Mission
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'''Mission''' is an [[Event]] from [[Adventures]]. It gives the buyer an extra turn, in which they can't buy cards. | '''Mission''' is an [[Event]] from [[Adventures]]. It gives the buyer an extra turn, in which they can't buy cards. | ||
− | ==FAQ== | + | == FAQ == |
− | ===Official FAQ=== | + | === Official FAQ === |
− | ===Other rules clarifications=== | + | === Other rules clarifications === |
* If you buy a Mission and play an {{Card|Outpost}} on the same turn, both extra turn effects try to happen at the same time. If you resolve Mission's first, your Mission turn will start with 3 cards, and you won't get an Outpost turn. If you resolve Outpost first, you get the normal 3-card Outpost turn, ''then'' your Mission turn, giving you three turns in a row. | * If you buy a Mission and play an {{Card|Outpost}} on the same turn, both extra turn effects try to happen at the same time. If you resolve Mission's first, your Mission turn will start with 3 cards, and you won't get an Outpost turn. If you resolve Outpost first, you get the normal 3-card Outpost turn, ''then'' your Mission turn, giving you three turns in a row. | ||
− | ==Strategy== | + | == Strategy == |
− | ==Trivia== | + | == Trivia == |
− | ===In other languages=== | + | === In other languages === |
− | ===Preview=== | + | === Preview === |
{{Quote | {{Quote | ||
|Text=Finally we have Mission, a trickier one. You get an extra turn, but, this seems like some kind of joke, you can't buy cards on that turn. What good is it then? Well. There are things you can do. You can gain cards without buying them, such as with {{Card|Remodel|Remodels}} and {{Card|Workshop|Workshops}}. You can play [[Duration]] cards, setting them up for your next turn. You can get [[Reserve]] cards onto your mat. You can play [[Attack]]s, it can be that kind of Mission. You can [[trash]] cards; you can just be getting through your deck to get back to your good cards; you can turn that {{Card|Hero}} into a {{Card|Champion}}. And hey you can buy other Events, that's not buying a card. That may seem weird - what do we call that rectangular object then - but you didn't buy a card, you bought an Event, a thing that happened once and didn't come with a card, and so that doesn't trigger {{Card|Swamp Hag}} and it's not cheaper due to {{Card|Bridge}} and so on. Event cards give you something to buy; that thing is not a card. There will be a rulebook and it will say stuff just like this. | |Text=Finally we have Mission, a trickier one. You get an extra turn, but, this seems like some kind of joke, you can't buy cards on that turn. What good is it then? Well. There are things you can do. You can gain cards without buying them, such as with {{Card|Remodel|Remodels}} and {{Card|Workshop|Workshops}}. You can play [[Duration]] cards, setting them up for your next turn. You can get [[Reserve]] cards onto your mat. You can play [[Attack]]s, it can be that kind of Mission. You can [[trash]] cards; you can just be getting through your deck to get back to your good cards; you can turn that {{Card|Hero}} into a {{Card|Champion}}. And hey you can buy other Events, that's not buying a card. That may seem weird - what do we call that rectangular object then - but you didn't buy a card, you bought an Event, a thing that happened once and didn't come with a card, and so that doesn't trigger {{Card|Swamp Hag}} and it's not cheaper due to {{Card|Bridge}} and so on. Event cards give you something to buy; that thing is not a card. There will be a rulebook and it will say stuff just like this. |
Revision as of 16:26, 4 April 2015
Mission | |
---|---|
Info | |
Cost | |
Type | Event |
Set | Adventures |
Illustrator(s) | Martin Hoffmann |
Event text | |
Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards. |
Mission is an Event from Adventures. It gives the buyer an extra turn, in which they can't buy cards.
Contents |
FAQ
Official FAQ
Other rules clarifications
- If you buy a Mission and play an Outpost on the same turn, both extra turn effects try to happen at the same time. If you resolve Mission's first, your Mission turn will start with 3 cards, and you won't get an Outpost turn. If you resolve Outpost first, you get the normal 3-card Outpost turn, then your Mission turn, giving you three turns in a row.
Strategy
Trivia
In other languages
Preview
Finally we have Mission, a trickier one. You get an extra turn, but, this seems like some kind of joke, you can't buy cards on that turn. What good is it then? Well. There are things you can do. You can gain cards without buying them, such as with Remodels and Workshops. You can play Duration cards, setting them up for your next turn. You can get Reserve cards onto your mat. You can play Attacks, it can be that kind of Mission. You can trash cards; you can just be getting through your deck to get back to your good cards; you can turn that Hero into a Champion. And hey you can buy other Events, that's not buying a card. That may seem weird - what do we call that rectangular object then - but you didn't buy a card, you bought an Event, a thing that happened once and didn't come with a card, and so that doesn't trigger Swamp Hag and it's not cheaper due to Bridge and so on. Event cards give you something to buy; that thing is not a card. There will be a rulebook and it will say stuff just like this.