Throne Room variant

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(List of Throne Room variants)
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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 causes multiple plays of other cards: either playing one card multiple times, or playing multiple different cards once each. Normally, playing an [[Action]] card costs an Action, but being played by a Throne Room variant has no such requirement.  The multiplying power of these cards makes them very useful in [[engine|engines]], and some of them can even be a substitute for [[Village (card category)|villages]]. Throne Room variants can be used on [[Duration]] cards, but if they are required for tracking purposes (such as if they multiply the Duration card's effect), they must be left out until your next turn as well, which can sometimes cause them to miss your reshuffle. However, a higher level Throne Room variant multiplying the one multiplying the Duration does ''not'' have to be left out.
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A '''Throne Room variant''' is any card that plays another card a second time or more (like {{Card|Throne Room}}), or plays multiple cards once each. Throne Room variants that play Actions are sometimes called '''pseudo-villages''', and can often be a substitute for [[Village (card category)|villages]]. The defining feature of Throne Room variants is their potential to be more than the sum of their parts. For example, after playing a {{Card|Village}} and another {{Card|Village}} you have 3 Actions; after playing a {{Card|Throne Room}} and a {{Card|Village}} you have 4 Actions. This multiplicative power makes them useful in [[engine]]s. Throne Room variants often have a name referencing royalty.
  
One of the distinguishing features of Throne Room variants is that they can create different outcomes than if you had just played the relevant other cards the relevant number of times; e.g. playing two {{Card|Village|Villages}} will leave you with 3 Actions, but playing two Villages with Golem will leave you with 4 Actions.
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Playing an [[Action]] card normally uses up an Action play for the turn, but playing an Action card via {{Card|Throne Room}} does not. Most Throne Room variants can be used on [[Duration]] cards, but stay in play until the Duration card is discarded, which reduces how often you can play them, and may cause them to miss your [[reshuffle]]. If you use a Throne Room variant to play a Throne Room variant twice, playing 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.
  
Throne Room variants that play Actions are sometimes called '''pseudo-villages'''.  Throne Room variants often have a name referencing royalty.
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== List of cards ==
 
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== List of Throne Room variants ==
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* {{Card|Throne Room}} - archetype, doubles an Action
 
* {{Card|Throne Room}} - archetype, doubles an Action
* {{Card|Golem}} - [[Digging|digs for]] and plays two Actions
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* {{Card|Golem}} - [[Digging|digs]] for and plays two Actions
 
* {{Card|King's Court}} - triples an Action
 
* {{Card|King's Court}} - triples an Action
 
* {{Card|Procession}} - doubles an Action, then {{Card|Upgrade|Upgrades}} it
 
* {{Card|Procession}} - doubles an Action, then {{Card|Upgrade|Upgrades}} it
* {{Card|Counterfeit}} - doubles a [[Treasure]], then [[trash|trashes]] it
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* {{Card|Counterfeit}} - doubles a [[Treasure]], then [[trash]]es it
* {{Card|Disciple}} - doubles an Action, then [[gainer|gains]] a copy of it
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* {{Card|Disciple}} - doubles an Action, then [[gain]]s a copy of it
 
* {{Card|Royal Carriage}} - can be saved until needed, and more than one can be used on the same card
 
* {{Card|Royal Carriage}} - can be saved until needed, and more than one can be used on the same card
* {{Card|Crown}} - either doubles an Action, or doubles a Treasure, depending on what phase of your turn you're in
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* {{Card|Crown}} - either doubles an Action or doubles a Treasure, depending on what phase of your turn you're in
* {{card|Ghost}} - [[digging|digs]] for an Action and doubles it on your next turn
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* {{Card|Ghost}} - [[Digging|digs]] for an Action and doubles it on your next turn
* {{Project|Citadel}} - doubles the first Action you play on each of your turns
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* {{Project|Citadel}} - replays the first Action you play during your turns
* {{card|Scepter}} - replays during the Buy phase an Action that you have in play
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* {{Card|Scepter}} - replays during the Buy phase an Action that you have in play
* {{card|Mastermind}} - triples an Action on your next turn
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* {{Card|Mastermind}} - triples an Action on your next turn
* {{card|Captain}} - plays one cheap non-Duration Action from the [[Supply]] now, and one next turn
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* {{Card|Captain}} - plays one cheap non-Duration Action from the [[Supply]] now, and one next turn
 
* {{Card|Prince}} - [[One-shot]] that plays a set-aside, inexpensive Action at the start of every turn (does not normally work on [[Duration|Durations]] or [[Reserve]] cards)
 
* {{Card|Prince}} - [[One-shot]] that plays a set-aside, inexpensive Action at the start of every turn (does not normally work on [[Duration|Durations]] or [[Reserve]] cards)
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== Gallery ==
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{{CardImage|Captain}}{{CardImage|Counterfeit}}{{CardImage|Crown}}{{CardImage|Disciple}}{{CardImage|Ghost}}{{CardImage|Golem}}{{CardImage|King's Court}}{{CardImage|Mastermind}}{{CardImage|Prince}}{{CardImage|Procession}}{{CardImage|Royal Carriage}}{{CardImage|Scepter}}{{CardImage|Throne Room}}{{LandscapeImage|Citadel}}
  
 
== Strategy ==
 
== Strategy ==
The multiplying effect of Throne Room variants is most useful on cards you are less likely to have many copies of, either by being expensive, or having low availability (e.g., being a [[Prize]]). King's Court is aptly named here, as its unique ability to triple an effect makes it very useful even on more mundane cards. Using Throne Room variants on other Throne Room variants (Prince and, to an extent, Golem don't work here) can also form the core of an engine, up to even replacing villages, though be careful when using Procession for this, as you may find yourself running out of Processions! For example, King's Court on another King's Court allows you to play three Actions three times. Whereas a single King's Court on a [[terminal draw]] card might leave you with a bunch of Actions you can't do anything with, if you played another King's Court first, you now have two more chances to triple cards, and if either of them give at least +1 Action (or is another King's Court), your engine can continue to trundle along afterwards. Once you get to your Buy phase, it's usually better to not do this with Counterfeit; since you can play any number of Treasures, the only benefit to Counterfeiting another Counterfeit is an extra {{Cost|1}} and +Buy, which is usually not worth the cost of trashing the moderately expensive Counterfeit.
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The multiplying effect of Throne Room variants is most useful on cards you are less likely to have many copies of, either by being expensive, or having low availability (e.g., being a [[Prize]]). King's Court is aptly named here, as its unique ability to triple an effect makes it very useful even on more mundane cards. Using Throne Room variants on other Throne Room variants (Prince and, to an extent, Golem don't work here) can also form the core of an engine, up to even replacing villages, though be careful when using Procession for this, as you may find yourself running out of Processions! For example, King's Court on another King's Court allows you to play three Actions three times. Whereas a single King's Court on a [[terminal draw]] card might leave you with a bunch of Actions you can't do anything with, if you played another King's Court first, you now have two more chances to triple cards, and if either of them give at least +1 Action (or is another King's Court), your engine can continue to trundle along afterwards. Once you get to your Buy phase, it's usually better to not do this with Counterfeit; since you can play any number of Treasures, the only benefit to Counterfeiting another Counterfeit is an extra {{Cost|1}} and +Buy, which is usually not worth the cost of trashing the moderately expensive Counterfeit.
  
Since the effect of playing another Action card does not cost an Action, if a [[cantrip]] (or any other card that gives +1 Action) is played, your remaining Actions can actually increase, rather than remaining the same. For example, playing King's Court on a {{Card|Peddler}} will leave you with 3 cards drawn, +{{Cost|3}}, and 3 Actions remaining; if you had just played three Peddlers in a row, you would only have 1 Action remaining. This makes engines much more viable in Kingdoms without villages.
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Since the effect of playing another Action card does not cost an Action, if a [[cantrip]] (or any other card that gives +1 Action) is played, your remaining Actions can actually increase, rather than remaining the same. For example, playing King's Court on a {{Card|Peddler}} will leave you with 3 cards drawn, +{{Cost|3}}, and 3 Actions remaining; if you had just played three Peddlers in a row, you would only have 1 Action remaining. This makes engines much more viable in Kingdoms without villages.
  
Bear in mind that certain effects are ''not'' multiplied when their card is. Any card with a "while in play" clause will not have that effect multiplied; for example, {{Card|Bridge|Bridge's}} [[cost reduction]] can be multiplied, whereas {{Card|Highway|Highway's}} cannot. Also, any [[one-shot]] with an "if you do" clause referring to its removal from your deck will not be able to be multiplied. {{Card|Feast}} does not possess such a clause, and is typically much better in games with Throne Room variants.
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Bear in mind that certain effects are ''not'' multiplied when their card is. Any card with a "while in play" clause will not have that effect multiplied; for example, {{Card|Bridge|Bridge's}} [[cost reduction]] can be multiplied, whereas {{Card|Highway|Highway's}} cannot. Also, any [[one-shot]] with an "if you do" clause referring to its removal from your deck will not be able to be multiplied. {{Card|Feast}} does not possess such a clause, and is typically much better in games with Throne Room variants.
  
 
The danger of Throne Room variants is that they can be [[dead]] cards if they don't line up in the same hand with another Action to play. Thus, adding a Throne Room to a [[Big Money]] deck with only a few Action cards is unlikely to actually let you double-play those few Actions very often; they need decks with a relatively high density of Action cards.
 
The danger of Throne Room variants is that they can be [[dead]] cards if they don't line up in the same hand with another Action to play. Thus, adding a Throne Room to a [[Big Money]] deck with only a few Action cards is unlikely to actually let you double-play those few Actions very often; they need decks with a relatively high density of Action cards.

Revision as of 18:43, 7 April 2020

Throne Room, the archetype for this category.

A Throne Room variant is any card that plays another card a second time or more (like Throne RoomThrone Room.jpg), or plays multiple cards once each. Throne Room variants that play Actions are sometimes called pseudo-villages, and can often be a substitute for villages. The defining feature of Throne Room variants is their potential to be more than the sum of their parts. For example, after playing a VillageVillage.jpg and another VillageVillage.jpg you have 3 Actions; after playing a Throne RoomThrone Room.jpg and a VillageVillage.jpg you have 4 Actions. This multiplicative power makes them useful in engines. Throne Room variants often have a name referencing royalty.

Playing an Action card normally uses up an Action play for the turn, but playing an Action card via Throne RoomThrone Room.jpg does not. Most Throne Room variants can be used on Duration cards, but stay in play until the Duration card is discarded, which reduces how often you can play them, and may cause them to miss your reshuffle. If you use a Throne Room variant to play a Throne Room variant twice, playing 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.

List of cards

  • Throne RoomThrone Room.jpg - archetype, doubles an Action
  • GolemGolem.jpg - digs for and plays two Actions
  • King's CourtKing's Court.jpg - triples an Action
  • ProcessionProcession.jpg - doubles an Action, then UpgradesUpgrade.jpg it
  • CounterfeitCounterfeit.jpg - doubles a Treasure, then trashes it
  • DiscipleDisciple.jpg - doubles an Action, then gains a copy of it
  • Royal CarriageRoyal Carriage.jpg - can be saved until needed, and more than one can be used on the same card
  • CrownCrown.jpg - either doubles an Action or doubles a Treasure, depending on what phase of your turn you're in
  • GhostGhost.jpg - digs for an Action and doubles it on your next turn
  • CitadelCitadel.jpg - replays the first Action you play during your turns
  • ScepterScepter.jpg - replays during the Buy phase an Action that you have in play
  • MastermindMastermind.jpg - triples an Action on your next turn
  • CaptainCaptain.jpg - plays one cheap non-Duration Action from the Supply now, and one next turn
  • PrincePrince.jpg - One-shot that plays a set-aside, inexpensive Action at the start of every turn (does not normally work on Durations or Reserve cards)

Gallery

Captain.jpgCounterfeit.jpgCrown.jpgDisciple.jpgGhost.jpgGolem.jpgKing's Court.jpgMastermind.jpgPrince.jpgProcession.jpgRoyal Carriage.jpgScepter.jpgThrone Room.jpgCitadel.jpg

Strategy

The multiplying effect of Throne Room variants is most useful on cards you are less likely to have many copies of, either by being expensive, or having low availability (e.g., being a Prize). King's Court is aptly named here, as its unique ability to triple an effect makes it very useful even on more mundane cards. Using Throne Room variants on other Throne Room variants (Prince and, to an extent, Golem don't work here) can also form the core of an engine, up to even replacing villages, though be careful when using Procession for this, as you may find yourself running out of Processions! For example, King's Court on another King's Court allows you to play three Actions three times. Whereas a single King's Court on a terminal draw card might leave you with a bunch of Actions you can't do anything with, if you played another King's Court first, you now have two more chances to triple cards, and if either of them give at least +1 Action (or is another King's Court), your engine can continue to trundle along afterwards. Once you get to your Buy phase, it's usually better to not do this with Counterfeit; since you can play any number of Treasures, the only benefit to Counterfeiting another Counterfeit is an extra $1 and +Buy, which is usually not worth the cost of trashing the moderately expensive Counterfeit.

Since the effect of playing another Action card does not cost an Action, if a cantrip (or any other card that gives +1 Action) is played, your remaining Actions can actually increase, rather than remaining the same. For example, playing King's Court on a PeddlerPeddler.jpg will leave you with 3 cards drawn, +$3, and 3 Actions remaining; if you had just played three Peddlers in a row, you would only have 1 Action remaining. This makes engines much more viable in Kingdoms without villages.

Bear in mind that certain effects are not multiplied when their card is. Any card with a "while in play" clause will not have that effect multiplied; for example, Bridge'sBridge.jpg cost reduction can be multiplied, whereas Highway'sHighway.jpg cannot. Also, any one-shot with an "if you do" clause referring to its removal from your deck will not be able to be multiplied. FeastFeast.jpg does not possess such a clause, and is typically much better in games with Throne Room variants.

The danger of Throne Room variants is that they can be dead cards if they don't line up in the same hand with another Action to play. Thus, adding a Throne Room to a Big Money deck with only a few Action cards is unlikely to actually let you double-play those few Actions very often; they need decks with a relatively high density of Action cards.


Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn
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