King's Court
This article/section needs cleanup. Reason: A higher quality card image. |
King's Court | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Prosperity |
Illustrator(s) | Dennis Lohausen |
Card text | |
You may choose an Action card in your hand. Play it three times. |
King's Court is an Action card from Prosperity. When played, it gives you the opportunity to play another Action card from your hand three times, like a better Throne Room. A few King's Courts can supercharge any engine and, with +Buy, enable huge game-ending turns.
Contents |
FAQ
Official FAQ
- This is similar to Throne Room (from Dominion), but plays the Action three times rather than twice.
- You pick another Action card in your hand, play it, play it again, and play it a third time.
- This does not use up any extra Actions you were allowed to play due to cards like Worker's Village - King's Court itself uses up one Action and that is it.
- You cannot play any other cards in between resolving the King's Court-ed Action card multiple times, unless that Action card specifically tells you to (such as King's Court itself does).
- If you King's Court a King's Court, you will play three different Actions after that, playing each one of them three times - you do not play one Action nine times.
- If you King's Court a card that gives you +1 Action, such as Grand Market, you will end up with 3 Actions left afterwards, not the 1 Action you would have if you just played three Grand Markets.
Other Rules clarifications
The King's Court directly modifying a Duration card stays out with the Duration. For instance, if you play KC, KC, KC, Wharf, Wharf, Wharf, only one KC stays out. However, if you play KC, KC, Wharf, KC, Wharf, Wharf, two KC's will need to stay out since one KC was used to modify the first Wharf and another KC was used to modify the second and third Wharves.
Strategy Article
There isn't a strategy article for King's Court, and this quick summary doesn't do it justice.
King's Court is deceptively powerful. It looks good at first glance, but it's not just good, it's amazing and game-changing. It can take any engine from good to unstoppable, and King's Courting a Curse-giving attack guarantees winning the Curse split. It will fit in to virtually any engine, though it rarely fits well into terminal draw Big Money decks.
There are a few situations where King's Court is ignorable. Rushes with Ill-Gotten Gains, or with Ironworks and Gardens or Silk Road end the game too fast for you to get to -cost King's Courts. In a Province game where there are simply not enough engine enablers around to make a full engine (no +Buy, no Villages, no Attacks), it might be best to stick with a simpler Big Money game.
Synergies/Combos
- Combo: King's Court and Bridge
- Wharf
- Any source of +Buy, to make use of huge King's Court turns
- Colony games, where even without +Buy an engine will beat Big Money
- any engine
Antisynergies
- Mountebank's junk makes it difficult to connect King's Court with good actions. Of course, the first player to King's Court a Mountebank will probably be able to keep doing it more often than the guy on the other side...
- Games with no +Buy
- rushes
Trivia
Secret History