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|After the game ends, there's an extra round of turns just for players with this.|
Fleet is a Project from Renaissance. It lets you take an extra turn after the game would normally end. Since Fleet does nothing until the game is over, it is usually purchased during endgame greening.
 Official FAQ
- The extra turns go in order starting with the next player after the one that just took a turn.
- Other extra turns, such as from Outpost (in Seaside) can happen in-between those turns; however after the last extra turn due to Fleet, no other extra turns can happen (since e.g. Outpost does not keep the game going after it ends).
- Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet.
- If the game end conditions are no longer met after Fleet turns, the game is still over.
 Other rules clarifications
- If no players have bought Fleet, the game ends before any extra turns happen from e.g. Outpost, Possession, Mission, or Seize the Day.
- Fleet doesn't create extra turns; it creates an extra round of turns. This means that if you have Fleet and then get Possessed on what would be the last turn of the game, you cannot take your Fleet turn before the Possession turn.
- If during your Fleet turn, you play Possession and make the next player buy Fleet for themselves, they do not get a turn with Fleet.
- If you end the game and take an extra turn in the same turn, and another player has Fleet, you will get your extra turn. During that turn, if you buy Fleet, you will not get a Fleet turn.
 English versions
|After the game ends, there's an extra round of turns just for players with this.||November 2018|
 Other language versions
 Secret History
This started and ended at, but went up to in the middle. I messed with the wording so that the turn order would be natural.
 Further development comments
Fleet was an idea I had and then I tried it out and well you know it was iffy, but some people liked it and there it is. I can go further and say, it was inspired by a similar idea I'd had for Kingdom Builder, the silos in the 4th expansion. Could I do something like that for Dominion? I could and it was Fleet.
The cards can't have computer code on them; that game is unplayable. They try to do well enough for most situations, and there's a rulebook that tries to cover other questions that will come up. Maybe there was a better wording for Fleet; we put work into it and that was the best we had. I could have not done Fleet; it's the 12th expansion, I need to still do new things that excite people, Fleet seemed worth doing.
Inheritance has way too much text; that reason alone would prevent it from existing as a new card. It's not a benchmark of what's permissible. Space was actually an issue on some Projects; they had to fit in the big font or they didn't get to exist. In some cases you may wish to argue, that a particular Project should have therefore not existed.
There is in general a war between understandable wordings and precise wordings. Which wording is more precise, the most precise wording, or the easiest to understand? Which wording is easiest to understand, the easiest to understand wording, or the most precise one? You can't maximize two variables. So I mean, there is actually a good argument for not always going with the unambiguous wording.I am looking at Fleet; I am not getting upset over this wording. Yes people are confused about how it interacts with e.g. Outpost; that's the kind of thing I no longer try to answer right on the card, and the rulebook covers it.