Command

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:''See also: [[Command variant]]''
 
:''See also: [[Command variant]]''
  
'''Command''' is a [[card type]] introduced by the [[Dominion 2019 Errata and Rules Tweaks]]. Command cards are certain [[Command variant|cards that can play other cards without moving them]]. Giving cards like this a type allows some abilities to restrict you from playing them in infinite loops.
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'''Command''' is a [[card type]] introduced by the [[Dominion 2019 Errata and Rules Tweaks]]. Command cards are [[Action]] cards that can play other cards without altering the physical state of the game. Most of them are [[Command variant]]s. Giving those cards a type allows their abilities to restrict playing each other in infinite loops.
 
== List of Commands ==
 
== List of Commands ==
* {{Card|Band of Misfits}} (revised version)
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* {{Card|Band of Misfits}}, {{Card|Overlord}} and {{Card|Captain}} (revised versions) play a card from the supply.
* {{Card|Overlord}} (revised version)
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* {{Card|Prince}} (revised version) plays a set-aside card at the start of each turn.
* {{Card|Captain}} (revised version)
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* {{Event|Inheritance}} (revised version) causes {{Card|Estate|Estates}} to become Command cards, that play a set-aside card.
* {{Card|Prince}} (revised version)
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* {{Card|Flagship}} replays the next played card.
  
The Event {{Event|Inheritance}} (revised version) refers to Command cards, so that {{Card|Estate|Estates}} cannot emulate them.
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=== Corner Cases ===
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Some cards nearly qualify as Commands, but not totally and so do not need the Command type.
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* {{Card|Necromancer}} [[Necromancer#Why isn't Necromancer a Command card?|may become a Command card]], as it plays cards without properly moving them. But it still turns them around to change the physical state of the game and mostly inhibits loops this way.
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* {{Card|Royal Carriage}} plays cards without moving them, but moves itself.
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* {{Card|Scepter}} is a treasure and as all the Command cards can only play action cards, it is safe from simple infinite loops.
  
{{Card|Necromancer}} is not a Command card because its mechanic already prevents infinite loops.
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== Examples of Inhibited Loops ==
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If Command cards could play other Command cards, there were several ways to loop infinitely while keeping the physical state of the game untouched. Usually this involves voluntarily choosing to play a Command card from the supply with Band of Misfits. But, if that Command card is the only action card cheaper than Band of Misfits in the supply, this choice would be enforced resulting in an unbreakable infinite loop.
  
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Playing a Band of Misfits after a Flagship and playing a Flagship from the supply will replay the Band of Misfits once more, which can again play a Flagship etc.
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With one cost reduction, Inheritance could set aside a Band of Misfits, so Band of Misfits could then play Estates from the supply which play the set aside Band of Misfits to play an Estate from the supply and repeat.
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With {{Event|Ferry}} applied to Captain and a cost reduction by one, Captain could play Band of Misfits which in turn could play Captain. Here, for an unbreakable loop, Band of Misfits needed to be the only non-Duration Action card costing (after reduction) up to {{Cost|4}}.
 
== Gallery ==
 
== Gallery ==
{{CardImage|Band of Misfits}}{{CardImage|Overlord}}{{CardImage|Captain}}{{CardImage|Prince}}
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{{CardImage|Band of Misfits}}{{CardImage|Captain}}{{CardImage|Prince}}{{CardImage|Overlord}}{{CardImage|Flagship}}{{LandscapeImage|Inheritance}}
  
 
{{Navbox card types}}
 
{{Navbox card types}}
 
[[Category:Multi-expansion special card types]]
 
[[Category:Multi-expansion special card types]]

Revision as of 00:46, 25 January 2023

Band of Misfits, a Command card.
See also: Command variant

Command is a card type introduced by the Dominion 2019 Errata and Rules Tweaks. Command cards are Action cards that can play other cards without altering the physical state of the game. Most of them are Command variants. Giving those cards a type allows their abilities to restrict playing each other in infinite loops.

Contents

List of Commands

Corner Cases

Some cards nearly qualify as Commands, but not totally and so do not need the Command type.

  • NecromancerNecromancer.jpg may become a Command card, as it plays cards without properly moving them. But it still turns them around to change the physical state of the game and mostly inhibits loops this way.
  • Royal CarriageRoyal Carriage.jpg plays cards without moving them, but moves itself.
  • ScepterScepter.jpg is a treasure and as all the Command cards can only play action cards, it is safe from simple infinite loops.

Examples of Inhibited Loops

If Command cards could play other Command cards, there were several ways to loop infinitely while keeping the physical state of the game untouched. Usually this involves voluntarily choosing to play a Command card from the supply with Band of Misfits. But, if that Command card is the only action card cheaper than Band of Misfits in the supply, this choice would be enforced resulting in an unbreakable infinite loop.

Playing a Band of Misfits after a Flagship and playing a Flagship from the supply will replay the Band of Misfits once more, which can again play a Flagship etc.

With one cost reduction, Inheritance could set aside a Band of Misfits, so Band of Misfits could then play Estates from the supply which play the set aside Band of Misfits to play an Estate from the supply and repeat.

With FerryFerry.jpg applied to Captain and a cost reduction by one, Captain could play Band of Misfits which in turn could play Captain. Here, for an unbreakable loop, Band of Misfits needed to be the only non-Duration Action card costing (after reduction) up to $4.

Gallery

Band of Misfits.jpgCaptain.jpgPrince.jpgOverlord.jpgFlagship.jpgInheritance.jpg


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