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[[Image:Throne_Room.jpg|thumb|right|200px|[[Throne Room]], the archetype for this category.]] | [[Image:Throne_Room.jpg|thumb|right|200px|[[Throne Room]], the archetype for this category.]] | ||
− | A '''Throne Room variant''' is any card that allows you to play a single copy of an Action card multiple times. The archetypal example is {{Card|Throne Room}} from the [[Dominion (Base Set)|base set]], which plays an Action card twice. Throne Room variants | + | A '''Throne Room variant''' is any card that allows you to play a single copy of an Action card multiple times in the same turn. The archetypal example is {{Card|Throne Room}} from the [[Dominion (Base Set)|base set]], which plays an Action card twice. Throne Room variants are a sub-category of [[Village (card category)|villages]]. |
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Most Throne Room variants can be used on [[Duration]] cards and will stay in play until the Duration card is discarded. For example, if {{Card|Gear}} is played twice via Throne Room and the player chooses to set aside cards with Gear on either or both of the plays, both Gear and therefore also Throne Room will stay in play until the end of the following turn, but if the player does not choose to set any cards aside with Gear on either play, the Gear will be discarded from play at the end of the turn it was played and therefore so will the Throne Room. If Throne Room is used on {{Card|Hireling}}, which stays in play permanently, then the Throne Room will also stay in play permanently, and the player will receive +2 cards at the start of each turn. If a Throne Room variant is used to play another Throne Room variant twice and then play a Duration card each time, only the Throne Room variant that played the Duration card directly stays out; the first Throne Room variant does not. | Most Throne Room variants can be used on [[Duration]] cards and will stay in play until the Duration card is discarded. For example, if {{Card|Gear}} is played twice via Throne Room and the player chooses to set aside cards with Gear on either or both of the plays, both Gear and therefore also Throne Room will stay in play until the end of the following turn, but if the player does not choose to set any cards aside with Gear on either play, the Gear will be discarded from play at the end of the turn it was played and therefore so will the Throne Room. If Throne Room is used on {{Card|Hireling}}, which stays in play permanently, then the Throne Room will also stay in play permanently, and the player will receive +2 cards at the start of each turn. If a Throne Room variant is used to play another Throne Room variant twice and then play a Duration card each time, only the Throne Room variant that played the Duration card directly stays out; the first Throne Room variant does not. | ||
− | + | Some cards, such as {{Card|Goons}}, {{Card|Haggler}}, and {{Card|Groundskeeper}}, have "[[while in play]]" effects below the dividing line. These effects come not from ''playing'' the card, but from the card ''being in play''. While this distinction is immaterial in most contexts, it affects how these cards interact with Throne Room variants. Even if a card is played multiple times via a Throne Room variant, there will still only be one copy of the card in play, so Throne Room variants will not double the "while in play" effects of those cards. For example, if Throne Room is used on {{Card|Haggler}}, you will receive +{{Cost|2}} twice for a total of +{{Cost|4}}, but when you buy a card you will only be able to gain one copy of a cheaper card rather than two. | |
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− | + | == List of cards == | |
− | + | * {{Card|Throne Room}} - doubles an Action card | |
− | + | * {{Card|King's Court}} - triples an Action card | |
− | + | * {{Card|Procession}} - doubles an Action card, then [[remodeler|upgrades]] it | |
− | + | * {{Card|Disciple}} - doubles an Action card, then [[gain]]s a copy of it | |
+ | * {{Card|Royal Carriage}} - doubles an Action card, can be saved until needed, and more than one can be used on the same card | ||
+ | * {{Card|Crown}} - either doubles an Action card or doubles a Treasure | ||
+ | * {{Card|Ghost}} - [[Digging|digs]] for an Action card and doubles it on your next turn | ||
+ | * {{Project|Citadel}} - doubles the first Action card you play on your turn | ||
+ | * {{Card|Scepter}} - doubles an Action card during the Buy phase | ||
+ | * {{Card|Mastermind}} - triples an Action card on your next turn | ||
== Gallery == | == Gallery == | ||
− | {{CardImage|Crown}}{{CardImage|Disciple}}{{CardImage|Ghost}}{{CardImage|King's Court}}{{CardImage|Mastermind}}{{CardImage|Procession}}{{CardImage|Royal Carriage}}{{CardImage|Scepter | + | {{CardImage|Crown}}{{CardImage|Disciple}}{{CardImage|Ghost}}{{CardImage|King's Court}}{{CardImage|Mastermind}}{{CardImage|Procession}}{{CardImage|Royal Carriage}}{{CardImage|Scepter}}{{CardImage|Throne Room}}{{LandscapeImage|Citadel}} |
== Throne Room's Village Effect == | == Throne Room's Village Effect == | ||
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For a visualization, it can be helpful to imagine each chained Throne Room as branching off from the very first Throne Room that was played. Because you only need to expend an Action for the first Throne Room in the chain, a bigger chain that plays more Action cards is getting more Action card plays from a single Action spent. Two Throne Rooms chained together will ultimately result in four plays of non-Throne Room action cards while using up only one Action, a net of +3 Actions. Three chained Throne Rooms will play six cards for only one Action, a net of +5 Actions, and so on. | For a visualization, it can be helpful to imagine each chained Throne Room as branching off from the very first Throne Room that was played. Because you only need to expend an Action for the first Throne Room in the chain, a bigger chain that plays more Action cards is getting more Action card plays from a single Action spent. Two Throne Rooms chained together will ultimately result in four plays of non-Throne Room action cards while using up only one Action, a net of +3 Actions. Three chained Throne Rooms will play six cards for only one Action, a net of +5 Actions, and so on. | ||
− | [[ | + | [[File:ChainedThroneRooms.PNG|950px]] |
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+ | Some exceptions exist in which chaining Throne Rooms together is not the optimal play. If +Action is abundant enough that running out of Actions is not a worry (e.g. because of {{Card|Champion}} or {{Card|Academy}}), then there will be little reason to chain Throne Rooms together. In these cases, holding off on playing Throne Rooms to give oneself more choice over which Action card to use them on may be the better play. | ||
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== King's Court's Draw Effect == | == King's Court's Draw Effect == | ||
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Throne Room variants’ flexibility also helps in maintaining a balance between the number of [[Village (card category)|villages]] and [[Terminal|terminal action cards]] in one’s deck. One can alternate between using the Throne Room on villages, [[Cantrip|cantrips]], and terminal action cards depending on the number of villages and terminals in the deck. For instance, if on turn 5 your deck has a cantrip, a Throne Room, and a terminal action card, then you can use the Throne Room on the terminal to play it twice; if you add a second terminal to the deck, then on turn 6 you can use the Throne Room on the cantrip to ensure you have enough actions to play each terminal once. | Throne Room variants’ flexibility also helps in maintaining a balance between the number of [[Village (card category)|villages]] and [[Terminal|terminal action cards]] in one’s deck. One can alternate between using the Throne Room on villages, [[Cantrip|cantrips]], and terminal action cards depending on the number of villages and terminals in the deck. For instance, if on turn 5 your deck has a cantrip, a Throne Room, and a terminal action card, then you can use the Throne Room on the terminal to play it twice; if you add a second terminal to the deck, then on turn 6 you can use the Throne Room on the cantrip to ensure you have enough actions to play each terminal once. | ||
− | Throne Room variants synergize with some | + | Throne Room variants synergize with some one-shot cards that trash themselves or return themselves to the supply (e.g. {{Card|Horse}}, {{Card|Experiment}}, or {{Card|Tragic Hero}}). These cards often give a strong but fleeting effect counter-balanced by the fact that you lose the card once it is used, but playing them via a Throne Room variant allows you to eke extra plays out of a single copy of the card. |
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+ | This synergy does not hold for every one-shot card. Many (such as {{Card|Mining Village}}, {{Card|Wish}}, or {{Card|Prince}}) use restrictive wording—generally with the words “if you did” or “to”—that prevent the card from activating a second time by making the effect conditional on the card actually being trashed, returned to the supply, or set aside. Throne Room anti-synergizes with these cards because playing the card a second time will have little or no effect. | ||
− | + | Lastly, Throne Room variants also synergize poorly with cards whose main benefits come from below-the-line “while in play” abilities, such as {{Card|Goons}}, {{Card|Highway}}, or {{Card|Haggler}}. Even if such cards are played twice only one copy of the card is in play, so Throne Room will fail to double the below-the-line effects. | |
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{{Navbox card categories}} | {{Navbox card categories}} | ||
[[Category:Terminality]] | [[Category:Terminality]] |