|Type(s)||Action - Victory|
Great Hall is an Action-Victory card from the first edition of Intrigue. One of the simplest dual-type cards, it is a cantrip that is worth 1 but has no other effect.
It was removed from the second edition of Intrigue, being replaced by the more useful Mill.
- This is both an Action card and a Victory card.
- When you play it, you draw a card and may play another Action.
- At the end of the game, it's worth 1 , like an Estate.
- During set-up, place 12 Great Halls in the Supply for a 3- or 4-player game and 8 in the Supply for a 2-player game.
As a Victory card and cantrip, Great Hall provides a way to green while maintaining deck control. However, because it provides neither deck control nor payload, it contributes nothing to your deck’s performance in the vast majority of cases, and is typically only worth adding when you’re ready to start greening in the endgame, as otherwise there is the opportunity cost of the chance to build up your deck’s capabilities.
Great Hall becomes more appealing if the opportunity cost of gaining it is low, most often due to a Workshop variant, especially Ironworks and Groom which give extra benefits due to the dual-type nature of Great Hall. In the case of Groom, this can enable you to pursue a rush. More generally, if the opportunity cost is sufficiently low, it can be worth utilizing Great Hall for the following synergies:
- Cards that reward having dual-type cards, such as Ironmonger.
- Effects that rely on a high Action-density in your deck, such as Herald or Scrying Pool.
- Effects that synergize with cheap cantrips, especially bonus tokens.
- Effects that benefit from having Victory cards in your deck (such as Crossroads) or from gaining them (such as Battlefield).
| +1 Card
|Intrigue 1st Edition||July 2009|
Other language versions
Second Edition Removal
Mill is the replacement that does something.