Inspiring
From DominionStrategy Wiki
Inspiring | |
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Info | |
Type | Trait |
Set |
Plunder![]() |
Illustrator(s) | Brian Brinlee |
Trait text | |
After playing an Inspiring card on your turn, you may play an Action from your hand that you don't have a copy of in play. |
Inspiring is a Trait from Plunder. If you play a card with this trait, you get to play an extra Action afterwards, as long as it's one you don't already have a copy of in play.
Contents |
[edit] FAQ
[edit] Official FAQ
- When you play an Inspiring card, after resolving it, you can play an Action card from your hand, provided that you don't have a copy of that card in play.
- Duration cards that you played on previous turns that are still in play, are in play; cards that have left play somehow, like a Mining Village (from Intrigue) trashing itself, are not in play.
- An Inspiring card can sometimes play a different Inspiring card (when Inspiring is on a split pile, like those in Empires and Allies), but can't normally play another copy of itself.
[edit] Other rules clarifications
[edit] Strategy
Inspiring is a trait that rewards card diversity, vaguely like Menagerie, but its effect is both less finicky and less dramatic. The reward is modest, only a free action, but in the case where it can be activated reliably, it allows a terminal inpiring card to act as non-terminal, and can allow a +1 Action non-terminal inspiring card to function like a village. This can sometimes make an engine strategy viable on a board where there otherwise wouldn't be enough +Action to make it happen.
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
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After playing an Inspiring card on your turn, you may play an Action from your hand that you don't have a copy of in play. | Plunder | December 2022 |
[edit] Other language versions
[edit] Trivia
[edit] Secret History
Unchanged. Suggested by Matt. Other +1 Action Traits had failed