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Some card types dictate how cards are used in terms of the basic rules of the game: for instance, the rules stipulate that cards of type [[Treasure]] may be freely played during the [[gameplay#buy phase|Buy phase]] of a player's turn, and cards of type [[Duration]] are subject to special rules that do not apply to other cards regarding when they are discarded from the play area. Other types have no special rules associated with them, and only exist so that other cards' abilities can refer to them collectively. For instance, cards of type [[Spirit]] share that type because the card {{card|Exorcist}} can be used to gain any of them, and the existence of the type allows Exorcist to be worded more compactly.
 
Some card types dictate how cards are used in terms of the basic rules of the game: for instance, the rules stipulate that cards of type [[Treasure]] may be freely played during the [[gameplay#buy phase|Buy phase]] of a player's turn, and cards of type [[Duration]] are subject to special rules that do not apply to other cards regarding when they are discarded from the play area. Other types have no special rules associated with them, and only exist so that other cards' abilities can refer to them collectively. For instance, cards of type [[Spirit]] share that type because the card {{card|Exorcist}} can be used to gain any of them, and the existence of the type allows Exorcist to be worded more compactly.
  
Cards with multiple types have membership in all of them for all purposes. For instance, {{Card|Harem}} is a [[Treasure]]–[[Victory]] card; cards that have a special interaction with Treasure cards, such as {{Card|Mine}}, and cards that have a special interaction with [[Victory]] cards, such as {{Card|Crossroads}}, will both respond to Harem. Three cards, {{card|Courtier}}, {{card|Falconer}}, and {{card|Maroon}}, have abilities that are sensitive to how ''many'' types another card possesses.
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Cards with multiple types have membership in all of them for all purposes. For instance, {{Card|Harem}} is a [[Treasure]]–[[Victory]] card; cards that have a special interaction with Treasure cards, such as {{Card|Mine}}, and cards that have a special interaction with [[Victory]] cards, such as {{Card|Crossroads}}, will both respond to Harem. Three cards, {{card|Courtier}, {{card|Falconer}}, and {{card|Maroon}}, have abilities that are sensitive to how ''many'' types another card possesses.
  
 
A card is not a member of types that are not listed on the bottom banner of the card, even if they have abilities that resemble those of cards of that type. For instance, {{Card|Masquerade}} can be used to put undesirable cards into an opponent's deck, or to remove desirable cards from it, but it is not an [[Attack]] card because it does not have "Attack" listed at the bottom of the card. However, there are a few abilities that can change cards' types for gameplay purposes: {{event|Inheritance}} causes [[Estate]]s (normally just a Victory card) to also be [[Action]]s and [[Command]]s; {{project|Capitalism}} causes some Action cards to also be Treasures; and {{card|Charlatan}} causes {{card|Curse}}s to also be Treasures.
 
A card is not a member of types that are not listed on the bottom banner of the card, even if they have abilities that resemble those of cards of that type. For instance, {{Card|Masquerade}} can be used to put undesirable cards into an opponent's deck, or to remove desirable cards from it, but it is not an [[Attack]] card because it does not have "Attack" listed at the bottom of the card. However, there are a few abilities that can change cards' types for gameplay purposes: {{event|Inheritance}} causes [[Estate]]s (normally just a Victory card) to also be [[Action]]s and [[Command]]s; {{project|Capitalism}} causes some Action cards to also be Treasures; and {{card|Charlatan}} causes {{card|Curse}}s to also be Treasures.

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