King's Court

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King's Court
Info
Cost $7
Type(s) Action
Kingdom card? Yes
Set Prosperity
Illustrator(s) Dennis Lohausen
Card text
You may play an Action card from your hand three times.

King's Court is an Action card from Prosperity. When played, it gives you the opportunity to play another Action card from your hand three times, like a better Throne Room. A few King's Courts can supercharge any engine and often enables huge game-ending turns. It is widely considered to be one of the strongest cards available in the game.

FAQ

Official FAQ

  • This is similar to Throne Room, but plays the Action three times rather than twice.
  • Playing an Action card from your hand is optional.
  • If you do play one, you resolve it completely, then play it a second time, then play it a third time.
  • You cannot play other cards in-between (unless told to by the card, such as with King's Court itself).
  • Playing Action cards with King's Court is just like playing Action cards normally, except it does not use up Action plays for the turn.
  • For example if you start a turn by playing King's Court on Village, you would draw a card, get +2 Actions, draw another card, get +2 Actions again, draw a 3rd card, and get +2 Actions again, leaving you with 6 Actions.
  • If you King's Court a King's Court, you may play an Action card three times, then may play another Action card three times, then may play a 3rd Action card three times; you do not play one Action card nine times.

Strategy

King’s Court is one of the strongest cards in the game, for a relatively simple reason: playing powerful cards once is impactful, double-playing as with other Throne Room variants is very strong, and triple-playing those same cards is even stronger. Even more so than other Throne Room variants, King’s Court functions as amplification of other cards and a very effective village.

King’s Court’s first strength is the efficiency of triple-playing: doing so allows you to have fewer copies of the triple-played card in your deck for the same effect, and lessens the need for draw. A notable example is a hand of two King’s Courts and three Bridges, which is effectively able to play Bridge nine times and thus easily enable you to buy all eight Provinces. An equivalent turn using Throne Room would need many draw cards, at least five Throne Rooms, and two more copies of Bridge to achieve the same outcome.

King’s Court's second strength is that it functions as a very strong village. It does this in the same way other Throne Room variants do, by allowing you to get multiple plays of other Action cards while spending only a single Action playing the King's Court itself. King's Court effectively nets you +2 Actions on top of any benefits from the Action card it plays. If you play King’s Court on a non-terminal Action such as a Lurker, you end up with net +2 Actions to continue your turn. Similarly, playing King’s Court on a terminal card such as Monument effectively allows you to play three terminals.

King’s Court’s third strength is that it can act as draw. This is possible because King's Court takes up less space in your hand than the cards it is replacing. For example, using King's Court on Laboratory draws six cards total, the same as playing three Laboratories, but the net effect is +4 to your hand size rather than +3 because it only uses up two cards from your hand rather than three. This draw effect is most notable when King’s Court is used with cantrips. Cantrips on their own are draw-neutral—no matter how many you play, your hand size will not increase. However, triple-playing a cantrip card such as Harbinger with King's Court does function as draw: this combination draws three cards, despite taking up only two spaces in hand, so the result is to increase your hand size by one. This effect clearly distinguishes King's Court from most other Throne Room variants, as using those to double-play a cantrip does not increase your hand size.

King’s Court’s fourth and greatest strength lies in the explosive nature of chains of this card. King’s Courting a King’s Court allows you to triple-play three cards, a dramatic increase compared to Throne Rooming a Throne Room, which only allows you to double-play two cards. This chaining additionally amplifies the draw and village effects that you would get from an unchained King’s Court play. Furthermore, for every additional King’s Court added to this chain you can triple-play another three cards, whereas for every Throne Room added you can only play another two cards. In this scaling comparison (3N-1 versus 2N-1, where N is the number of King’s Courts/Throne Rooms respectively in the chain) it’s easy to see how a chain of King’s Courts can easily triple-play every card in your deck. This often leads to situations where you have lots of excess King’s Court plays. In Kingdoms with gainers, it’s often possible to make use of these in powerful gain and play loops. As an example, with each tripled King’s Court in the chain you might use your three triple-plays to:

  1. play a King’s Court, continuing the chain;
  2. play a gainer such as Develop to get another King’s Court, a draw card, another copy of the gainer itself, and/or additional payload (in this case, likely to serve as fodder for Develop in the next iteration of the loop);
  3. play a draw card to draw everything just gained and begin the next loop iteration.

While fully self-perpetuating loops are uncommon and require setup, gainers generally synergize very well with King’s Court as they can provide the raw Actions to be triple-played, and often allow you to threaten a rapid pileout.

Given how expensive King’s Court is and how reliant it is on collision with desirable Action cards, it’s usually best to add King’s Court in the midgame, after some deck control has been established and you have good cards to triple-play. Later, adding King’s Courts is often the most cost-effective way of improving your deck, as adding one King’s Court is somewhat comparable to adding two more copies of another Action card you already have, or four more copies if you’re able to play it as part of a King’s Court chain.

Versions

English versions

Print Digital Text Release Date
King's Court King's Court from Goko/Making Fun You may choose an Action card in your hand. Play it three times. Prosperity October 2010
King's Court King's Court from Shuffle iT You may play an Action card from your hand three times. Prosperity (2016 printing) February 2017

Other language versions

Language Name Print Digital Text Notes
Chinese 王宮 你可以從手中打出一張行動卡,並執行三次效果。
Czech Královský dvůr
Dutch Koningshof Dutch language King's Court Je mag een actiekaart uit je hand kiezen. Speel deze driemaal.
Finnish Kuninkaan Hovi
French Cour du Roi
German Königshof German language King's Court 2010 by HiG Wähle eine Aktionskarte aus deiner
Hand. Spiele diese Aktionskarte
dreimal aus.
translation error:
omitted "You may..."
(2010)
Königshof German language King's Court 2016 by ASS Du darfst eine Aktionskarte aus deiner
Hand dreimal ausspielen.
(2016)
Königshof German language King's Court 2021 from Shuffle iT Du darfst eine Aktionskarte aus
deiner Hand dreimal spielen.
(Nachdruck 2021)
Italian Corte (lit. court)
Japanese 宮廷 (pron. kyūtei, lit. imperial court) 手札のアクションカード1枚を3度使用してもよい。
Polish Rada królewska
(lit. royal council)
Polish language King's Court Możesz wybrać kartę Akcji z ręki. Zagraj ją trzy razy.
Russian Королевский Суд
(pron. korolyevskiy sud)
Spanish Corte Real

Trivia

Official card art.

Preview

There are actually cards that aren't ridiculous combos with King's Court. Counting House for example - you can only get all of the Coppers from your discard pile so many times. Mostly, King's Court something and you're on top of the world. King's Court + Mountebank means +$6 and everyone else gains six cards they don't want. That's a good one to start with. King's Court + Possession is good if you've got a 5-hour game coming up after this and want to make sure your opponent will be a good sport and stay in for the duration, no matter how badly things go for them.

Secret History

Originally it cost $5, then $6. Of course Throne Room originally cost $3. King's Court got "you may" at the last minute. Throne Room should say "you may," because what if you want to play it for some reason (making Peddler cheaper for example) but don't want to play the only other action in your hand (a card-trasher of some kind say)? The card doesn't keep you honest, like (most) other cards do. And "you may" is a lot less text than "or reveals a hand with no actions," which would also look weird. Anyway it's too late for Throne Room. Should King's Court match Throne Room, or have the fix? It matched until near the end. Man, why not use the fix? That's what I think.

Should this cost debt?

No! Probably not. Maybe it would work out; I haven't done any testing there. I guess the one thing you can say is, it's cheating, it lets me retest the card and cost it differently, so it will come out better. But you know if D had been in Prosperity, I don't imagine it would have made the difference for King's Court.


Cards $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Combos and Counters Bishop/FortressCounting House/Travelling FairGolden deck
Other concepts Victory tokens
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute $6 Harem
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)