Outpost
From DominionStrategy Wiki
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== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === | ||
− | + | *The extra turn is completely normal except that your starting hand for it is only 3 cards. | |
+ | *This means that you only drew 3 cards instead of 5 cards during the Clean-up phase of the turn when you played Outpost. | ||
+ | *Leave Outpost in front of you until the end of the extra turn. | ||
+ | *If you play Outpost as well as a "Now and at the start of your next turn" card, such as Merchant Ship, the turn from Outpost will be that next turn, so you'll get those coins then. | ||
+ | *If you manage to play Outpost twice in one turn, you will still only get one extra turn. | ||
+ | *If you play Outpost during an extra turn, it won't give you another turn. | ||
=== Other Rules clarifications === | === Other Rules clarifications === | ||
+ | |||
== Strategy Article == | == Strategy Article == | ||
=== Synergies/Combos === | === Synergies/Combos === |
Revision as of 01:26, 6 November 2012
Outpost | |
---|---|
Cost | 5 |
Type | Action - Duration |
Set/Expansion | Seaside |
Illustrator | Claus Stephan |
You only draw 3 cards (instead of 5) in this turn’s Clean-up phase. Take an extra turn after this one. This can’t cause you to take more than two consecutive turns. |
Contents |
FAQ
Official FAQ
- The extra turn is completely normal except that your starting hand for it is only 3 cards.
- This means that you only drew 3 cards instead of 5 cards during the Clean-up phase of the turn when you played Outpost.
- Leave Outpost in front of you until the end of the extra turn.
- If you play Outpost as well as a "Now and at the start of your next turn" card, such as Merchant Ship, the turn from Outpost will be that next turn, so you'll get those coins then.
- If you manage to play Outpost twice in one turn, you will still only get one extra turn.
- If you play Outpost during an extra turn, it won't give you another turn.
Other Rules clarifications
Strategy Article
Synergies/Combos
Antisynergies
Trivia
Secret History
This underwent a bunch of changes to the text, while keeping the functionality fairly close. The issues were 1) it had to not be too confusing; 2) it couldn't let you get infinite turns; 3) in fact even 3-4 turns in a row is no good; 4) it had to have clear and fair interactions with Throne Room and Tactician. Throne Room was tricky. There was an evening where I spent a few hours discussing possible wordings with Chris West, and at one point it was like, man, this is work. Those of you who think game design is all good times: sometimes you have to spend hours rewording Outpost. Anyway the best possible wording was to have you take a normal turn, but discard 2 cards at the start of it. That was just too powerful though. I tried not having an anti-recursion clause once and immediately got infinite turns with it. I also tried having you draw 2 fewer cards for each extra turn. In the end it got a brutal "This can't cause you to take more than 2 consecutive turns." That just guarantees no shenanigans.