Coin of the Realm
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Revision as of 10:09, 26 April 2015 by Werothegreat (Talk | contribs)
Coin of the Realm | |
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Info | |
Cost | |
Type(s) | Treasure - Reserve |
Kingdom card? | Yes |
Set | Adventures |
Illustrator(s) | Ryan Laukat |
Card text | |
When you play this, put it on your Tavern mat. Directly after resolving an Action, you may call this, for +2 Actions. |
Coin of the Realm is a Treasure-Reserve from Adventures. While only a Copper on play, it can be called after resolving an Action to give +2 Actions, making it a village. Normally this means having to wait until the turn after playing it to call it, but if played by Black Market or Storyteller, it can be used as a village on that same turn.
Contents |
FAQ
Official FAQ
- This is a Treasure worth .
- You play it in your Buy phase, like other Treasures.
- When you play it, it goes on your Tavern mat. It produces that turn but is no longer in play. It stays on the mat until you call it.
- You can call it after resolving playing an Action card, for +2 Actions (which will let you play further Action cards).
- Move the Coin of the Realm into play when you call it, but it does not give you that turn, it just gives +2 Actions.
- It is discarded that turn with your other cards in play.
Strategy
There is no strategy article for Coin of the Realm yet, as Adventures is the newest expansion, and the community is still discussing how best to use it. If you have ideas, please share them on the forum!
Trivia
In other languages
- Dutch: Koninklijke munt (lit. royal coin)
Preview
Coin of the Realm is a weird one. When you play it it makes and goes on your mat. On some future turn, you call it to get to play more Actions. So it's a village that you can't (normally) use the turn you play it. And it's a village that just waits until you need it. You draw your two Heroes together, play one, call the Coin, and play the other one. You can also use Hero to gain a Coin. Will the other Reserve cards all be combos with Hero? *checks...* No. Not all of them.
Secret History
One of the first Reserve cards was the classic concept of a Village that's there for you when you really need it. At first it was an Action. The tracking was kind of tricky, and at the same time it was tricky getting it to a good place relative to Village and Fishing Village. Loquacious playtester Matthew Engel suggested making it a treasure. It's nicely distinct from other villages, and the tracking is not bad - while you do need to remember if you put it on the mat this turn in your Buy phase, that's just for the amount of time between putting it down and buying a card. This also makes it a strange exotic card; it's a village that doesn't work the turn you play it (barring certain combos).