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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 can function as a type of [[Village (card category)|village]].  
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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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== List of cards ==
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* {{Card|Throne Room}} - double-plays an Action card
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* {{Card|King's Court}} - triple-plays an Action card
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* {{Card|Procession}} - double-plays an Action card, then [[remodeler|upgrades]] it
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* {{Card|Disciple}} - double-plays an Action card, then [[gain]]s a copy of it
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* {{Card|Royal Carriage}} - replays an Action card after-the-fact, can be saved until needed, and more than one can be used on the same card
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* {{Card|Crown}} - either double-plays an Action card or double-plays a [[Treasure]]
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* {{card|Coronet}} - double-plays an Action ''and'' a Treasure
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* {{Card|Ghost}} - [[Digging|digs]] for an Action card and double-plays it on your next turn
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* {{Project|Citadel}} - replays the first Action card you play on your turn
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* {{Card|Scepter}} - replays an Action card after-the-fact during the Buy phase, more than one can be used on the same card
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* {{Card|Mastermind}} - triple-plays an Action card on your next turn
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* {{card|Specialist}} - gives you a choice of replaying the Action card or gaining a copy of it; also works on Treasures
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* {{card|Flagship}} - replays the next Action card you play after it
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* {{trait|Reckless}} - replays a specific Action or Treasure every time you play it, but returns it to the Supply after doing so
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=== Related Effects ===
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* {{card|Royal Galley}} - plays the same Action card once now and once on your next turn
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* {{card|Elder}} - a fringe case: if the Action card you play asks you to "choose one" of several options, Elder allows you to choose two, but it doesn't double other features of the card
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* {{card|First Mate}} - doesn't let you pay the same Action card multiple times, but lets you play multiple copies of the same Action card.
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* {{card|Prince}} - plays the same Action card every turn for the rest of the game
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* {{card|Counterfeit}}, {{card|King's Cache}}, and {{card|Tiara}} can only replay Treasure cards. This is superficially similar to Throne Room variants that double-play Actions, and is subject to the same rules; but the implications are different because Action plays are limited and Treasure plays aren't.
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== Rules ==
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When you use a Throne Room variant to play the same card multiple times, you fully resolve the card's instructions each time, one after another; you don't just double the card's abilities. For instance, using {{card|Throne Room}} on {{card|Warehouse}} makes you draw three cards, then discard three cards, then draw three more cards and discard three more cards; you don't draw six and then discard six. If you replay a card that gives a choice between multiple effects, such as {{card|Steward}}, you may choose the same or different effects each time you play it.
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If playing a card sets up abilities that take effect later in the turn, or on a future turn, playing the card multiple times will allow those abilities to take effect twice as well. For instance, playing {{card|Scheme}} during your Action phase allows you to top-deck an Action card during your Clean-up phase; playing the same Scheme twice allows you to top-deck two Action cards.
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Some cards' abilities may have no further effects if played multiple times. For instance, {{card|Militia}} makes opponents discard down to 3 cards in hand. If you play the Militia a second time due to {{card|Throne Room}}, under most circumstances your opponents already have only 3 cards in hand, so this clause has no further effect on them. This doesn't stop other abilities of the card from taking effect (such as the +{{cost|2}} from Militia), unless the card is worded in such a way to make one effect contingent on the other.
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=== Duration cards ===
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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.
  
=== Cards that leave play ===
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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.
  
Throne Room variants are a special exception to the rule that a card can't be played if the [[stop-moving rule]] prevents it from entering the [[in play|play area]]. If you use a Throne Room variant on a card that removes itself from the play area, such as {{card|Horse}}, the card still gets played a second time; it doesn't return to the play area, but its abilities still activate as usual. However, abilities that are contingent on the card moving itself somewhere else, such as those of {{card|Mining Village}} or {{card|Madman}}, can only activate once; the card has already moved to where it's going and doesn't move itself a second time.
 
  
(Certain specific Throne Room variants, such as {{card|Royal Carriage}}, are worded in such a way that they can't be used on cards that leave the play area; but the above applies in general to Throne Room variants that don't stipulate that.)
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== List of cards ==
 
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* {{Card|Throne Room}} - doubles an Action card
=== While-in-play ===
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* {{Card|King's Court}} - triples an Action card
 
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* {{Card|Procession}} - doubles an Action card, then [[remodeler|upgrades]] it
In the past there were a number of cards, such as {{Card|Goons}}, {{Card|Haggler|oi=2}}, and {{Card|Groundskeeper|oi=1}}, that had "[[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 affected 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. This fact is generally no longer relevant, because most of the affected cards have been [[removed]] or have received [[2022 Errata|errata]] that changes their effects to happen whenever the card is played.
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* {{Card|Disciple}} - doubles an Action card, then [[gain]]s a copy of it
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* {{Card|Royal Carriage}} - doubles an Action card, can be saved until needed, and more than one can be used on the same card
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* {{Card|Crown}} - either doubles an Action card or doubles a Treasure
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* {{Card|Ghost}} - [[Digging|digs]] for an Action card and doubles it on your next turn
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* {{Project|Citadel}} - doubles the first Action card you play on your turn
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* {{Card|Scepter}} - doubles an Action card during the Buy phase
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* {{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|Specialist}}{{CardImage|Throne Room}}{{LandscapeImage|Citadel}}
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{{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.
  
[[Image:ChainedThroneRooms.PNG|thumb|center|900px|When you opt to chain them together, Throne Rooms allow you to play an equal number of Action cards using fewer total Actions remaining.]]
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[[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.
  
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 {{Project|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.
 
  
 
== 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 [[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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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.
  
This synergy does not hold for every one-shot card. Many (such as {{Card|Mining Village}}, {{Card|Wish}}, or the early version of {{Card|Prince|oi=2}}) use restrictive wording—generally with the words “if you did” or “to”—that prevent an ability from activating a second time by making it 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.
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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.
  
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|oi=2}} (prior version), or {{Card|Haggler|oi=2}} (prior version). 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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[[Category:Terminality]]
 
[[Category:Terminality]]

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