Extra turn

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A few [[card-shaped thing]]s have abilities that grant a player an '''extra turn''', in addition to the number of turns they would ordinarily be permitted by the game rules. Extra turns can be a very powerful effect—it's possible to accomplish a lot on a turn—and so the abilities that grant extra turns are usually limited in some way to prevent them being abused.
 
A few [[card-shaped thing]]s have abilities that grant a player an '''extra turn''', in addition to the number of turns they would ordinarily be permitted by the game rules. Extra turns can be a very powerful effect—it's possible to accomplish a lot on a turn—and so the abilities that grant extra turns are usually limited in some way to prevent them being abused.
  
Extra turns to not count toward the tiebreaker rule that that the player who has taken fewer turns wins a game with a tied score.
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Extra turns do not count toward the tiebreaker rule that that the player who has taken fewer turns wins a game with a tied score.
  
 
===List of extra-turn effects===
 
===List of extra-turn effects===

Revision as of 18:52, 6 November 2018

A few card-shaped things have abilities that grant a player an extra turn, in addition to the number of turns they would ordinarily be permitted by the game rules. Extra turns can be a very powerful effect—it's possible to accomplish a lot on a turn—and so the abilities that grant extra turns are usually limited in some way to prevent them being abused.

Extra turns do not count toward the tiebreaker rule that that the player who has taken fewer turns wins a game with a tied score.

List of extra-turn effects

  • OutpostOutpost.jpg: the extra turn starts with a reduced handsize
  • PossessionPossession.jpg: the extra turn is played by another player, who can therefore construct their deck to make their extra turns less useful to you
  • MissionMission.jpg: cards may not be bought on the extra turn
  • FleetFleet.jpg: only one extra turn is available, and it is at the end of the game


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