Night

Night is a card type that may be played during one's Night phase, which comes after one's Buy phase. Night cards have black frames and white text. During their Night phase, players may play any number of Night cards. Night cards are introduced in Nocturne.
Contents |
[edit] Overview
The ordinary vanilla bonuses that many Action cards provide are not useful in the Night phase, so Night cards have to benefit the player in other ways. They include Attacks, gainers, trashers, and Durations that provide benefits in the following turn's Action phase.
Most Night cards have their typing because their effects have to take place after your Buy phase: some care about cards you have in play or cards you've gained this turn, and several are gained directly to your hand so they can be played the turn they are bought. A couple, though, are Night cards purely for flavor reasons, such as Cobbler and Vampire. Either way, having a new type and a new phase to be played in has the following consequences:
- Night cards are usually not drawn dead, and are non-terminal.
- In general, there is no way to multiply a Night card with a Throne Room variant (the exception being calling Royal Carriage on Werewolf).
- Cards that care about specific types will not have their usual effects when dealing with Night cards, whether positive (e.g., Ironworks or Magpie) or negative (e.g., Rabble).
- Cards that care about specific phases (e.g., Villa) will not have their usual effects in the Night phase. Haunted Woods is particularly brutal, as it prevents you from playing any of your Night cards if you buy anything.
[edit] List of Night cards
- Guardian, Monastery
- Bat
- Changeling, Ghost Town, Night Watchman
- Devil's Workshop, Exorcist
- Ghost
- Cobbler, Crypt, Den of Sin, Vampire, Werewolf
- Raider
[edit] Official Rules
- Nocturne adds Night cards and the Night phase.
- In games using Night cards, the Night phase happens after the Buy phase - it goes, Action, Buy, Night, Clean-up.
- In your Night phase, you can play any number of Night cards.
[edit] Card gallery
[edit] Trivia
[edit] In other languages
- French: Nuit
- German: Nacht
- Russian: Ночь (pron. noch')
[edit] Preview
Nocturne has five themes, and there are five weekdays, so that's all going to work out neatly. Today: Night.
Night is a new phase. It comes after the Buy phase, and in it you can play any number of Night cards. That's all there is to it. We get right to the point here in Dominion-land.
[edit] Secret History
At first it wasn't clear what I'd get out of Night, and the first couple cards didn't do anything fancy with the idea. Then I hit on having them care about what happened in the turn. This lets you do really novel things that would otherwise be a lot more complicated; Horn of Plenty is an example among older cards. Later on Billy Martin suggested doing Night cards that went straight to your hand when you gained them; you could immediately play them. This was similar to a few cards already in the set, but sleeker and more worth doing more of. And then a bunch of Night cards ended up being Duration cards; that wasn't intended as a theme, but you are limited as to what's useful to get in the Night phase, and Night-Duration cards get around that.
For a while Night cards all said "(Night is after the Buy phase)" on them. You were going to have to look in the rulebook anyway to figure out Night cards, so in the end I dropped it.[edit] Will Night cards be used in future expansions?
[edit] Applications to past cards