choice cards sorted by expansion
Cards in italics have been removed.
- Dominion: Spy, Thief
- Intrigue: Lurker, Pawn, Steward, Swindler, Baron, Mining Village, Mill, Courtier, Minion, Torturer, Nobles
- Seaside: Native Village, Lookout, Pirate Ship
- Alchemy: Possession
- Prosperity: Contraband
- Cornucopia: Jester
- Hinterlands: Oracle, Spice Merchant, Noble Brigand
- Dark Ages: Squire, Catacombs, Count, Graverobber
- Guilds: Advisor
- Adventures: Amulet, Miser
- Empires: Overlord, Charm, Crown, Wild Hunt
- Nocturne: Necromancer
- Renaissance: Scepter, Treasurer
- Menagerie: Barge, Scrap, Village Green
- Promos: Envoy, Governor
Additionally, many other cards involve making a decision, or optional choices (i.e. "you may".)
[edit] Overview
This article is a stub.