Duration

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(Other rules clarifications)
(Other rules clarifications: needed a bunch of updating actually)
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== Other rules clarifications ==
 
== Other rules clarifications ==
A Haven, Tactician, Gear or Archive played without meeting the criteria for its next-turn effect (setting aside or discarding) will be discarded from play the turn it was played. An Outpost that fails to create an extra turn remains in play until the ''next'' Clean-up phase, whether your own, or that of the next player, since it checks whether or not it can create an extra turn after it's too late to clean it up. {{Card|Champion}} and {{Card|Hireling}} remain in play permanently. Archive may stay in play for two turns after the one it was played (if it set aside 3 cards). In all other cases, the Duration will stay in play until the Clean-up phase of your next turn.
 
  
When you use a [[Throne Room variant]] on a Duration, it stays in play, even if multiplying the Duration's effect is not meaningful, such as Throning a Tactician, or Throning an Archive with 3 or fewer cards remaining in your deck. {{Card|Procession}} never stays in play, as any Duration it doubles gets trashed that turn anyway.
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A Duration card played in such a way as to have no effect next turn will be discarded from play the turn it was played. This may happen because the next-turn effects are optional and you chose not to activate them (e,g., {{Barge}}), or because they are conditional and depend on a condition that is not met (e.g., a {{card|Tactician played with no other cards in hand to discard, or an {{card|Archive}} played with no cards in the deck to set aside). The exception is {{card|Outpost}}: an Outpost that fails to create an extra turn remains in play until the ''next'' Clean-up phase, whether your own, or that of the next player, since it checks whether or not it can create an extra turn after it's too late to clean it up. {{Card|Champion}} and {{Card|Hireling}} remain in play permanently. Archive usually stays in play for two turns after the one it was played (if it set aside 3 cards).{{card|Crypt}} stays in play until the turn on which [[Treasure]] cards set aside with it are used up. In all other cases, the Duration will stay in play until the Clean-up phase of your next turn. A card like {{card|Caravan}} that provides +Cards on your next turn stays in play even if you don't have enough cards in your deck to actually draw any on the next turn.  
  
When you play a Duration card that doesn't go into play with an [[emulator]], it stays in play. If that [[emulator]] plays multiple Duration cards that stay in play for different amounts of time, the [[emulator]] stays in play until both of those Duration cards would leave play. If you use {{Card|Throne Room}} to play an [[emulator]] twice, and it plays a Duration card, the [[emulator]] stays in play, but the {{Card|Throne Room}} does not.
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When you use a [[Throne Room variant]] on a Duration, the Throne variant stays in play as long as the Duration does even if the Duration is only going to have one effect on the next turn (e.g., if you throne a {{card|Tactician}}, which had no effect being played a second time, or if you throne a {{card|Barge}} and opt for one same-turn effect and one next-turn effect).
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When use an [[emulator]] to play a Duration card, the Duration doesn't go into play, but the emulator stays in play as long as the Duration card would. If the same [[emulator]] plays multiple Duration cards that would stay in play for different amounts of time, the [[emulator]] stays in play until the last of those Duration cards would leave play. If you use a Throne Room variant to play an [[emulator]] twice, and it plays a Duration card, the [[emulator]] stays in play, but the Throne does not.
  
 
Effects that resolve at the start of your turn can be resolved in any order; this includes multiple plays of the same Duration card by a Throne Room variant.  For example, if you played a Wharf and then a Throne Room on an Amulet last turn, on this turn you could choose to first gain a {{Card|Silver}} from the first Amulet play, then draw 2 cards from Wharf (perhaps triggering a [[reshuffle]] and maybe drawing that Silver), and then choose to trash a card from the second Amulet play, now that you have more cards to choose from.
 
Effects that resolve at the start of your turn can be resolved in any order; this includes multiple plays of the same Duration card by a Throne Room variant.  For example, if you played a Wharf and then a Throne Room on an Amulet last turn, on this turn you could choose to first gain a {{Card|Silver}} from the first Amulet play, then draw 2 cards from Wharf (perhaps triggering a [[reshuffle]] and maybe drawing that Silver), and then choose to trash a card from the second Amulet play, now that you have more cards to choose from.

Revision as of 11:32, 15 April 2021

Wharf, a Duration card.

Duration is a card type that was introduced in Seaside and revisited in later sets, starting with Adventures. Duration cards are cards which usually have an effect on the turn after they are played. A Duration is not discarded from play until the Cleanup phase of the last turn on which it does something - usually the turn after the turn on which it is played.

The majority of Duration cards are Action cards, but a few belong to the Night type introduced in Nocturne.

Contents

List of Duration cards

Official Rules

  • Duration cards are orange, and have abilities that affect future turns.
  • Duration cards are not discarded in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something.
  • Additionally, if a Duration card is played extra times by a card such as ScepterScepter.jpg, that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played extra times.
  • Keep track of whether or not a Duration card was played on the current turn, such as by putting your cards into two lines.

Other rules clarifications

A Duration card played in such a way as to have no effect next turn will be discarded from play the turn it was played. This may happen because the next-turn effects are optional and you chose not to activate them (e,g., Template:Barge), or because they are conditional and depend on a condition that is not met (e.g., a {{card|Tactician played with no other cards in hand to discard, or an ArchiveArchive.jpg played with no cards in the deck to set aside). The exception is OutpostOutpost.jpg: an Outpost that fails to create an extra turn remains in play until the next Clean-up phase, whether your own, or that of the next player, since it checks whether or not it can create an extra turn after it's too late to clean it up. ChampionChampion.jpg and HirelingHireling.jpg remain in play permanently. Archive usually stays in play for two turns after the one it was played (if it set aside 3 cards).CryptCrypt.jpg stays in play until the turn on which Treasure cards set aside with it are used up. In all other cases, the Duration will stay in play until the Clean-up phase of your next turn. A card like CaravanCaravan.jpg that provides +Cards on your next turn stays in play even if you don't have enough cards in your deck to actually draw any on the next turn.

When you use a Throne Room variant on a Duration, the Throne variant stays in play as long as the Duration does even if the Duration is only going to have one effect on the next turn (e.g., if you throne a TacticianTactician.jpg, which had no effect being played a second time, or if you throne a BargeBarge.jpg and opt for one same-turn effect and one next-turn effect).

When use an emulator to play a Duration card, the Duration doesn't go into play, but the emulator stays in play as long as the Duration card would. If the same emulator plays multiple Duration cards that would stay in play for different amounts of time, the emulator stays in play until the last of those Duration cards would leave play. If you use a Throne Room variant to play an emulator twice, and it plays a Duration card, the emulator stays in play, but the Throne does not.

Effects that resolve at the start of your turn can be resolved in any order; this includes multiple plays of the same Duration card by a Throne Room variant. For example, if you played a Wharf and then a Throne Room on an Amulet last turn, on this turn you could choose to first gain a SilverSilver.jpg from the first Amulet play, then draw 2 cards from Wharf (perhaps triggering a reshuffle and maybe drawing that Silver), and then choose to trash a card from the second Amulet play, now that you have more cards to choose from.

There are a couple of cards that are not Durations but have effects on subsequent turns: PossessionPossession.jpg and PrincePrince.jpg. Despite their functional similarity, these are not Duration cards and the Duration rules do not apply to them: for example, unlike OutpostOutpost.jpg, Possession is discarded before the extra turn it creates; and Prince is set aside to perform its future-turn functions, rather than remaining in the play area as Duration cards do.

It is occasionally possible to remove Duration cards from play prematurely. The most obvious example is with BonfireBonfire.jpg, but it is also possible by using CapitalismCapitalism.jpg to turn Durations into Treasures and applying cards that remove Treasures from play (such as CounterfeitCounterfeit.jpg). In these cases, the Duration card's effects will still carry over to future turns (which you will have to remember), and if any Throne Room variant was supposed to stay in play with the the now-removed Duration card, that Throne Room variant will now be discarded from play during Clean-up.

Prior Rules

In the past the rules around tracking cards that play Durations extra times were different.

  • Originally, cards that played cards that played Durations extra times were left in play as well (e.g. Throne Room plays Throne Room that plays a Duration). This was changed via a ruling to only be the card that directly played the Duration extra times was left out.
  • Also, originally the cards playing Durations extra times stayed in play only until they stopped doing something. This was changed with the release of Empires to have them always stay in play until the Duration left play instead. This affects situations where either the Duration leaves play earlier (e.g. ProcessionProcession.jpg) or the extra play(s) of the card didn't trigger the Duration effect (e.g. when playing TacticianTactician.jpg with a Throne Room under normal circumstances).

Strategy

On the turn on which they are played, Duration cards typically have weak effects (relative to their cost), or even detrimental effects; their strength comes in part from the fact that their effects on the next turn do not consume an Action to play or a card slot in your hand. For example, CaravanCaravan.jpg, on the turn it is played, is a cantrip with no effect; on the next turn, however, it gives you a sixth card in your hand for free—thus playing a Caravan on one turn has the same effect as playing a LaboratoryLaboratory.jpg on the next turn.

Although Duration cards' next-turn effects are typically quite strong, they cost less than and are usually considered weaker than cards that have those same effects immediately—for instance, Caravan costs $4 while Laboratory costs $5. This is in part because it's better to receive benefits earlier—playing a Caravan on the last turn of the game gives no benefit while Laboratory does—and in part because the fact that Durations stay in play for two turns is a disadvantage, since it means that they can actually be played less frequently. For instance, it's possible to draw an extra card every turn by having a single Laboratory and playing it every turn; in order to play a Caravan every turn, you have to have two copies of the card.

Reserve cards can play rather similarly to Durations; most have a weak effect now for a stronger effect later. The difference is that Reserves don't have to be triggered on your next turn; you can wait a few turns to use them, or even use some of them the same turn you play them.

Trivia

In other languages

  • Czech: Dlouhodobá
  • Dutch: Duurzaam (lit. sustainable)
  • Finnish: Toistuva (lit. recurring)
  • French: Durée
  • German: Dauer
  • Polish: Następstwo (lit. succession)
  • Russian: Длительность (pron. dlityelnost)

Development

For Seaside I was still interacting with Valerie and Dale. Valerie in particular did not like Duration cards. So the push was to limit how many there were, not come up with more things for them to do. In fact Haven was out of the set for a while, and made it back in very late when it turned out there was room for a 26th card (and that was a fine card that had been tested; Valerie had felt it was too similar to Caravan).


There was an attack that hit other players' turns (Tax Collector, made cards cost $1 more), that left (well turned into CutpurseCutpurse.jpg) because it would have left play at a different time from other Duration cards, (end of the prev. player's turn) and Valerie didn't like that. Late in the going I realized I could save Lighthouse by having it produce resources on your next turn, and of course that same solution could have been used for attacks; but Tax Collector had already turned into Cutpurse and again there was anti-demand for new Duration cards.


Cards $2 HavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpg $3 AstrolabeAstrolabe.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgMonkeyMonkey.jpgSea ChartSea Chart.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 BlockadeBlockade.jpgCaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgSailorSailor.jpgSalvagerSalvager.jpgTide PoolsTide Pools.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgCorsairCorsair.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgPiratePirate.jpgSea WitchSea Witch.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Removed cards $2 EmbargoEmbargo.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpg $4 NavigatorNavigator.jpgPirate ShipPirate Ship.jpgSea HagSea Hag.jpg $5 ExplorerExplorer.jpgGhost ShipGhost Ship.jpg
Combos and Counters Black Market/TacticianNative Village/Bridge
Other concepts Duration
Cards $2 Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg $3 AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg $4 DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg $5 ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg $6 HirelingHireling.jpg
Events $0 AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg $1 SaveSave.jpg $2 Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg $3 BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg $4 MissionMission.jpgPilgrimagePilgrimage.jpg $5 BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg $6 Lost ArtsLost Arts.jpgTrainingTraining.jpg $7 InheritanceInheritance.jpg $8 PathfindingPathfinding.jpg
Combos and Counters Counting House/Travelling FairRoyal Carriage/Bridge
Other concepts DurationReserveTokensTraveller
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