Samurai
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Samurai | |
---|---|
Info | |
Cost | |
Type(s) | Action - Duration - Attack |
Kingdom card? | Yes |
Set | Rising Sun |
Illustrator(s) | Marco Primo |
Card text | |
Each other player discards down to 3 cards in hand (once). At the start of each of your turns this game, + . (This stays in play) |
Samurai is an Action–Duration–Attack card from Rising Sun. It is a discard attack that you can only play once, but once you've played it, it gives you + every turn for the rest of the game.
FAQ
Official FAQ
- When you play a Samurai, each other player discards down to 3 cards in hand. After that the Samurai stays in play, and produces + at the start of each of your turns for the rest of the game. It doesn't make players discard again.
Versions
English Version
Digital | Text | Notes | Release | Date | |
---|---|---|---|---|---|
Each other player discards down to 3 cards in hand (once). At the start of each of your turns this game, + . (This stays in play) |
Rising Sun | August 2024 |
Other language versions
Language | Name | Digital | Text | Notes | |
---|---|---|---|---|---|
German | Samurai | Jeder Mitspieler legt seine Handkarten bis auf 3 ab (einmalig). Zu Beginn jedes deiner Züge bis zum Spielende: + . (Diese Karte bleibt im Spiel.) |
Trivia
Secret History
Another of those names that had to somehow be in the set. I never had a great fit for the flavor. The first attempt trashed a Reaction with Rice on top, that was a Moat. I mean that's fitting for the name anyway. Then it got "other players only draw 4 cards for their next hand" as the attack, which lasted a while, with + next turn and also Setup adding an Event that you could only use if you had a Samurai. Trying to piggyback off of what Ninja was doing at the time. The Event part wasn't great and turned into, if you've gained a Victory card this game, +1 Action. Then cantrip. Then, okay, just cantrip all the time. Oops now it was too strong. And it cost debt and this was being a problem too. Then I had one that had the gimmick of, it only worked every other turn. If you had another Samurai in play, it gained an Action (a cute thing when there are expensive debt cards), otherwise it did the + next turn and attack. It had a certain charm when it didn't seem broken. But then the attack, you know it's okay, but Relic is the good version of it, this version has poor timing for remembering it irl. I play Samurai; it's not doing anything until your clean-up. You take your turn. In clean-up you're shuffling... well I don't have to wait for this, I take my turn. I may finish my turn and even be shuffling the Samurai into my deck, before you finally have to remember to draw 4 cards instead of 5. It's not great. So... I tried giving out debt as an attack, because people cling to that, that thing that Bridge Troll does except it uses another token somehow. A debt attack it turns out is super bad to do, because it's cumulative with Bridge Troll and Highwayman and Militias, so we can say knock you down to 3 cards and then give you a debt and also a -$1 token and you are just not getting turns. It's more like "time to quit Dominion" than it is "time to flip the table." So anyway. Not that. I had a couple versions of debt attack, including "other players with no get + ," which is just like Bridge Troll but already too much, again since it's cumulative with Bridge Troll. And some different forms I tried otherwise, that tried to preserve the Action-gaining or do some other fun thing. And easily my favorite was the final card. It only attacks once ever; that's different. And well + Hireling has been waiting patiently to finally be a card. And it's more like a Samurai than the other things I tried; it does a little fighting, then hangs around at home. It cost for a while before I bumped it up to , after losing to Samurai stacks too many times.
+ card opponents discarded from play. Then a Wording
It's always great to include text that helps players actually understand the card. I thought we could do without "this stays in play"; we could not.