Prince
Prince | |
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Info | |
Cost | |
Type(s) | Action - Duration |
Kingdom card? | Yes |
Set |
Promo![]() |
Illustrator(s) | Eric J Carter |
Card text | |
You may set aside (on this) a non-Duration Action card from your hand costing up to | . At the start of each of your turns, play that card, leaving it set aside.
Prince is a promotional Action card. It is a one-shot that turns a (cheap) Action card from your hand into a permanent effect that gets played every turn for the rest of the game.
Prince received an update in 2022 which turned it into a Duration card.
Contents |
FAQ
Unofficial FAQ (post-update)
- The turn you play Prince, you may set aside a non-Duration Action from your hand costing or less; then every turn after that you play the Action at the start of the turn.
- If you set aside an Action card, Prince stays in play for the rest of the game. Otherwise, it will get discarded from play during Clean-up.
- Normally this will just mean that you follow the instructions on the card you picked.
- For example, if you set aside a Village, you will get +1 Card and +2 Actions at the start of each of your turns.
- The Action card stays set aside; if it tries to move itself (such as Encampment or Sir Martin) it will simply fail to move.
- With cost-reduction, you can set aside a card that costs more than .
- Cards costing or can never be set aside with Prince.
- You do not play the set aside Action the turn you first set it aside with Prince.
- Playing the card each turn doesn't use up your normal Action play, and is mandatory.
- At the end of the game, the set aside card is returned to your deck before scoring.
- Prince plays its Action on extra turns from Outpost and Possession.
- If you play this with Throne Room, you can set aside 2 Action cards on this. If you do, you will play both of them at the start of each your turns. Both Prince and Throne Room will stay in play for the rest of the game.
- Because Prince is not a Command card, with cost-reduction, you can play it with e.g. Overlord. If you do, Overlord stays in play for the rest of the game.
Official FAQ (pre-update)
- Prince has you play the same cheap action every turn for the rest of the game.
- The turn you play Prince, you set it aside with an Action from your hand costing or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play.
- If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a Feast or Mining Village and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a Madman and was returned to its pile, or if it's an Island and was set aside, or if it's a card you put back on your deck with Scheme. In practice you will probably not choose to set aside Prince with a card that won't work well with it, and so will play the Action you set aside every turn from that point on.
- The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn.
- Prince has to be set aside to do anything; using Throne Room on Prince won't let you set aside two cards.
- The Action card you set aside has to cost up to Highway, then use Prince on a Laboratory. at the time you play Prince, but can normally cost more; for example you could play a
- You do not play the set aside Action the turn you first set it aside with Prince.
- Playing the card each turn doesn't use up your normal Action play, and is mandatory; setting aside the Action when you discard it from play is also mandatory, you only fail to do it if the card isn't in play at that point.
- At the end of the game, Prince and the set aside card are returned to your deck before scoring.
- When you have multiple effects to resolve at the start of the turn - such as multiple Princes and certain Duration cards from Seaside - resolve them in any order, and that order may vary from turn to turn; choose one to resolve, resolve it, then move on to another one, until they are all resolved.
- Cards which cost Mercenary and the Cornucopia Prizes can be set aside with a Prince, as can cards from Guilds that cost or or . such as
- Cards with a in the cost cannot be set aside with Prince.
- Prince plays its Action on extra turns from Outpost and Possession.
- The Action card that Prince plays is in play after it's played each turn, so it will count for things like Peddler; Prince however remains set aside.
Other Rules clarifications
- Cards with or in the cost cannot be set aside with Prince.
- If you set aside a Band of Misfits, you choose each turn which card to emulate.
- The start of your turn is part of your Action phase. This matters if you use Prince to play Crown (either directly using cost reduction or indirectly through cards like Throne Room or Herald).
- Like with Scheme, a Hermit that is set aside again by Prince on a turn where no cards were bought will fail to trash itself, but you will still gain a Madman.
- If a card leaves play other than by being discarded during Clean-Up, then by the stop-moving rule, Prince loses track of it and cannot set it aside again. Some special cases:
- Even though you can set aside any played card with Way of the Turtle, it is not set aside by Prince, so Prince will lose track of it and cannot play it again after the first time.
- Setting aside a 2nd Prince will mean that your first Prince will do nothing for the rest of the game.
- Although certain Reserve cards can be called back into play from the Tavern mat on the same turn they are put there, Prince cannot set them aside again, even though they are where Prince expects them; when they went to the Tavern mat, Prince lost track of them, and cannot do anything further with them.
Strategy
Prince is a very expensive card with an effect that would in principle be powerful in many Kingdoms, but in practice is rarely worth setting up. Unlike most other cards that help your deck starting from the turn after you gain them, Prince is a terminal stop card that has no benefit on the turn you play it, and delays playing another card that would help you this turn. The high price and this lengthy setup process make Prince extremely slow.
The major use case for Prince is in a slow Kingdom with good alt-VP or a tendency towards a slog. In these situations, Prince competes less directly with Province and is more likely to have time to pay off. A Kingdom that can exploit Prince well also has the following attributes:
- An engine that without Prince has no good deck control, and therefore no assurance of being able to reliably find your payload: this may mean terminal draw with no villages besides Prince, or very little draw at all. In this deck, Prince is typically used to set aside a terminal draw card to ensure reliability, or a non-terminal card to act as a village enabling multiple terminal payload plays.
- No good money strategy as an alternative.
- Some way to easily gain Prince or ensure it lines up with its intended target (e.g. topdecking, or gain-and-play such as with March or Innovation). Transport is especially powerful here, as it allows you to topdeck a Prince more cheaply than you can usually buy one.
The strength of the available targets is also a factor when considering whether to use Prince. Good targets may include:
- one-shots such as Horse, which you can repeatedly benefit from and are not set aside or trashed by their own effects
- terminal draw, especially if you’re facing a handsize attack
- Throne Room, which provides two start-of-turn plays and can be put to flexible use with whichever Action card from your hand will provide the most benefit on each turn
- strong Attacks like Militia, especially if there’s a way to achieve this early in the game.
If cost reduction is present, the set of potential Prince targets is wider and contains stronger cards. However, it is usually difficult to achieve this while also colliding your Prince with its best target.
Prince's high and unique cost of Charm: playing multiple Charms and then buying one Prince enables you to gain multiple Provinces, offering the possibility of a game-ending megaturn. Alternatively, Swindler can convert your opponents’ Provinces into Princes. Particularly when there is a way to obtain Prince more cheaply than usual (e.g. with Lurker or Transport), it can provide especially potent fuel for certain Trash for benefit cards such as Bishop.
has several implications. For instance, it has a strong synergy withExternal strategy articles
Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.
Versions
English versions
Digital | Text | Release | Date | |
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You may set this aside. If you do, set aside an Action card from your hand costing up to | . At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)Prince | June 2014 |
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You may set this aside. If you do, set aside an Action card from your hand costing up to . At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.) |
Prince (2017 printing) | February 2017 |
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You may set aside (on this) a non-Duration Action card from your hand costing up to . At the start of each of your turns, play that card, leaving it set aside. |
Dominion 2019 Errata and Rules Tweaks | February 18, 2022 |
Other language versions
Language | Name | Digital | Text | Notes | |
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Dutch | Prins | ||||
Finnish | Prinssi | ||||
French | Prince | ![]() |
Vous pouvez mettre cette carte de côté. Dans ce cas, mettez de côté une carte Action de votre main coûtant jusqu'à | . Au début de tous vos prochains tours, jouez cette action, en la mettant à nouveau de côté quand vous la défaussez de votre zone de jeu. (Cessez de la jouer si vous échouez à la mettre de côté.)||
German | Prinz | ![]() |
Du darfst diese Karte zur Seite legen. Wenn du das tust: Lege eine Aktionskarte aus deiner Hand zur Seite, die bis zu Zu Beginn deines Zuges: Spiele die zur Seite gelegte Aktionskarte. Sobald du sie ablegen musst, legst du sie stattdessen wieder zur Seite. Solltest du sie nicht ablegen müssen, legst du sie nicht wieder zur Seite. Die Wirkung der Karte „Prinz“ wird sofort aufgehoben. Sie bleibt bis zum Spielende beiseitegelegt und kommt nicht mehr zum Einsatz. |
kostet. (2014) This version is listed here | |
German | Prinz | ![]() |
Du darfst diese Karte zur Seite legen. Wenn du das tust, lege eine Aktionskarte aus deiner Hand zur Seite, die bis zu Zu Beginn von jedem deiner Züge, spiele jene Aktionskarte und lege sie wieder zur Seite, wenn du sie aus dem Spiel ablegst. (Höre auf, sie zu spielen, wenn du sie in einem Zug, in dem du sie gespielt hast, nicht zur Seite legen kannst.) |
kostet.(2019) | |
German | Prinz | ![]() |
Du darfst eine Aktionskarte, die keine Dauerkarte ist und bis zu Spiele sie zu Beginn jedes deiner Züge, aber lasse sie beiseite liegen. |
kostet, von deiner Hand zur Seite legen (auf diese Karte).||
Japanese | 王子 (pron. ōji) | これを脇に置いてもよい。脇に置いた場合、手札のコスト | 以下のアクションカード1枚を脇に置く。あなたの各ターンの開始時にそれを使用し、捨て札にするときに再度脇に置く (そのターンに脇に置かない場合、使用をやめる)。|||
Polish | Książę | ![]() |
Możesz odłożyć tę kartę na bok. Jeśli to zrobisz, odłóż z ręki na bok kartę Akcji kosztującą nie więcej niż Na początku każdej swojej tury zagraj tę kartę Akcji i odłóż ją ponownie na bok gdy odrzucasz ją z gry (jeśli nie odłożysz jej na bok w turze, w której ją zagrywasz, to w następnej turze już jej nie zagrywasz). . | (2014) | |
Russian | Принц (pron. prints) | ||||
Spanish | Príncipe |
Trivia
The card was leaked on BoardGameGeek[1] after debuting at Origins 2014.
The Prince Supply pile is the only pile of Kingdom cards costing or more that is not from Prosperity or Menagerie.
Card Art
The expansion symbol on the First Edition of the card was the logo for the Origins Game Fair.
Theme
Secret History
The first modern version cost one-shots and duration cards and Throne Room. Gradually I weakened it until it cost and only got cards costing or less (barring Bridge etc.). That was just how good playing the same card every turn turned out to be. And you can't get two cards set aside via Throne Room and you don't get to go nuts with one-shots; we had those experiences and they were worth excising, even if it took a weird wording. Setting aside a duration card was too confusing, and anyway I needed one wording that handled every bad case, including Thrones on duration cards and Scheme'd cards. The key thing is looking for cards being discarded from play; those are the normal cards.
and set aside a cheaper card. And there were whatever issues withSome versions of Prince were duration cards, because hey, it keeps doing stuff, right? But that didn't make sense because Prince wasn't in play, and what "duration" really means is, leave this in play until it stops doing stuff (and it was better to have Prince not be in play).
As always I expect you will be able to get Prince if you want it, probably from BGG though I don't know for sure. Today Origins, tomorrow the world.Wording
Always having the card sitting there seems like a good safety net even if there's no known case where things gets messed up if you don't. Let's see, I Prince Sir Martin, he dies to another Knight, someone Graverobbers him, I'm still playing him every turn, wait he's the +Buys one right?
I did briefly playtest using Prince on one-shots and durations. And cards costing $5, and being able to get two cards a turn from a Throned Prince.Did Prince need a mat?