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[[Image:Council_Room.jpg|thumb|right|200px|[[Council Room]], a non-attack interaction card.]]
 
[[Image:Council_Room.jpg|thumb|right|200px|[[Council Room]], a non-attack interaction card.]]
  
Interaction between players in Dominion comes about through different mechanics. The primary ones are [[Attack]] cards and the [[Supply]] -- the cards there are accessible to all players enabling players to deny others access to cards by emptying a pile, and to exert influence over the end of the game which affects both players. The effect of denial can be more pronounced if fewer copies of certain cards are available - especially for [[split pile]]s like {{Card|Knights}} and {{Card|Encampment}} - and also extends to non-supply cards like [[Traveller]]s and [[Prize]]s. Finally, this effect also appears with respect to the {{Card|Black Market}} deck as well as [[Boon]]s and [[Hex]]es.  
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Dominion is occasionally caricatured as "multi-player solitaire", in that in some circumstances it is possible for each player to independently build their own deck, with no direct interaction between different players' strategies and deck compositions. This tendency is mitigated, however, by the presence of cards that affect players other than their owners; this arguably makes the game more fun and strategic by keeping each player involved even during other players' turns. [[Attack]] cards are interactive in this way, but also tend to delay the game and are unpopular with some players; for this reason [[Donald X. Vaccarino]] thought it important to include '''non-Attack cards that cause interaction between players''' as well. At an early stage of development non-Attack interaction was the theme of the "War" expansion that eventually was revised into [[Dark Ages]]; it ended up being a subtheme of [[Prosperity]], an expansion with relatively few Attack cards. But some such cards are present in each expansion.
  
Other than these core mechanics, there are other effects that cause interaction between players, including some that affect all players equally (like {{Ally|Family of Inventors}}), some that give minor benefits to other players (like {{Card|Council Room}}), some that concern resources that can be fought over (like [[Artifact]]s and many [[Landmark]]s), and [[Reaction]]s which can often be used in ''reaction'' to another player's doings.
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A few non-Attack interactive cards—most commonly {{Card|Masquerade}}, {{Card|Tribute}}, and {{Card|Possession}}—are occasionally mistaken for Attacks by new players, who expect to be able to use [[Reaction]] cards like {{Card|Moat}} to respond to them and are disappointed to learn that they can't. However, unlike Attack cards, using these cards on average neither benefits nor hurts the players they target, in the absence of very particular combos.
 
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The distinction between Attack-based and non-Attack interaction is somewhat fluid: On the one hand, there are effects that closely resemble attacks but are not (like {{Card|Haunted Castle}}), on the other hand, some Attack cards also have interactive effects beside their primary Attack effect, for example {{Card|Soothsayer}} (giving a minor bonus to another player), {{Card|Rogue}} (interacting with the [[trash]] that is accessible to both players), and {{Card|Black Cat}} which reacts to another player gaining a card to attack them.  
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== Non-Attack interactive cards ==
 
== Non-Attack interactive cards ==
Cards in ''italics'' have been [[removed]].
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Cards in italics have been [[Removed cards|removed]].
 
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=== Cards that give a small benefit to other players ===
 
=== Cards that give a small benefit to other players ===
 
* {{Card|Council Room}}
 
* {{Card|Council Room}}
 
* {{Card|Bishop}}
 
* {{Card|Bishop}}
 
* {{Card|Vault}}
 
* {{Card|Vault}}
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* {{Card|Duchess}}
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* {{Card|Embassy}}
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* {{Card|Messenger}}
 
* {{Card|Lost City}}
 
* {{Card|Lost City}}
 
* {{Card|Sacred Grove}}
 
* {{Card|Sacred Grove}}
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* {{Card|Governor}}
 
* {{Card|Governor}}
  
=== Cards that allow another player to make a decision ===
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=== Cards whose effects depend on another player's deck, turn, or hand ===
* {{Card|War Chest}}
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* ''{{Card|Tribute}}''
* {{Card|Advisor}}
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* {{Card|Smugglers}}
* {{Card|Envoy}}
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=== Effects that apply to all players ===
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Some cards have extra effects depending on the state of the supply which are sometimes highly important (such as with {{Card|City}}). Emptying supply piles thereby affects all players when they have access to these effects.
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* {{card|Poacher}}
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* {{Card|City}}
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* {{card|Animal Fair}}
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* {{card|Paddock}}
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* {{card|Carpenter}}
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* {{card|Territory}}
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* {{card|Search}}
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* {{Landmark|Tower}}
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* [[Command variant]]s that play cards from the supply (like {{Card|Band of Misfits}}) also depend on the supply because they can't play cards from empty piles.
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* {{Event|Salt the Earth}} can influence the supply without a player gaining a card.
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Similarly, the effects of {{Card|Forager}} and {{card|Necromancer}} depend on cards in the trash, so trashing cards affects all players, if those effects are available.
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* {{Event|Tax}} puts [[Debt]] tokens on a supply pile that affect whichever player is next to buy from that pile.
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* {{Ally|Family of Inventors}} makes a non-[[Victory]] Supply pile cheaper for all players
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* {{Card|Messenger}} can give out a useful or harmful card but all players gain a copy of the card.
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===Resources that can be fought over or taken away===
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Some effects can gain cards from the trash which is accessible to all players, so you can take cards from there for yourself and deny them to your opponent.
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* {{Card|Lurker}}
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* {{Card|Graverobber}}
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* {{Card|Treasurer}}
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* {{Card|Lich}}
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* {{card|Shaman}}
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[[Gathering]] cards can collect {{VP}} tokens over time which every player has the opportunity to take away:
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* {{Card|Farmers' Market}}
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* {{Card|Temple}}
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* {{card|Wild Hunt}}
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While not a Gathering effect, {{Landmark|Defiled Shrine}} works similarly.
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Some [[Landmark]]s come with a limited amount of {{VP}} tokens that can be fought over:
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* {{Landmark|Aqueduct}}
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* {{Landmark|Arena}}
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* {{Landmark|Baths}}
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* {{Landmark|Basilica}}
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* {{Landmark|Battlefield}}
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* {{Landmark|Colonnade}}
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* {{Landmark|Labyrinth}}
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* {{Landmark|Mountain Pass}}
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Some cards offer access to a unique instance of an effect - mostly [[Artifact]]s - which can be passed back and forth between players:
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* {{card|Fool}} with {{State|Lost in the Woods}}
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* {{card|Border Guard}} with {{Artifact|Horn}} and {{Artifact|Lantern}}
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* {{card|Flag Bearer}} with {{Artifact|Flag}}
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* {{card|Swashbuckler}} with {{Artifact|Treasure Chest}}
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* {{card|Treasurer}} with {{Artifact|Key}}
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=== Cards whose effects depend on another player's deck, hand, or play area ===
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* {{Card|Possession}}
 
* {{Card|Possession}}
 
* {{Card|Tournament}}
 
* {{Card|Tournament}}
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* {{Card|Fool's Gold}}
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* {{Card|Treasure Hunter}}
 
* {{card|Chariot Race}}
 
* {{card|Chariot Race}}
 
* {{Card|Gladiator}}
 
* {{Card|Gladiator}}
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* {{Card|Black Cat}}
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* {{Card|Sheepdog}}
 
* {{Card|Goatherd}}
 
* {{Card|Goatherd}}
* {{card|Tools}}
 
* {{Landmark|Keep}}
 
 
===Interactions with other players gaining cards===
 
* {{card|Monkey}}
 
* {{Card|Smugglers}}
 
* {{card|Pirate}}
 
* {{Card|Fool's Gold}}
 
* {{Card|Treasure Hunter}}
 
 
* {{Card|Falconer}}
 
* {{Card|Falconer}}
* {{Event|Invest}}
 
* {{card|Cutthroat}} ''is'' an Attack, but it has an interactive ability unrelated to its status as an Attack.
 
 
===Reactions===
 
Most [[Reaction]]s can trigger on the doings of another player.
 
 
=== Attack-like effects ===
 
These are not attacks but have interactive effects that are typically associated with attacks:
 
* {{Event|Raid}}
 
* {{Card|Haunted Castle}}
 
* {{Ally|Circle of Witches}}
 
* {{Card|Masquerade}}: each player passes a card to the next player.
 
* {{event|Maelstrom}}: each player trashes from their hand, which may be beneficial or harmful
 
 
{{Card|Possession}} is also often considered to be similar to an Attack.
 
 
===Removed===
 
* ''{{Card|Duchess}}''
 
* ''{{Card|Embassy}}''
 
* ''{{Card|Tribute}}''
 
* ''{{Card|Contraband}}''
 
* ''{{Card|Embargo}}''
 
* ''{{Card|Trade Route}}''
 
* ''{{Card|Ill-Gotten Gains}}''
 
* ''{{Card|Secret Chamber}}''
 
 
==Gallery==
 
=== Cards that give a small benefit to other players ===
 
{{CardImage|Bishop}}{{CardImage|Council Room}}{{CardImage|Governor}}{{CardImage|Lost City}}{{CardImage|Sacred Grove}}{{CardImage|Vault}}{{LandscapeImage|Bargain}}
 
  
 
=== Cards that allow another player to make a decision ===
 
=== Cards that allow another player to make a decision ===
{{CardImage|Advisor}}{{CardImage|Envoy}}{{CardImage|War Chest}}
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* {{Card|Contraband}}
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* {{Card|Advisor}}
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* {{Card|Envoy}}
  
=== Effects that apply to all players ===
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=== Cards that depend on a shared resource that all players can affect ===
{{CardImage|Animal Fair}}{{CardImage|Carpenter}}{{CardImage|City}}{{CardImage|Forager}}{{CardImage|Messenger}}{{CardImage|Necromancer}}{{CardImage|Paddock}}{{CardImage|Poacher}}{{CardImage|Territory}}{{LandscapeImage|Family of Inventors}}{{LandscapeImage|Salt the Earth}}{{LandscapeImage|Tax}}{{LandscapeImage|Tower}}
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* '''Supply piles:'''
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** {{card|Poacher}}
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** {{Card|City}}
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** {{Card|Trade Route}}
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** {{card|Band of Misfits}}
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** {{card|Captain}}
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** {{card|Overlord}}
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** {{card|Animal Fair}}
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** {{card|Paddock}}
  
===Resources that can be fought over or taken away===
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* [[Gathering]] cards:
{{CardImage|Border Guard}}{{CardImage|Farmers' Market}}{{CardImage|Flag Bearer}}{{CardImage|Fool}}{{CardImage|Graverobber}}{{CardImage|Lich}}{{CardImage|Lurker}}{{CardImage|Swashbuckler}}{{CardImage|Temple}}{{CardImage|Treasurer}}{{CardImage|Wild Hunt}}{{LandscapeImage|Aqueduct}}{{LandscapeImage|Arena}}{{LandscapeImage|Basilica}}{{LandscapeImage|Baths}}{{LandscapeImage|Battlefield}}{{LandscapeImage|Colonnade}}{{LandscapeImage|Labyrinth}}{{LandscapeImage|Mountain Pass}}
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** {{Card|Farmers' Market}}
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** {{Card|Temple}}
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** {{card|Wild Hunt}}
  
=== Cards whose effects depend on another player's deck or hand ===
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* '''The trash:'''
{{CardImage|Chariot Race}}{{CardImage|Gladiator}}{{CardImage|Goatherd}}{{CardImage|Possession}}{{CardImage|Tournament}}{{LandscapeImage|Keep}}
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** {{Card|Lurker}}
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** {{Card|Forager}}
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** {{Card|Graverobber}}
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** {{card|Necromancer}}
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** {{Card|Treasurer}}
  
===Interactions with other players gaining cards===
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A number of [[Landmark]]s have limited amounts of {{VP}} [[Victory token|tokens]] that players take from when they meet certain conditions.
{{CardImage|Falconer}}{{CardImage|Fool's Gold}}{{CardImage|Monkey}}{{CardImage|Pirate}}{{CardImage|Smugglers}}{{CardImage|Treasure Hunter}}{{LandscapeImage|Invest}}
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=== Attack-like effects ===
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=== Cards that change who controls a unique resource ===
{{CardImage|Haunted Castle}}{{CardImage|Masquerade}}{{LandscapeImage|Circle of Witches}}{{LandscapeImage|Raid}}
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* {{card|Fool}}
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* {{card|Border Guard}}
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* {{card|Flag Bearer}}
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* {{card|Swashbuckler}}
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* {{card|Treasurer}}
  
===Removed===
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=== Other interactive effects ===
{{CardImage|Contraband}}{{CardImage|Duchess}}{{CardImage|Embargo}}{{CardImage|Embassy}}{{CardImage|Ill-Gotten Gains}}{{CardImage|Secret Chamber}}{{CardImage|Trade Route}}{{CardImage|Tribute}}
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* {{Card|Masquerade}} swaps cards about between all players' hands.
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* {{Card|Embargo}} tokens affect all players equally once placed.
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* {{Landmark|Mountain Pass}} prompts a bidding event among all players after the first {{Card|Province}} has been gained.
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* {{Event|Tax}} puts [[Debt]] tokens on a supply pile that affect whichever player is next to buy from that pile.
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* {{event|Invest}} gives one player a bonus when another player gains a copy of a certain card
  
==Trivia==
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=== Fringe cases ===
Dominion is occasionally caricatured as "multi-player solitaire", in that in some circumstances it is possible for each player to independently build their own deck, with no direct interaction between different players' strategies and deck compositions. This tendency is mitigated, however, by the presence of cards that affect players other than their owners; this arguably makes the game more fun and strategic by keeping each player involved even during other players' turns. [[Attack]] cards are interactive in this way, but also tend to delay the game and are unpopular with some players; for this reason [[Donald X. Vaccarino]] thought it important to include '''non-Attack cards that cause interaction between players''' as well. At an early stage of development non-Attack interaction was the theme of the "War" expansion that eventually was revised into [[Dark Ages]]; it ended up being a subtheme of [[Prosperity]], an expansion with relatively few Attack cards. But some such cards are present in each expansion.
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* [[Fate]] and (non-Attack) [[Doom]] cards don't typically directly affect other players or the resources available to them, buy they do affect which Boons and Hexes are up next to be received.
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* The [[Reaction]] cards {{Card|Moat}}, ''{{Card|Secret Chamber}}'', {{Card|Diplomat}}, {{Card|Horse Traders}}, {{Card|Beggar}}, {{Card|Caravan Guard}} are interactive, but only in the presence of Attacks.
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* Other Reaction cards ({{Card|Watchtower}}, {{Card|Tunnel}}, {{Card|Trader}}, {{Card|Market Square}}, {{Card|Faithful Hound}}, {{Card|Sheepdog}}, and {{Card|Village Green}}), as well as many other cards, have effects that can be triggered on other players' turns by some Attacks or other interactive cards.
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* {{Card|Ill-Gotten Gains}}, {{Event|Raid}} and {{Card|Haunted Castle}} are interactive and aren't technically Attacks, but they fill the same function as Attacks do.
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* {{Card|Rogue}} ''is'' an Attack, but its gaining effect depends on the shared resource of the Trash in the same way Graverobber does.  Likewise {{Card|Skulk}}, {{Card|Tormentor}}, {{Card|Werewolf}}, and {{Card|Vampire}} affect the [[Hex]] pile by discarding its top card, but do so to Attack.
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* {{Card|Soothsayer}} and {{Card|Old Witch}} are Attacks, but also gives their victims a small benefit like Council Room and Governor.
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* {{Event|Salt the Earth}} trashes a card from the supply; this doesn't directly affect other players (barring cards that gain from the trash), but speeds up the tempo of the game.
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* {{Card|Idol}} either Attacks, or affects the [[Boon]] pile, but not both at the same time.
  
 
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