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[[Image:Coffers.jpg|thumb|right|450px|A player's Coffers mat. <br>(Note: This has been changed from "During your Buy phase, before you buy anything, you may remove tokens from this {{nowrap|for +{{Cost|1}} each.")}}]]
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[[Image:Coffers.jpg|thumb|right|500px|The Coffers mat.]]
  
'''Coffers''' are the supply of tokens a player has on their '''Coffers [[mat]]''' or '''Coffers/[[Villagers]] [[mat]]''', which can be spent to earn +{{Cost|1}} each. Coffers are represented by [[Coin token]]s, which are also used by [[Villager]]s, {{Card|Pirate Ship}}, {{Card|Trade Route}}, {{Project|Sinister Plot}}, and [[Favors]]. They were introduced in {{Set|Guilds}} and revisited in {{Set|Renaissance}}.
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'''Coffers''' are the supply of tokens a player has on their Coffers (or Coffers/[[Villagers]]) [[mat]], which can be removed during their [[Gameplay#Buy phase|Buy phase]], before buying anything, for +{{Cost|1}} each. Coffers are represented by [[Coin token]]s, which are also used by [[Villager]]s, {{Card|Pirate Ship}}, and {{Card|Trade Route}}. They were introduced in {{Set|Guilds}} and revisited in {{Set|Renaissance}}.
  
Before the [[2016 Errata#Coffers|revised]] edition of the combined expansion {{Set|Guilds & Cornucopia|ed=1|Guilds & Cornucopia}} from 2017, Coffers were simply called "Coin tokens", and may sometimes still be referenced as such.
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Before the [[second edition]] of Guilds, Coffers were simply called "Coin tokens", and may sometimes still be referenced as such.
[[Image:Coins.jpg|thumb|right|300px|Some Coin tokens.]]
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== List of cards and [[Project]]s using Coffers ==
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== List of Coffers cards ==
* {{cost|0*}} {{card|Huge Turnip}}
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* {{Cost|2}} {{Card|Candlestick Maker}}, {{Card|Ducat}}
 
* {{Cost|2}} {{Card|Candlestick Maker}}, {{Card|Ducat}}
* {{cost|3}} {{Project|Pageant}}
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* {{Cost|4}} {{Card|Plaza}}, {{Card|Silk Merchant}} (only when gained or trashed)
* {{Cost|4}} {{Project|Exploration}}, {{Card|Patron}}, {{Card|Plaza}}, {{Card|Silk Merchant}}
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* {{Cost|5}} {{Card|Baker}}, {{Card|Butcher}}, {{Card|Merchant Guild}}, {{Card|Villain}}
* {{Cost|5}} {{Card|Baker}}, {{Card|Butcher}}, {{card|Footpad}}, {{Project|Guildhall}}, {{Card|Merchant Guild}}, {{Card|Spices}}, {{Card|Swashbuckler}}, {{Card|Villain}}
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== Official Rules ==
 
== Official Rules ==
=== Cornucopia & Guilds, Second Edition (2023) ===
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* Some cards put tokens on a player's Coffers. "+1 Coffers" means "add a token to your Coffers mat." In a player's Buy Phase, before buying anything, that player may remove tokens from their Coffers for +{{Cost|1}} each.
Cornucopia & Guilds has mats for tracking Coffers, which let you save {{Cost}} for later.
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* Coin tokens are provided for this. They are not component-limited; players may use a substitute if they run out. The same tokens are provided in {{Set|Seaside|Dominion: Seaside}} and {{Set|Prosperity|Dominion: Prosperity}}; they can all be mixed together.
<onlyinclude>* Cards say "+1 Coffers" to mean, add a <span class="card-popup">[[Materials#Coin tokens|token]]<span class="noprint">[[File:Coins.jpg|256px|link=]]</span></span> to your <span class="card-popup">[[mat|Coffers mat]]<span class="noprint">[[File:Coffers.jpg|350px|link=]]</span></span>. A token there can be removed at any time during your turn, for +{{Cost|}}.
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* Coin tokens being used in other ways, such as on the Pirate Ship mat for Dominion: Seaside, cannot be removed for +{{Cost|1}}; just the Coin tokens on a player's Coffers mat.
* Any number of tokens can be removed at once, each giving +{{Cost|1}}.
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* Coin tokens come from the supply of Coin tokens, and return there; they are not taken from other mats or other players.  
* Coin tokens are provided. They are not component-limited; players may use a substitute if they run out. The same tokens are in some other Dominion [[expansion]]s; they can be mixed together.
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* Coin tokens can only be removed from a player's Coffers in that player's Buy Phase (or when instructed by a card such as Butcher); they cannot be used when buying a card via the [[Promo|promotional card]] {{Card|Black Market}}.
* Tokens being used other ways cannot be removed for +{{Cost|1}}; just tokens on the Coffers mat.
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* Tokens come from the supply of tokens, and return there; they are not taken from other [[mat]]s or other players.</onlyinclude>
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=== Other rules clarifications ===
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* The way spending Coffers works has been changed so that you can use Coffers at any time during your turn, including during an Action phase and after you buy cards. [https://forum.dominionstrategy.com/index.php?topic=20909.0 Forum] [https://wiki.dominionstrategy.com/index.php/2022_Errata#anchor_Coffers Wiki]
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{| class="wikitable mw-collapsible mw-collapsed"
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| <h2> Deprecated official rules</h2>
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|-
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| <h3> Guilds & Cornucopia (2018) </h3>
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|-
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| <ul>
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<li> Some cards put tokens on a player's Coffers. "+1 Coffers" means "add a token to your Coffers mat." In a player's Buy Phase, before buying anything, that player may remove tokens from their Coffers for +{{Cost|1}} each.
+
<li> Coin tokens are provided for this. They are not component-limited; players may use a substitute if they run out. The same tokens are provided in {{Set|Seaside|Dominion: Seaside}} and {{Set|Prosperity|Dominion: Prosperity}}; they can all be mixed together.
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<li> Coin tokens being used in other ways, such as on the {{Card|Pirate Ship}} mat for Dominion: Seaside, cannot be removed for +{{Cost|1}}; just the Coin tokens on a player's Coffers mat.
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<li> Coin tokens come from the supply of Coin tokens, and return there; they are not taken from other mats or other players.  
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<li> Coin tokens can only be removed from a player's Coffers in that player's Buy Phase (or when instructed by a card such as {{Card|Butcher}}); they cannot be used when buying a card via the [[Promo|promotional card]] {{Card|Black Market}}.
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</ul>
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|-
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| <h3> Renaissance (2018) </h3><p>Renaissance has [[mat]]s for tracking Coffers, which let you save {{Cost}} for later.</p>
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|-
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| <ul>
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<li> Cards say "+1 Coffers" to mean, add a token to the Coffers side of your mat. A token there can be removed in your Buy phase, before buying anything, for +{{Cost|1}}.
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<li> Any number of tokens can be removed at once, each giving another +{{Cost|1}}.
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<li> Coin tokens are provided. They are not component-limited; players may use a substitute if they run out. The same tokens are in {{Set|Seaside|Dominion: Seaside}}, {{Set|Prosperity|Dominion: Prosperity}}, and {{Set|Guilds|Dominion: Guilds}}; they can all be mixed together.
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<li> Tokens being used other ways, such as on the {{Card|Pirate Ship}} mat for Dominion: Seaside, cannot be removed for +{{Cost|1}}; just tokens on the Coffers / Villagers mat.
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<li> Tokens come from the supply of tokens, and return there; they are not taken from other mats or other players.
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<li> Dominion: Guilds also has a Coffers mat, and uses tokens on it the same way. Early printings of Guilds said "take a [[Coin token]]" instead; in later printings, this is "+1 Coffers," and should be played that way.
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</ul>
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|}
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== Basic Strategy ==
 
== Basic Strategy ==
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Your goal should be to spend all your Coin tokens by the end of the game. If you are not hoarding and you find your Coin token total creeping up, 6, 8, 11, 15,... then you shouldn't be so stingy! Buy better stuff! You need to be treating more of your tokens as virtual money and bumping up your purchases to the next level.  
 
Your goal should be to spend all your Coin tokens by the end of the game. If you are not hoarding and you find your Coin token total creeping up, 6, 8, 11, 15,... then you shouldn't be so stingy! Buy better stuff! You need to be treating more of your tokens as virtual money and bumping up your purchases to the next level.  
  
Don't feel like you have to use your Coin tokens for their intended purpose. The Coin token you start Baker games with does not have to be spent on the [[opening]]. The two Coin tokens you get from Butcher do not have to be spent on Remodeling right now. You can spend 0, 1, or even 3 or more, instead! The Coin token you get from Candlestick Maker does not have to be saved. Sometimes you need to suck it up and treat your CM as a {{Card|Copper}} this turn. Think about what your overall strategy is and how Coin tokens fit into that -- don't think about where the Coin tokens came from.  
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Don't feel like you have to use your Coin tokens for their intended purpose. The Coin token you start Baker games with does not have to be spent on the [[opening]]. The two Coin tokens you get from Butcher do not have to be spent on Remodeling right now. You can spend 0, 1, or even 3 or more, instead! The Coin token you get from Candlestick Maker does not have to be saved. Sometimes you need to suck it up and treat your CM as a {{Card|Copper}} this turn. Think about what your overall strategy is and how Coin tokens fit into that -- don't think about where the Coin tokens came from.  
  
 
You don't need to trash a card with Butcher in order to bank two coin tokens. Also, you can gain the same card you trash with Butcher without using any coin tokens (e.g. {{Card|Province}}). Use this to your advantage.  
 
You don't need to trash a card with Butcher in order to bank two coin tokens. Also, you can gain the same card you trash with Butcher without using any coin tokens (e.g. {{Card|Province}}). Use this to your advantage.  
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''[http://forum.dominionstrategy.com/index.php?topic=12911.0 Original article] by -Stef-''
 
''[http://forum.dominionstrategy.com/index.php?topic=12911.0 Original article] by -Stef-''
  
A coin token is worth slightly more than a [[coin]], because you don't necessarily have to spend it at the end of your turn. For most of these cards you can imagine a variant that gives coins instead of coin tokens, and you'd just have a slightly worse card. How much worse? That greatly depends on the kingdom, the game, your turn. The important thing to remember is this: most of the time you want to spend your money. You can use it to buy better cards, which in a turn or two will generate you even more money. So the most common case is that a coin token is exactly the same as a coin. If you don't spend it, it's sort of in your savings account, except you get a zero percent interest rate. Surely investing in your deck is better than that. There are of course exceptions, and that's where coin tokens get interesting:
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A coin token is worth slightly more than a [[coin]], because you don't necessarily have to spend it at the end of your turn. For most of these cards you can imagine a variant that gives coins in stead of coin tokens, and you'd just have a slightly worse card. How much worse? That greatly depends on the kingdom, the game, your turn. The important thing to remember is this: most of the time you want to spend your money. You can use it to buy better cards, which in a turn or two will generate you even more money. So the most common case is that a coin token is exactly the same as a coin. If you don't spend it, it's sort of in your savings account, except you get a zero percent interest rate. Surely investing in your deck is better than that. There are of course exceptions, and that's where coin tokens get interesting:
  
 
# {{Cost|3}} + {{Cost|5}} could be better than {{Cost|4}} + {{Cost|4}}. Sometimes you really want a more expensive card to kick-start your deck.
 
# {{Cost|3}} + {{Cost|5}} could be better than {{Cost|4}} + {{Cost|4}}. Sometimes you really want a more expensive card to kick-start your deck.
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=== Endgame ===
 
=== Endgame ===
 
Near the end of the game the value of coin tokens all of a sudden can go up very quickly. Buying a single {{Card|Province}} may be losing while buying zero now and two next turn is winning. The tactical decisions involved can be very complicated, but in general it's something that is underestimated. Don't spend coin tokens near the end to get some extra components, unless you really know what you're doing. Feel free to buy extra {{Card|Copper|Coppers}} with Merchant Guild in play.
 
Near the end of the game the value of coin tokens all of a sudden can go up very quickly. Buying a single {{Card|Province}} may be losing while buying zero now and two next turn is winning. The tactical decisions involved can be very complicated, but in general it's something that is underestimated. Don't spend coin tokens near the end to get some extra components, unless you really know what you're doing. Feel free to buy extra {{Card|Copper|Coppers}} with Merchant Guild in play.
==Gallery==
 
===Kingdom cards===
 
{{CardImage|Huge Turnip}}{{CardImage|Candlestick Maker}}{{CardImage|Ducat}}{{CardImage|Patron}}{{CardImage|Plaza}}{{CardImage|Silk Merchant}}{{CardImage|Baker}}{{CardImage|Butcher}}{{CardImage|Footpad}}{{CardImage|Merchant Guild}}{{CardImage|Spices}}{{CardImage|Swashbuckler}}{{CardImage|Villain}}
 
 
===Projects===
 
{{LandscapeImage|Pageant}}{{LandscapeImage|Exploration}}{{LandscapeImage|Guildhall}}
 
  
 
== Trivia ==
 
== Trivia ==
Confusingly, {{Card|Pirate Ship}} refers to its particular tokens as "Coin tokens"; however, these are only used to track its own {{Cost}}-production, and cannot be spent. This confusion was part of the reason why the term "Coffers" was introduced.
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Confusingly, {{Card|Pirate Ship}} refers to its particular tokens as "Coin tokens"; however, these are only used to track its own {{Cost}}-production, and cannot be spent. This confusion was part of the reason why the term "Coffers" was introduced in the [[second edition]].
=== In other languages ===
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{| class="wikitable" style="text-align:center;"
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! Language !! Name !! Print !! Text
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|-
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!Dutch
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| Geldkisten || [[File:CoffersDutch.jpg|300px]] || Je mag in je aanschaffase, vóór je iets hebt gekocht, fishes van dit tableau verwijderen voor +{{Cost|1}} per stuk.
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|-
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!German
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| Taler<br>(lit. ''thaler'') || ||
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|}
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=== Previews (Guilds) ===
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=== Previews ===
 
{{Quote|Text=The [[coin tokens]] are those metal things in [[Seaside]] and [[Prosperity]]. [[Guilds]] has cards that give you some, and then they’re yours, they don’t belong to some [[Pirate Ship|Pirates]] or anything. The significance of a coin token is, in your [[Gameplay#Buy phase|buy phase]], before buying cards, you can cash in any number of coin tokens for +{{Cost|1}} each. That’s it, that’s all there is to know. They’re money you can spend later.
 
{{Quote|Text=The [[coin tokens]] are those metal things in [[Seaside]] and [[Prosperity]]. [[Guilds]] has cards that give you some, and then they’re yours, they don’t belong to some [[Pirate Ship|Pirates]] or anything. The significance of a coin token is, in your [[Gameplay#Buy phase|buy phase]], before buying cards, you can cash in any number of coin tokens for +{{Cost|1}} each. That’s it, that’s all there is to know. They’re money you can spend later.
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=8294.0 Preview #1: Baker]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=8294.0 Preview #1: Baker]
 
}}
 
}}
=== Previews (Renaissance) ===
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{{Quote|Text=Coffers are like [[Villager]]s but for [[coin]]s. Bam. Also Coffers appeared already in {{Set|Guilds}}, though it wasn't called that until the [[Second edition|later printing]]. It's money you can save for later. You can only cash in the [[Coin token|tokens]] before buying cards; they make +$1 each. Guilds originally said "take a coin token"; this set says "+1 Coffers."
{{Quote|Text=Coffers are like [[Villager]]s but for [[coin]]s. Bam. Also Coffers appeared already in {{Set|Guilds}}, though it wasn't called that until the [[Second edition|later printing]]. It's money you can save for later. You can only cash in the [[Coin token|token]]s before buying [[card]]s; they make +{{Cost|1}} each. Guilds originally said "take a coin token"; this set says "+1 Coffers."
+
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=19018.0 Renaissance Previews #3: Villain, Ducat, Silk Merchant]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=19018.0 Renaissance Previews #3: Villain, Ducat, Silk Merchant]
 
}}
 
}}
=== Secret History (Guilds) ===
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=== Secret History ===
 
{{Quote|Text=On my list of possible future mechanical themes, "tokens" was the easiest-sounding, so I went with that. There are a bunch of things you can do with tokens. My initial idea was to use them as money you could hang onto for later. This was simple and meant that any one card that used the tokens was useful by itself; there was no reason for anyone to insist on more than one token-involving card in the game at once, thus avoiding an issue that Alchemy had. The initial idea worked out and so there it is.
 
{{Quote|Text=On my list of possible future mechanical themes, "tokens" was the easiest-sounding, so I went with that. There are a bunch of things you can do with tokens. My initial idea was to use them as money you could hang onto for later. This was simple and meant that any one card that used the tokens was useful by itself; there was no reason for anyone to insist on more than one token-involving card in the game at once, thus avoiding an issue that Alchemy had. The initial idea worked out and so there it is.
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds cards]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds cards]
}}
 
=== Secret History (Renaissance) ===
 
{{Quote
 
|Text=Going into work on this set, I had two plans. First, to see what I could do with States. States showed up in Nocturne, just as a way to deal with tracking for a few effects; I had put no work into trying to see what I could do with them, and well probably I could do something with them. Second, to try to do more with the coin tokens from Guilds. They were popular and it seemed like maybe I could actually do more with them.
 
 
In the end I felt like, we were eating up so much table space with mats, and hey what about being simpler. So there are just Coffers and Villagers. And they got those names and notation and then since we were updating Guilds for reprinting it got the Coffers mat too.
 
 
Coffers tokens were also problematic; when you have a giant pile of those tokens, it's pretty demoralizing for the other players, and sometimes it's even a good strategy. So only one card gives +2 Coffers each time it's played, and some only sometimes produce +Coffers, and some do it when-gained. Villagers tokens had no issues. Go ahead and get a bunch if you want.
 
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=19203.0 The Secret History of Dominion: Renaissance]
 
}}
 
=== Change from "coin tokens" to the Coffers mat ===
 
{{Quote|Text=
 
<p>It made sense to have a mat. It lets you put the rule for how they work right on the mat. It keeps the tokens distinct from ones used for {{Card|Pirate Ship}}, or from unused tokens waiting to be used.</p>
 
 
I had "Add a token to your Coffers." Well "+1 Coffers" is way shorter. And familiar, people get it immediately. It gets to go with the other +'s. It looks nice on the cards.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg751394;topicseen#msg751394 Interview with Donald X.]
 
}}
 
{{Quote|Text=
 
Without considering {{Set|Renaissance}}, I prefer having a +1 to "take a coin token." It's cleaner, it gets to be centered and bold. You already need to know what the token means so it's not a greater rules burden. It avoids confusion with {{Card|Pirate Ship}} and {{Card|Trade Route}}.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=18876.msg764782#msg764782 Dominion: Renaissance on RGG's website]
 
}}
 
=== Thoughts on "before you buy anything" ===
 
{{Quote
 
|Text=
 
<p>It would be nice if you could use the Coffers tokens [after buying]. It is maybe not so bad even if the text on the Coffers mat is wrong; irl you constantly use Coffers tokens even after buying cards ("oops I use a Coffers token so I can also get..."), and no-one is going to be thinking, when this comes up, oh can I now not use Coffers tokens because of technical things. The rulebook doesn't cover it either though, it has the same description of functionality, where the idea was "you can't do this in the part of the buy phase where you buy cards" but that's not what it says.</p>
 
 
The best of all possible worlds would have Coffers tokens just usable at any time in the Buy phase, with a different wording on {{Card|Merchant Guild}} (e.g. delay the getting of tokens) and then some change or replacement for {{Card|Spices}}. I don't get to do that though. And lots of rulebooks just went out with the current rules for Coffers tokens.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=19190.msg776455#msg776455 A Couple of Buy Phase Clarifications]
 
}}
 
{{Quote
 
|Text=
 
<p>Again it was a poor decision to do things this way; I should have had {{Card|Merchant Guild}} say e.g. "at the start of clean-up," and then when {{Card|Spices}} came along I could figure out what I wanted there. I didn't need to settle for {{Card|Merchant Guild}} giving you tokens you could immediately spend, though sure I could have tried that direction too.</p>
 
<p>And for that matter it would be great to allow playing treasures after buying cards. There are possible fixes for affected cards, e.g. "when you gain this, discard your hand and trash all Treasures you have in play" for {{Card|Mint}}. IRL people constantly play treasures after buying cards. It's bad to have the rules technically go against that.</p>
 
But you know, if you work on a game for 12 years without publishing it, of course you'll be able to publish a more polished version. I think the move was to get it out there.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=19190.msg776500#msg776500 A Couple of Buy Phase Clarifications]
 
 
}}
 
}}
  

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