Choices
From DominionStrategy Wiki
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RobinHoodjr (Talk | contribs) (→List of choice cards sorted by expansion) |
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* [[Nocturne]]: {{Card|Necromancer}} | * [[Nocturne]]: {{Card|Necromancer}} | ||
* [[Renaissance]]: {{Card|Scepter}}, {{Card|Treasurer}} | * [[Renaissance]]: {{Card|Scepter}}, {{Card|Treasurer}} | ||
+ | * [[Menagerie (expansion)|}}: {{card|Barge}}, {{card|Scrap}}, {{card|Village Green}} | ||
* [[Promos]]: {{Card|Envoy}}, {{Card|Governor}} | * [[Promos]]: {{Card|Envoy}}, {{Card|Governor}} | ||
Revision as of 21:56, 22 July 2021
While nearly every turn of Dominion involves decisions, some cards give choices (i.e. "Choose one".) This can make a card play differently, depending on how it is used. Most choice cards are Action cards. Choice cards were introduced by Intrigue.
List of choice cards sorted by expansion
Cards in italics have been removed.
- Dominion: Spy, Thief
- Intrigue: Lurker, Pawn, Steward, Swindler, Baron, Mining Village, Mill, Courtier, Minion, Torturer, Nobles
- Seaside: Native Village, Lookout, Pirate Ship
- Alchemy: Possession
- Prosperity: Contraband
- Cornucopia: Jester
- Hinterlands: Oracle, Spice Merchant, Noble Brigand
- Dark Ages: Squire, Catacombs, Count, Graverobber
- Guilds: Advisor
- Adventures: Amulet, Miser
- Empires: Overlord, Charm, Crown, Wild Hunt
- Nocturne: Necromancer
- Renaissance: Scepter, Treasurer
- [[Menagerie (expansion)|}}: Barge, Scrap, Village Green
- Promos: Envoy, Governor
Additionally, many other cards involve making a decision, or optional choices (i.e. "you may".)
Overview
This article is a stub.