Great Hall
From DominionStrategy Wiki
(Difference between revisions)
m (Robot: Automated text replacement (-the Secret History of the Intrigue cards +The Secret History of the Intrigue Cards)) |
m (Robot: Automated text replacement (-from The Secret History of +The Secret History of)) |
||
Line 32: | Line 32: | ||
=== Secret History === | === Secret History === | ||
{{Quote|Text=One of the oldest cards in the set. Originally it cost 3. One day I realized the Upgrade / Great Hall deck was just too ridiculous, and upped the price of both cards. Later on I realized that Upgrade had been the problem by itself, and returned Great Hall to its original cost. It's interesting how interesting it is for a card that does nothing.|Name=[[Donald X. Vaccarino]] | {{Quote|Text=One of the oldest cards in the set. Originally it cost 3. One day I realized the Upgrade / Great Hall deck was just too ridiculous, and upped the price of both cards. Later on I realized that Upgrade had been the problem by itself, and returned Great Hall to its original cost. It's interesting how interesting it is for a card that does nothing.|Name=[[Donald X. Vaccarino]] | ||
− | |Source=[http://forum.dominionstrategy.com/index.php?topic=116.0 | + | |Source=[http://forum.dominionstrategy.com/index.php?topic=116.0 The Secret History of the Intrigue Cards] |
}} | }} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 11:22, 4 November 2012
Great Hall | |
---|---|
Cost | 5 |
Type | [[Action - Victory]] |
Set/Expansion | Intrigue |
Illustrator | Julien Delval |
1 Victory Point +1 Card +1 Action |
Contents |
FAQ
Official FAQ
- This is both an Action card and a Victory card.
- When you play it, you draw a card and may play another Action.
- At the end of the game, it's worth 1 VP, like an Estate.
- During set-up, place 12 Great Halls in the Supply for a 3- or 4-player game and 8 in the Supply for a 2-player game.
Other Rules clarifications
Strategy Article
There's no strategy article for Great Hall.
It's a pretty simple card - it's a Victory card which gives 1VP and, unlike an Estate, does not take up space in your hand. While Great Halls may seem like they'd be a good buy pretty often, there are two things to keep in mind:
- Opportunity cost. Even if you don't mind having a Great Hall, there are often better $3 cards to spend your turn buying.
- Discard attacks. If you have a Great Hall when you are hit with a Militia or Torturer, you don't know whether to discard it or not, since you don't know what card it would have drawn.
Synergies/Combos
- Ironworks allows you to pick up Great Halls for 'free', since playing an Ironworks to gain a Great Hall gives you +1 card and +1 action.
- Scout can draw Great Halls into your hand and then let you play them.
- Scrying Pool is great with cheap cantrips.
Antisynergies
- Discard attacks (Militia, Torturer, Goons, Mercenary) hurt more when you have Great Halls in your hand.
- There is rarely a good time to pick up Great Halls in a Big Money-like game, except near the end where Estates are just as good.
Trivia
Secret History
One of the oldest cards in the set. Originally it cost 3. One day I realized the Upgrade / Great Hall deck was just too ridiculous, and upped the price of both cards. Later on I realized that Upgrade had been the problem by itself, and returned Great Hall to its original cost. It's interesting how interesting it is for a card that does nothing.