Cage
(description of card in lede) |
(→Trivia) |
||
Line 43: | Line 43: | ||
=== Secret History === | === Secret History === | ||
− | + | {{Quote|Text= | |
+ | Initially it wasn't a Treasure, didn't trash itself, and put the cards into your hand on the same turn that you gained a Victory card (where typically you'd then uselessly discard them). The idea was that it just locked up four cards for a while for you. First I made it a Treasure, then put the cards into your hand at end of turn, to make the card better; then to tone it back down, and also make it less like {{Card|Grotto}}, it trashed itself. | ||
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
− | |Source=[http://forum.dominionstrategy.com/index.php?topic= The Secret History of Plunder] | + | |Source=[http://forum.dominionstrategy.com/index.php?topic=21589.msg899073#msg899073 The Secret History of Plunder] |
}} | }} | ||
− | + | === Why is it a Treasure? === | |
+ | {{Quote|Text= | ||
+ | The key thing was, that I wanted to take cards that could be treasures and have them be treasures. It wasn't for balance, though it's better/different due to being a treasure rather than an action. It's Cage and not some other random Action because in fact most Actions do not just turn into treasures if I want them to. They need to have +1 Action but not more, no +Cards yes except the one time I do that, and not do things that make you want it to still be your Action phase. | ||
+ | We can make this argument the other way. {{Card|Militia}} is basically a Treasure; why wasn't it tweaked to a version that could have the +1 Action and then made a Treasure? Originally, Actions didn't randomly get +{{Cost|2}} like that; that changed because I had to give them resources to make the game work, and man they didn't all want +Cards or gains. | ||
+ | |||
+ | Historically Treasures have made {{Cost}} or gained cards. It's great to have conventions like that. But a Treasure can do other things and here's one that does. It's also fun to defy conventions sometimes; to get this fun, you have to have a convention, and then have to break it. | ||
+ | |||
+ | {{Card|Grotto}} was also a Treasure at one point; one reason it changed was to distinguish it more from Cage. That was only possible by having one of them be a Treasure. | ||
+ | |||
+ | Now I am looking through the cards, wishing I'd tried {{Card|Shaman}} as a Treasure. +1 Action, +{{Cost|1}} - it's perfect. Of course it would have needed the verboten small font then. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg899190#msg899190 Interview with Donald X.] | ||
+ | }} | ||
{{Navbox Plunder}} | {{Navbox Plunder}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 13:37, 28 December 2022
Cage | |
---|---|
Info | |
Cost | |
Type(s) | Treasure - Duration |
Kingdom card? | Yes |
Set | Plunder |
Illustrator(s) | Jessi J |
Card text | |
Set aside up to 4 cards from your hand face down (on this). The next time you gain a Victory card, trash this, and put the set aside cards into your hand at end of turn. |
Cage is a Treasure-Duration card from Plunder. It is a one-shot that lets you thin your deck by temporarily pseudo-trashing up to four cards. The cards return to your deck when you start greening, however, so you may need to be prepared for a larger-than-usual decrease in deck quality at that stage of the game.
Contents |
FAQ
Official FAQ
- The cards go to your hand after drawing your regular hand of 5 cards for next turn.
- For example you might set aside two Estates and two Coppers on a Cage on an early turn; then on a late turn, buy a Province, trash the Cage, and add the two Estates and two Coppers to your hand at end of turn.
Other rules clarifications
- If you set aside nothing with this, it will still stay in play until you gain a Victory card.
- If gaining a Victory card causes you to play this (e.g. you gain a Province, then gain a Cage with Haggler, and play it with Mining Road), that won't trigger the Cage (it triggers off the next Victory card you gain).
Strategy
Versions
English versions
Other language versions
Language | Name | Digital | Text | Notes |
---|
Trivia
Secret History
Why is it a Treasure?
We can make this argument the other way. Militia is basically a Treasure; why wasn't it tweaked to a version that could have the +1 Action and then made a Treasure? Originally, Actions didn't randomly get + like that; that changed because I had to give them resources to make the game work, and man they didn't all want +Cards or gains.
Historically Treasures have made or gained cards. It's great to have conventions like that. But a Treasure can do other things and here's one that does. It's also fun to defy conventions sometimes; to get this fun, you have to have a convention, and then have to break it.
Grotto was also a Treasure at one point; one reason it changed was to distinguish it more from Cage. That was only possible by having one of them be a Treasure.
Now I am looking through the cards, wishing I'd tried Shaman as a Treasure. +1 Action, + - it's perfect. Of course it would have needed the verboten small font then.