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Nocturne has a habit of turning classic [[Action]]s from the [[Base]] set into Night-Duration cards. {{Card|Village}} becomes {{Card|Ghost Town}}, {{Card|Workshop}} becomes {{Card|Cobbler}}, {{Card|Cellar}} becomes {{Card|Night Watchman}}, {{Card|Moat}} becomes {{Card|Guardian}}, {{Card|Throne Room}} becomes {{Card|Ghost}}, and {{Card|Laboratory}} becomes Den of Sin. What differentiates these Night-Duration cards from the base Actions enough to justify their inclusion in the expansion? | Nocturne has a habit of turning classic [[Action]]s from the [[Base]] set into Night-Duration cards. {{Card|Village}} becomes {{Card|Ghost Town}}, {{Card|Workshop}} becomes {{Card|Cobbler}}, {{Card|Cellar}} becomes {{Card|Night Watchman}}, {{Card|Moat}} becomes {{Card|Guardian}}, {{Card|Throne Room}} becomes {{Card|Ghost}}, and {{Card|Laboratory}} becomes Den of Sin. What differentiates these Night-Duration cards from the base Actions enough to justify their inclusion in the expansion? | ||
− | The key is that you are sacrificing power on your current turn to gain a bonus on your next turn. Excluding interactions with other cards, having Laboratory in your hand of 5 cards will result in a hand of 6 cards. Meanwhile, having a Den of Sin in your hand leaves you with only 4 other cards to play on your current turn, but gives you 7 cards at the start of your next turn. This is a continuation of the guiding principle of Action-Duration cards such as {{Card|Tactician}} introduced in [[Seaside]]: "It is often better to have one great turn and one bad turn instead of two mediocre turns." | + | The key is that you are sacrificing power on your current turn in order to gain a bonus on your next turn. Excluding interactions with other cards, having Laboratory in your hand of 5 cards will result in a hand of 6 cards. Meanwhile, having a Den of Sin in your hand leaves you with only 4 other cards to play on your current turn, but gives you 7 cards at the start of your next turn. This is a continuation of the guiding principle of Action-Duration cards such as {{Card|Tactician}} introduced in [[Seaside]]: "It is often better to have one great turn and one bad turn instead of two mediocre turns." |
The real power of these Night-Duration cards lies in that seemingly innocent text at the bottom of the card. Most Night-Duration cards are gained to your hand. That can lead to some interesting shenanigans, especially early in the game. | The real power of these Night-Duration cards lies in that seemingly innocent text at the bottom of the card. Most Night-Duration cards are gained to your hand. That can lead to some interesting shenanigans, especially early in the game. |