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* Action (A): They may play one [[Action]] card.
 
* Action (A): They may play one [[Action]] card.
 
* Buy (B): They may play their [[Treasure]]s and buy one card that they can afford, putting that card in their [[discard]] pile.
 
* Buy (B): They may play their [[Treasure]]s and buy one card that they can afford, putting that card in their [[discard]] pile.
* Clean-up (C): They take all the cards they've played, and all cards remaining in their hand, and put them into their discard pile.  They then draw (D) 5 more cards, and end their turn.
+
* Clean-up (C): They take all the cards they've played, and all cards remaining in their hand, and put them into their discard pile.  They then draw 5 more cards, and end their turn.
  
 
When any player needs to draw cards and there are not enough cards left in their deck to do so, they [[reshuffle]] their discard pile to create a new deck. In this way cards that have been bought on earlier turns will be drawn on later turns to be played.
 
When any player needs to draw cards and there are not enough cards left in their deck to do so, they [[reshuffle]] their discard pile to create a new deck. In this way cards that have been bought on earlier turns will be drawn on later turns to be played.
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! style="font-weight:bold;" | 3 players
 
! style="font-weight:bold;" | 3 players
 
! style="font-weight:bold;" | 4 players
 
! style="font-weight:bold;" | 4 players
! style="font-weight:bold;" | 5 players
 
! style="font-weight:bold;" | 6 players
 
 
|-
 
|-
 
| {{Card|Copper}}
 
| {{Card|Copper}}
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| 39
 
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| 32
 
| 32
| 25 / 85
 
| 18 / 78
 
 
|-
 
|-
 
| {{Card|Silver}}
 
| {{Card|Silver}}
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| 40
 
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|-
 
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| {{Card|Gold}}
 
| {{Card|Gold}}
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| 30
 
| 30
 
| 30
 
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| 30 / 60
 
| 30 / 60
 
 
|-
 
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| {{Card|Curse}}
 
| {{Card|Curse}}
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| 20
 
| 20
 
| 30
 
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| 50
 
 
|-
 
|-
 
| {{Card|Estate}}
 
| {{Card|Estate}}
 
| 8
 
| 8
| 12
 
| 12
 
 
| 12
 
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| {{Card|Duchy}}
 
| {{Card|Duchy}}
 
| 8
 
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Each player receives one Action at the start of their turn, and during their Action phase, they may spend that Action, and any other Actions they receive during their turn, to play one or more [[Action|Action cards]].  Note that ''Actions'' and ''Action cards'' are separate things; Actions are a sort of currency used to play Action cards.
 
Each player receives one Action at the start of their turn, and during their Action phase, they may spend that Action, and any other Actions they receive during their turn, to play one or more [[Action|Action cards]].  Note that ''Actions'' and ''Action cards'' are separate things; Actions are a sort of currency used to play Action cards.
  
Action cards are the cards that [[card types|say ''Action'' at the bottom of the card]]. Since under ordinary circumstances players do not start the game with any Action cards in their initial decks of 10 cards, a player will usually not have any Actions to play [[opening|during their first 2 turns]]; however, [[Shelter]]s from {{set|Dark Ages}} and {{trait|Inherited}} from {{set|Plunder}} can change that. By default, a player may play only one Action card (since they start their turn with only 1 Action), but [[non-terminal|some Action cards]] or other abilities grant the player the right to play one [[village (card category)|or more]] additional Actions afterward. It is never mandatory to play an Action card even if you have one in hand and Actions remaining; the only exception is when another card that you have played (or [[card-shaped thing]]) instructs you to do so.
+
Action cards are the cards that [[card types|say ''Action'' at the bottom of the card]]. Since under ordinary circumstances players do not start the game with any Action cards in their initial decks of 10 cards, a player will usually not have any Actions to play [[opening|during their first 2 turns]]; however, [[Shelter]]s from {{set|Dark Ages}} and {{trait|Inherited}} from {{set|Plunder}} can change that. By default, a player may play only one Action card (since they start their turn with only 1 Action), but [[non-terminal|some Action cards]] grant the player the right to play one [[village (card category)|or more]] additional Actions afterward. It is never mandatory to play an Action card even if you have one in hand and Actions remaining; the only exception is when another card that you have played (or [[card-shaped thing]] instructs you to do so.
  
 
To play an Action, the player takes an Action card from their hand and lays it face-up in their play area. They announce which card they are playing and follow the instructions written on that card from top to bottom, except for instructions specifically noted as [[triggered effects|applying at a time other than when the card is played]]. The player may still play an Action card even if they are not able to do everything the Action card tells them to do; but, having played it, the player must follow as much of the card's instructions as they can. Furthermore, the player must fully resolve an Action card before playing another one (if they are permitted to play another Action card) or concluding their Action phase. Any Action cards played remain in the player’s play area until the Clean-up phase of that turn, unless otherwise instructed. The Action phase ends when the player cannot or chooses not to play any more Action cards. In general, a player can only play Action cards during the Action phase of their turn; however, certain cards and abilities from [[expansion]]s allow Action cards to be played during other phases in certain circumstances.
 
To play an Action, the player takes an Action card from their hand and lays it face-up in their play area. They announce which card they are playing and follow the instructions written on that card from top to bottom, except for instructions specifically noted as [[triggered effects|applying at a time other than when the card is played]]. The player may still play an Action card even if they are not able to do everything the Action card tells them to do; but, having played it, the player must follow as much of the card's instructions as they can. Furthermore, the player must fully resolve an Action card before playing another one (if they are permitted to play another Action card) or concluding their Action phase. Any Action cards played remain in the player’s play area until the Clean-up phase of that turn, unless otherwise instructed. The Action phase ends when the player cannot or chooses not to play any more Action cards. In general, a player can only play Action cards during the Action phase of their turn; however, certain cards and abilities from [[expansion]]s allow Action cards to be played during other phases in certain circumstances.
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At the beginning of the buy phase, the player may play any number of [[Treasure]] cards from their hand, in any order, to their play area. These usually produce some amount of {{Cost}}, which is added to any {{Cost}} produced by cards played in the Action phase. Some Treasure cards have other effects as well, which are resolved when played in the same way Action cards are resolved in the Action phase. Once a player begins to buy cards and/or Events, they may not play any more Treasures.
 
At the beginning of the buy phase, the player may play any number of [[Treasure]] cards from their hand, in any order, to their play area. These usually produce some amount of {{Cost}}, which is added to any {{Cost}} produced by cards played in the Action phase. Some Treasure cards have other effects as well, which are resolved when played in the same way Action cards are resolved in the Action phase. Once a player begins to buy cards and/or Events, they may not play any more Treasures.
  
The player may then buy any one card from the Supply whose [[cost]] is equal to or less than the total amount of {{Cost}} the player has accumulated this turn: the cost of the bought card, which can be found in the lower left corner, is subtracted from their total, and then they gain the card. Gained cards are taken from the Supply and placed face-up directly in the player's discard pile unless otherwise instructed. Ordinarily any card of equal or lower cost that is in the Supply may be purchased. The player may not purchase cards from the Trash pile or non-Supply piles. In games using Events or Projects, one of these may be bought instead of a card.
+
The player may then buy any one card or Event from the Supply whose [[cost]] is equal to or less than the total amount of {{Cost}} the player has accumulated this turn: the cost of the bought card, which can be found in the lower left corner, is subtracted from their total, and then they gain the card. Gained cards are taken from the Supply and placed face-up directly in the player's discard pile unless otherwise instructed. Ordinarily any card of equal or lower cost that is in the Supply may be purchased. The player may not purchase cards from the Trash pile or non-Supply piles.  
  
By default, a player may buy only one card (or Event or Project), but they may buy more if they received [[+Buy|additional Buys]] either in the Action phase or earlier in the Buy phase; additional Buys may be granted by a variety of cards and other effects. In this case, after buying one card, the player may use whatever {{Cost}} they have remaining to buy another, and so on until they exhaust their +Buys; in other words, the amount of {{Cost}} the player has this turn must be divided among all the cards and Events they wish to buy. Some cards in the supply and Events cost {{Cost|0}}; it still uses up a buy, though not any {{Cost}}, to purchase one of these. Players do not have to use any or all of their buys on a given turn; it is never obligatory to buy something.
+
By default, a player may buy only one card, but they may buy more if they received additional Buys through the effects of cards or Events either in the Action phase or earlier in the Buy phase. In this case, after buying one card, the player may use whatever {{Cost}} they have remaining to buy another, and so on until they exhaust their +Buys; in other words, the amount of {{Cost}} the player has this turn must be divided among all the cards and Events they wish to buy. Some cards in the supply and Events cost {{Cost|0}}; it still uses up a buy, though not any {{Cost}}, to purchase one of these. Players do not have to use any or all of their buys on a given turn; it is never obligatory to buy a card or Event.
  
Ordinarily, buying a card does not allow a player to use its abilities; it simply goes straight to their discard pile to be used later. However, there are a few cards that have special effects that take place immediately when the card is bought or gained; these are identified specifically on the card. If an Event is bought, instead of gaining anything the player simply immediately carries out the instructions printed on the Event card (which may involve gaining something). If a Project is bought, the player puts their token on the Project card and carries out the Project's ability at the time indicated in its instructions.
+
Ordinarily, buying a card does not allow a player to use its abilities; it simply goes straight to their discard pile to be used later. However, there are a few cards that have special effects that take place immediately when the card is bought or gained; these are identified specifically on the card. If an Event is bought, instead of gaining anything the player simply immediately carries out the effects printed on the Event card.
  
Some cards have additional or alternative costs to {{Cost}}; either {{P}} or {{Debt}}.  Cards with {{P}} in their cost require players to have played a {{Card|Potion}} in order to buy them; this otherwise behaves exactly like buying a card with {{Cost}}.  If a player wants to buy more than one {{P}}-costing card, they must play more than one Potion.  Cards with {{Debt}} in their cost require the buyer to take a certain amount of {{Debt}} tokens, rather than paying {{Cost}}. A player cannot buy additional cards if they have {{Debt}}, even if they have additional buys; they must instead pay off {{Debt}}, which does not use up a Buy.  Paying off {{Debt}} can be done at any time during a player's Buy phase, at a rate of {{Cost|1}} to {{Debt|1}}, but once a player begins to pay off {{Debt}}, they may not play any more Treasures.
+
Some cards have additional or alternative costs to {{Cost}}; either {{P}} or {{Debt}}.  Cards with {{P}} in their cost require players to have played a {{Card|Potion}} in order to buy them; this otherwise behaves exactly like buying a card with {{Cost}}.  If a player wants to buy more than one {{P}}-costing card, they must play more than one Potion.  Cards with {{Debt}} in their cost require the buyer to take a certain amount of {{Debt}} tokens, rather than paying {{Cost}}. A player cannot buy additional cards if they have {{Debt}}, even if they have additional buys; they must instead pay off {{Debt}}, which does not use up a Buy.  Paying off {{Debt}} can be done at any time during a player's Buy phase, at a rate of {{Cost|1}} to {{Debt|1}}, but once a player begins to pay off {{Debt}}, they may not play any more Treasures or spend any more Coin tokens.
  
 
=== Clean-up phase ===
 
=== Clean-up phase ===
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* '''+X Card(s)''': Draw that amount of cards from your deck.  E.g., "+3 Cards" on {{Card|Smithy}} means you draw 3 cards when you play it.
 
* '''+X Card(s)''': Draw that amount of cards from your deck.  E.g., "+3 Cards" on {{Card|Smithy}} means you draw 3 cards when you play it.
 
* '''+X Action(s)''': You may play that many more Actions this turn.  E.g., "+2 Actions" on {{Card|Village}} means you may play 2 more Action cards after you play it.
 
* '''+X Action(s)''': You may play that many more Actions this turn.  E.g., "+2 Actions" on {{Card|Village}} means you may play 2 more Action cards after you play it.
* '''[[+Buy|+X Buy(s)]]''': You may buy that many more cards (or Events) this turn.  E.g., "+1 Buy" on {{Card|Market}} means you may buy 1 additional card or Event this turn.
+
* '''+X Buy(s)''': You may buy that many more cards (or Events) this turn.  E.g., "+1 Buy" on {{Card|Market}} means you may buy 1 additional card or Event this turn.
 
* '''+'''{{Cost|X}}: You receive that much more {{Cost}} to spend this turn.  E.g., "+{{Cost|2}}" on {{Card|Festival}} means you have {{Cost|2}} more to spend this turn, in addition to any {{Cost}} you've fielded from Treasures and other Actions.
 
* '''+'''{{Cost|X}}: You receive that much more {{Cost}} to spend this turn.  E.g., "+{{Cost|2}}" on {{Card|Festival}} means you have {{Cost|2}} more to spend this turn, in addition to any {{Cost}} you've fielded from Treasures and other Actions.
 
* '''Discard''': Put a number of cards into your discard pile from some location (by default, from your hand).  E.g., {{Card|Cellar}} tells the player to discard any number of cards, which all must come from their hand, and are put directly into the discard pile.  Other locations can be specified, e.g., {{Card|Vassal}} tells the player to discard a card from the top of their deck.
 
* '''Discard''': Put a number of cards into your discard pile from some location (by default, from your hand).  E.g., {{Card|Cellar}} tells the player to discard any number of cards, which all must come from their hand, and are put directly into the discard pile.  Other locations can be specified, e.g., {{Card|Vassal}} tells the player to discard a card from the top of their deck.
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* '''[[Pass]]''': Give a card to another player.  This is not considered trashing for the passing player, nor gaining for the player passed to.  It only appears on {{Card|Masquerade}}.
 
* '''[[Pass]]''': Give a card to another player.  This is not considered trashing for the passing player, nor gaining for the player passed to.  It only appears on {{Card|Masquerade}}.
 
* '''+X{{VP}}''': Take that number of [[Victory token]]s.  Each such token is worth 1{{VP}} at the end of the game.
 
* '''+X{{VP}}''': Take that number of [[Victory token]]s.  Each such token is worth 1{{VP}} at the end of the game.
* '''+X [[Coffers]]''': Put that number of Coin tokens on your Coffers mat.  Such tokens can be spent during your turn for +{{Cost|1}} each.
+
* '''+X [[Coffers]]''': Put that number of Coin tokens on your Coffers mat.  Such tokens can be spent at the start of any Buy phase for +{{Cost|1}} each.
 
* '''+X [[Villager]]s''': Put that number of Coin tokens on your Villager mat.  Such tokens can be spent at any time during your Action phase for +1 Action each.
 
* '''+X [[Villager]]s''': Put that number of Coin tokens on your Villager mat.  Such tokens can be spent at any time during your Action phase for +1 Action each.
 
* '''[[Overpay]]''': A player may pay extra for this card, either in {{Cost}} or {{P}}.  Doing so will have an effect described by the card.
 
* '''[[Overpay]]''': A player may pay extra for this card, either in {{Cost}} or {{P}}.  Doing so will have an effect described by the card.
 
* '''[[Call]]''': Take this card off of the Tavern mat and put it in your play area.  This does not count as playing the card, and does not use up an Action.  This only applies to [[Reserve]] cards.
 
* '''[[Call]]''': Take this card off of the Tavern mat and put it in your play area.  This does not count as playing the card, and does not use up an Action.  This only applies to [[Reserve]] cards.
* '''[[Exchange]]''': Return this card to its pile, and take a copy of the other specified card and put it in your discard pile.  This does not count as gaining.  This can only be done if the exchanging card has a pile to return to, and if there are copies available of the card to be exchanged into; it does not depend on whether the piles are in the [[supply]] or not.
+
* '''[[Exchange]]''': Return this card to its pile, and take a copy of the other specified card and put it in your discard pile.  This does not count as gaining.  This can only be done if the exchanging card has a pile to return to, and if there are copies available of the card to be exchanged into.
 
* '''Take {{Debt|X}}''': Take that number of Debt tokens.  A player cannot buy anything while they have Debt tokens, and can only pay off {{Debt}}, at a rate of {{Cost|1}} to {{Debt|1}}.
 
* '''Take {{Debt|X}}''': Take that number of Debt tokens.  A player cannot buy anything while they have Debt tokens, and can only pay off {{Debt}}, at a rate of {{Cost|1}} to {{Debt|1}}.
 
* '''Receive a [[Boon]]/[[Hex]]''': Turn over the top card of the Boon or Hex pile, and apply its effects to the relevant player(s), putting it in the Boon or Hex discard pile afterwards.
 
* '''Receive a [[Boon]]/[[Hex]]''': Turn over the top card of the Boon or Hex pile, and apply its effects to the relevant player(s), putting it in the Boon or Hex discard pile afterwards.
 
* '''Take a Boon''': Turn over the top card of the Boon pile, and keep it in front of you, but don't "receive" it yet.  {{Card|Blessed Village}} uses this phrasing for timing reasons.
 
* '''Take a Boon''': Turn over the top card of the Boon pile, and keep it in front of you, but don't "receive" it yet.  {{Card|Blessed Village}} uses this phrasing for timing reasons.
 
* '''[[Exile]]''': Put a card from some location onto your Exile mat. A location will always be specified in the card or Event text where to exile the card from. You can later discard your exiled cards by gaining a copy of that card.
 
* '''[[Exile]]''': Put a card from some location onto your Exile mat. A location will always be specified in the card or Event text where to exile the card from. You can later discard your exiled cards by gaining a copy of that card.
* '''[[Rotate]]''': If a pile in the supply has differently-named cards in it, move all copies of the same card from the top of the pile to the bottom of the pile.
 
  
 
== Ending conditions ==
 
== Ending conditions ==
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While the rules do not talk about ''zones'' as such, they are clearly established and an understanding of how they work can clear up confusion, especially for new players. Many events in the game can be conceptualized as a card or multiple cards being moved from one zone to another, with different zones having different properties.
 
While the rules do not talk about ''zones'' as such, they are clearly established and an understanding of how they work can clear up confusion, especially for new players. Many events in the game can be conceptualized as a card or multiple cards being moved from one zone to another, with different zones having different properties.
  
This framework also aids in conceiving Dominion as a set of discrete instructions, such as would be used by computer programs.
+
This framework also aides in conceiving Dominion as a set of discrete instructions, such as would be used by computer programs.
  
 
For each player, the following zones exist:
 
For each player, the following zones exist:
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When one card has an effect based on another card that it gains (such as {{Card|Ironworks}}), and that gaining is prevented by a third card, such as {{Card|Trader|oi=2}} (prior version), the first card's effect that would have been based on the second card does not occur.
 
When one card has an effect based on another card that it gains (such as {{Card|Ironworks}}), and that gaining is prevented by a third card, such as {{Card|Trader|oi=2}} (prior version), the first card's effect that would have been based on the second card does not occur.
  
=== Stop-Moving rule ===
+
=== Lose Track rule ===
{{Main|Stop-Moving rule}}
+
{{Main|Lose Track rule}}
 
+
An ability that tells you to move a card will not take effect if the card is not where the ability presupposes it to be. For instance, if you are instructed to put a card you have played on top of your deck, but the card is no longer in your play area by the time you receive the instruction, you leave the card wherever it is now instead of top-decking it from there. If the Stop-Moving rule prevents you from moving a card to the play area, you can't play the card (unless you are replaying it with a [[Throne Room variant]]) [http://forum.dominionstrategy.com/index.php?topic=19893.msg871558#msg871558].
+
  
The Stop-Moving rule supersedes the previous [[Lose-Track rule]].
+
When one card tries to move another card (such as {{Card|Procession}}), and the second card is not where the first expects it to be (such as with {{Card|Wine Merchant}}), or has been covered up by a third card, the second card is not moved.  This is the case even if it is a card trying to move itself (such as {{Card|Hermit}}).  If the first card has an effect dependent on its moving of the second card (such as with {{Card|Prince}}), that effect does not happen; otherwise, nothing else changes.
  
 
=== No Visiting rule ===
 
=== No Visiting rule ===
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=== Exotic card types ===
 
=== Exotic card types ===
[[Card type]]s introduced in later expansions (such as [[Duration]]s and [[Traveller]]s) have particular rules associated with their use that are not necessarily immediately obvious from what is written on the cards.  The specific rules for these types are detailed on their individual articles.
+
[[Card type]]s introduced in later expansions (such as [[Duration|Durations]] and [[Traveller|Travellers]]) have particular rules associated with their use that are not necessarily immediately obvious from what is written on the cards.  The specific rules for these types are detailed on their individual articles.
  
 
=== Official FAQ and Rulings ===
 
=== Official FAQ and Rulings ===

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