Project

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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''', 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, for reference, the Project effects and costs are printed on cards in a landscape orientation with pink frames.
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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 the rulebook recommends not using more than two total Events, Landmarks, and Projects. When choosing a random Kingdom, the Projects may be shuffled into the [[randomizer]] deck or a separate [[sideways card]] deck.
+
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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== Trivia ==
 
== Trivia ==
 
=== In other languages ===
 
=== In other languages ===
* TBA
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* German: Projekt
 +
 
 
=== Preview ===
 
=== Preview ===
 
{{Quote|Text=Projects are abilities everyone can have. They go in your [[randomizer]] deck or special [[Sideways card|sideways]] deck, like [[Event]]s and [[Landmark]]s. You only play with 2 max between these and Events and Landmarks, unless you prefer to have more, I can't stop you. Each player gets two [[Tokens#Wooden cubes|wooden cube]]s, that's right we've at last moved into wood, and if you buy a Project - using a buy in your [[Buy phase]] - you put one of your unused cubes on it and then have that ability for the rest of the game. You only get two cubes, even if you preferred having more than two Projects out at once. Everyone can put a cube on the same Project, there's room for all. There are twenty Projects.
 
{{Quote|Text=Projects are abilities everyone can have. They go in your [[randomizer]] deck or special [[Sideways card|sideways]] deck, like [[Event]]s and [[Landmark]]s. You only play with 2 max between these and Events and Landmarks, unless you prefer to have more, I can't stop you. Each player gets two [[Tokens#Wooden cubes|wooden cube]]s, that's right we've at last moved into wood, and if you buy a Project - using a buy in your [[Buy phase]] - you put one of your unused cubes on it and then have that ability for the rest of the game. You only get two cubes, even if you preferred having more than two Projects out at once. Everyone can put a cube on the same Project, there's room for all. There are twenty Projects.
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
  |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]]
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|Source=[http://forum.dominionstrategy.com/index.php?topic=19203.0 The Secret History of Dominion: Renaissance]
 
}}
 
}}
  

Revision as of 07:14, 26 September 2020

Citadel, a Project.

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 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.

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, Landmarks, and Projects. When choosing a random Kingdom, the Projects may be shuffled into the randomizer deck or a separate sideways card deck.

Contents

List of Projects

Official Rules

  • Project cards are abilities that players may buy.
  • You buy a Project in your Buy phase; it uses up a Buy, and costs a certain amount of $, indicated on each Project in the corner.
  • When buying a Project, place one of your cubes on it.
  • For the rest of the game, you have that ability.
  • For example when FairFair.jpg is in the game, you can pay $4 to put a cube on it; then for the rest of the game you will get +1 Buy on each of your turns.
  • Normally there should be no more than two Projects in a game. If there are more, you still only get to place two cubes.
  • You cannot place two cubes on the same Project.
  • You cannot remove a cube from a Project once you have placed it.
  • Any number of players can have the same Project ability at once.
  • Paying for a Project is not "buying a card"; it is not made cheaper by cards like InventorInventor.jpg, and does not matter for cards like ExplorationExploration.jpg.
  • You cannot pay for a Project while you have debt (from EmpiresEmpires.jpg).

Trivia

In other languages

  • German: Projekt

Preview

Projects are abilities everyone can have. They go in your randomizer deck or special sideways deck, like Events and Landmarks. You only play with 2 max between these and Events and Landmarks, unless you prefer to have more, I can't stop you. Each player gets two wooden cubes, that's right we've at last moved into wood, and if you buy a Project - using a buy in your Buy phase - you put one of your unused cubes on it and then have that ability for the rest of the game. You only get two cubes, even if you preferred having more than two Projects out at once. Everyone can put a cube on the same Project, there's room for all. There are twenty Projects.


Secret history

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.


Cards $2 Border GuardBorder Guard.jpg (HornHorn.jpgLanternLantern.jpg) • DucatDucat.jpgLackeysLackeys.jpg $3 Acting TroupeActing Troupe.jpgCargo ShipCargo Ship.jpgExperimentExperiment.jpgImproveImprove.jpg $4 Flag BearerFlag Bearer.jpg (FlagFlag.jpg) • HideoutHideout.jpgInventorInventor.jpgMountain VillageMountain Village.jpgPatronPatron.jpgPriestPriest.jpgResearchResearch.jpgSilk MerchantSilk Merchant.jpg $5 Old WitchOld Witch.jpgRecruiterRecruiter.jpgScepterScepter.jpgScholarScholar.jpgSculptorSculptor.jpgSeerSeer.jpgSpicesSpices.jpgSwashbucklerSwashbuckler.jpg (Treasure ChestTreasure Chest.jpg) • TreasurerTreasurer.jpg (KeyKey.jpg) • VillainVillain.jpg
Projects $3 CathedralCathedral.jpgCity GateCity Gate.jpgPageantPageant.jpgSewersSewers.jpgStar ChartStar Chart.jpg $4 ExplorationExploration.jpgFairFair.jpgSilosSilos.jpgSinister PlotSinister Plot.jpg $5 AcademyAcademy.jpgCapitalismCapitalism.jpgFleetFleet.jpgGuildhallGuildhall.jpgPiazzaPiazza.jpgRoad NetworkRoad Network.jpg $6 BarracksBarracks.jpgCrop RotationCrop Rotation.jpgInnovationInnovation.jpg $7 CanalCanal.jpg $8 CitadelCitadel.jpg
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