Great Hall
From DominionStrategy Wiki
(Difference between revisions)
(Created page with "{{Cardbox| |Card = Great Hall |Cost = 5 |Set = Intrigue |Type = Action - Victory |Illustrator = |Text = 1 Victory Point +1 Card; +1 Action. }} == FAQ == === Of...") |
|||
Line 4: | Line 4: | ||
|Set = Intrigue | |Set = Intrigue | ||
|Type = [[Action]] - [[Victory]] | |Type = [[Action]] - [[Victory]] | ||
− | |Illustrator = | + | |Illustrator = Julien Delval |
|Text = 1 Victory Point | |Text = 1 Victory Point | ||
+1 Card; +1 Action. | +1 Card; +1 Action. | ||
Line 11: | Line 11: | ||
== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === | ||
− | + | This is both an Action card and a Victory card. When you play it, you draw a card and may play another Action. At the end of the game, it's worth 1 VP, like an Estate. During set-up, place 12 Great Halls in the Supply for a 3- or 4-player game and 8 in the Supply for a 2-player game. | |
=== Other Rules clarifications === | === Other Rules clarifications === | ||
== Strategy Article == | == Strategy Article == | ||
+ | There's no strategy article for Great Hall. | ||
+ | |||
+ | It's a pretty simple card - it's a Victory card which gives 1VP and, unlike an [[Estate]], does not take up space in your hand. While Great Halls may seem like they'd be a good buy pretty often, there are two things to keep in mind: | ||
+ | * Opportunity cost. Even if you don't mind having a Great Hall, there are often better $3 cards to spend your turn buying. | ||
+ | * Discard attacks. If you have a Great Hall when you are hit with a [[Militia]] or [[Torturer]], you don't know whether to discard it or not, since you don't know what card it would have drawn. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
+ | * [[Ironworks]] allows you to pick up Great Halls for 'free', since playing an Ironworks to gain a Great Hall gives you +1 card and +1 action. | ||
+ | * [[Scout]] can draw Great Halls into your hand and then let you play them. | ||
+ | * [[Scrying Pool]] is great with cheap cantrips. | ||
=== Antisynergies === | === Antisynergies === | ||
+ | * Discard attacks ([[Militia]], [[Torturer]], [[Goons]], [[Mercenary]]) hurt more when you have Great Halls in your hand. | ||
+ | * There is rarely a good time to pick up Great Halls in a [[Big Money]]-like game, except near the end where [[Estate]]s are just as good. | ||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === | ||
− | + | {{Quote|Text=One of the oldest cards in the set. Originally it cost 3. One day I realized the Upgrade / Great Hall deck was just too ridiculous, and upped the price of both cards. Later on I realized that Upgrade had been the problem by itself, and returned Great Hall to its original cost. It's interesting how interesting it is for a card that does nothing.|Name=[[Donald X. Vaccarino]] | |
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=116.0 from the Secret History of the Intrigue cards] | ||
+ | }} | ||
+ | |||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 22:03, 29 October 2012
Great Hall | |
---|---|
Cost | 5 |
Type | [[Action - Victory]] |
Set/Expansion | Intrigue |
Illustrator | Julien Delval |
1 Victory Point
+1 Card; +1 Action. |
Contents |
FAQ
Official FAQ
This is both an Action card and a Victory card. When you play it, you draw a card and may play another Action. At the end of the game, it's worth 1 VP, like an Estate. During set-up, place 12 Great Halls in the Supply for a 3- or 4-player game and 8 in the Supply for a 2-player game.
Other Rules clarifications
Strategy Article
There's no strategy article for Great Hall.
It's a pretty simple card - it's a Victory card which gives 1VP and, unlike an Estate, does not take up space in your hand. While Great Halls may seem like they'd be a good buy pretty often, there are two things to keep in mind:
- Opportunity cost. Even if you don't mind having a Great Hall, there are often better $3 cards to spend your turn buying.
- Discard attacks. If you have a Great Hall when you are hit with a Militia or Torturer, you don't know whether to discard it or not, since you don't know what card it would have drawn.
Synergies/Combos
- Ironworks allows you to pick up Great Halls for 'free', since playing an Ironworks to gain a Great Hall gives you +1 card and +1 action.
- Scout can draw Great Halls into your hand and then let you play them.
- Scrying Pool is great with cheap cantrips.
Antisynergies
- Discard attacks (Militia, Torturer, Goons, Mercenary) hurt more when you have Great Halls in your hand.
- There is rarely a good time to pick up Great Halls in a Big Money-like game, except near the end where Estates are just as good.
Trivia
Secret History
One of the oldest cards in the set. Originally it cost 3. One day I realized the Upgrade / Great Hall deck was just too ridiculous, and upped the price of both cards. Later on I realized that Upgrade had been the problem by itself, and returned Great Hall to its original cost. It's interesting how interesting it is for a card that does nothing.