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[[Image:Piazza.jpg|thumb|right|320px|[[Piazza]], a Project.]]
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[[Image:Citadel.jpg|thumb|right|320px|[[Citadel]], a Project.]]
  
'''Projects''', introduced in {{Set|Renaissance}}, are permanent, buyable effects not attached to cards. Players can buy Projects during their [[Buy phase]] whenever they might instead buy a card or [[Event]]; if a player buys a Project, its bonus or special effect is activated for them for the rest of the game. When a player buys a Project, they put a [[Token#Wooden cubes|wooden cube]] of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.
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'''Projects''', introduced in [[Renaissance]], are special, permanent, buyable effects not attached to cards. Players can buy Projects during their [[Buy phase]] whenever they might instead buy a card or [[Event]]; if a player buys a Project, its bonus or special effect is activated for them for the rest of the game. When a player buys a Project, they put a [[Token#Wooden cubes|wooden cube]] of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.
  
 
Projects are not [[Kingdom]] cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the [[Supply]] includes. In fact, Projects are not considered "cards" at all; any text referring to a "card" does not apply to Projects. However, the Project effects and costs are printed on cards in a landscape orientation with pink frames.
 
Projects are not [[Kingdom]] cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the [[Supply]] includes. In fact, Projects are not considered "cards" at all; any text referring to a "card" does not apply to Projects. However, the Project effects and costs are printed on cards in a landscape orientation with pink frames.
  
There are 20 Projects, any number of which may be used in a game of Dominion, though [[Donald X.]] recommends not using more than two total Projects, [[Event]]s, [[Landmark]]s, [[Way]]s and [[Trait]]s. When choosing a random Kingdom, the Projects may be shuffled into the [[randomizer]] deck or a separate [[sideways card]] deck.
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There are 20 Projects, any number of which may be used in a game of Dominion, though the rulebook recommends not using more than two total Events, [[Landmark]]s, and Projects. When choosing a random Kingdom, the Projects may be shuffled into the [[randomizer]] deck or a separate [[sideways card]] deck.
  
 
== List of Projects ==
 
== List of Projects ==
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* {{Cost|6}} {{project|Barracks}}, {{project|Crop Rotation}}, {{Project|Innovation}}
 
* {{Cost|6}} {{project|Barracks}}, {{project|Crop Rotation}}, {{Project|Innovation}}
 
* {{cost|7}} {{project|Canal}}
 
* {{cost|7}} {{project|Canal}}
* {{Cost|8}} {{Project|Citadel}}<br>&nbsp;
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* {{Cost|8}} {{Project|Citadel}}
  
 
== Official Rules ==
 
== Official Rules ==
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* Paying for a Project is not "buying a [[card]]"; it is not [[Cost reduction|made cheaper]] by cards like {{Card|Inventor}}, and does not matter for cards like {{Project|Exploration}}.
 
* Paying for a Project is not "buying a [[card]]"; it is not [[Cost reduction|made cheaper]] by cards like {{Card|Inventor}}, and does not matter for cards like {{Project|Exploration}}.
 
* You cannot pay for a Project while you have [[debt]] (from {{Set|Empires}}).
 
* You cannot pay for a Project while you have [[debt]] (from {{Set|Empires}}).
 
== Card gallery ==
 
{{LandscapeImage|Academy}}{{LandscapeImage|Barracks}}{{LandscapeImage|Canal}}{{LandscapeImage|Capitalism}}{{LandscapeImage|Cathedral}}{{LandscapeImage|Citadel}}{{LandscapeImage|City Gate}}{{LandscapeImage|Crop Rotation}}{{LandscapeImage|Exploration}}{{LandscapeImage|Fair}}{{LandscapeImage|Fleet}}{{LandscapeImage|Guildhall}}{{LandscapeImage|Innovation}}{{LandscapeImage|Pageant}}{{LandscapeImage|Piazza}}{{LandscapeImage|Road Network}}{{LandscapeImage|Sewers}}{{LandscapeImage|Silos}}{{LandscapeImage|Sinister Plot}}{{LandscapeImage|Star Chart}}
 
  
 
== Trivia ==
 
== Trivia ==
 
=== In other languages ===
 
=== In other languages ===
{| class="wikitable" style="text-align:center;"
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* German: Projekt
! Language !! Name !! Print !! Text
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|-
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!Dutch
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| Project|| {{LandscapeLangVersionImage|Dutch|n=ProjectBack}} || Project
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|-
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!German
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| Projekt || ||
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|-
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!Spanish
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| Proyecto || {{LandscapeLangVersionImage|Spanish|n=ProjectBack}} || Proyecto
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|}
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=== Preview ===
 
=== Preview ===
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  |Source=[http://forum.dominionstrategy.com/index.php?topic=19025 Renaissance Previews #5: Fair, Silos, Citadel, Star Chart, Sewers, Innovation]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=19025 Renaissance Previews #5: Fair, Silos, Citadel, Star Chart, Sewers, Innovation]
 
}}
 
}}
=== Secret History ===
 
{{Quote
 
|Text=Initially I did two things with States: I had ones that one player could have, and ones that every player got a copy of. The ones that every player got could turn over; one side would have a rule that let you upgrade it. We liked these a lot.
 
  
The other two-sided States, they were good times, but did not go well with the idea of a simpler expansion. Here, read this extra card, now turn it over. They turned into Projects: you pay to put a cube on a card, and now you have that ability. This is not only simpler - no second side to read, no text to explain how to upgrade it - it also means only one card per Project, rather than six (for six players) per two-sided State. So I could fit way more of them into the set, hooray.
 
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=19203.0 The Secret History of Dominion: Renaissance]
 
}}
 
=== Why can't you buy the same Project twice? ===
 
{{Quote|
 
Text=
 
Originally they were states and each player got a copy. So there was no thought of letting you have two of one then; it would have been 6 more cards per state. When they turned into projects, I just kept them at one per player. But I immediately tried a card that let you place a second token on a project, and it was a dud.
 
 
In general I like to let people get multiple copies of an ability. It's the same number of rules - people are used to games not letting them have two of the same ability, so you have to spell out that they can. It generates more extreme situations and I like that. It does sometimes limit what you can do - the card phrasings have to all make sense, and it's bad if lots of abilities are now so strong with two copies that you have to cost them for that and then they suck at one copy. Here I didn't really consider it beyond that card. I didn't want to give you more cubes; sure you could have two cubes and be able to go up to two somewhere, but it would have felt like, wouldn't it be more fun to have four cubes. I wanted simplicity; this way I dodged any explanations of "what if you have two of this" (Nefarious didn't get "this twist copies the other twist" because the publisher didn't like the rules questions and phrasing changes that created). But it was not much on my mind.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg779975#msg779975 Interview with Donald X.]
 
}}
 
 
{{Navbox Renaissance}}
 
{{Navbox Renaissance}}
 
{{Navbox card types}}
 
{{Navbox card types}}
 
[[Category:Renaissance]]
 
[[Category:Renaissance]]
 
[[Category:Non-card types]]
 
[[Category:Non-card types]]

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