Summon
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Summon | |
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Info | |
Cost | |
Type | Event |
Set |
Promo![]() |
Illustrator(s) | Marco Morte |
Event text | |
Gain an Action card costing up to | . Set it aside. If you did, then at the start of your next turn, play it.
Summon is a promotional Event. It lets the buyer gain a cheap Action card and play it immediately at the start of their next turn.
Contents |
[edit] FAQ
[edit] Official FAQ
- When you buy this, you gain an Action card costing up to Supply and set it aside face up. from the
- If you did set it aside, then at the start of your next turn, play that Action card. This doesn't use up your default Action for the turn.
- In order to remember to play the card on your next turn, you may want to turn it sideways or diagonally, turning it right side up when you play it.
- If you move the Action card after you gain it but before you set it aside (e.g. by putting it on top of your deck with Watchtower from Dominion: Prosperity), then Summon will "lose track" of it and be unable to set it aside; in that case you will not play it at the start of your next turn.
- If you use Summon to gain a Nomad Camp (from Dominion: Hinterlands), Summon will know to find the Nomad Camp on your deck, so you will set it aside in that case (unless you have moved it elsewhere via another ability).
[edit] Other Rules clarifications
- The Summoned card is discarded during your Clean-up phase once its effects are resolved like a typical Action card, as it has been brought into play by the effect of Summon.
- If you are being Possessed, and the player to your right tells you to Summon a card, they gain the card, which does not get set aside, nor played at the start of their turn, instead staying in their discard pile.
- If you Summon a Hireling, you will draw a card when you play it, since it will still be the start of your turn.
- Summon will also fail to move a card if it moves away, and then moves back to the same place. For example, if you gain an Experiment, exile it to Gatekeeper, then gain the second Experiment and discard the first Experiment from Exile, Summon will still fail to set aside the Experiment, even though it's still in your discard pile.
[edit] Strategy
There is no strategy article for Summon yet, as it has only recently been released! Plese share your ideas on the forum!
[edit] Synergies and Combos
[edit] Antisynergies
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
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Gain an Action card costing up to | . Set it aside. If you do, then at the start of your next turn, play it.Summon 1st Edition | November 2015 |
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Gain an Action card costing up to | . Set it aside. If you did, then at the start of your next turn, play it.Summon 2nd Edition | February 2017 |
[edit] Other language versions
[edit] Trivia
Summon was revealed in an advertisement for the German edition of Adventures, which mentioned the Event's inclusion if you bought the expansion. In any language, Summon was supposed to be sold in a package that includes an updated version of Pathfinding where the art actually fills the entire space available for it on the card, but the updated Pathfinding was not ready by the time Summon was up for publication. For a time it was included in Empires during that set's playtesting, but ultimately was removed and became a promotional card. It was designed by playtester LastFootnote, who also wrote the official FAQ.
[edit] Art
[edit] Secret History
Playtester Matt Engel, aka LastFootnote, is a big designer of homemade cards. I said, do you want to make this promo? He said meh. A bad day. He did end up making it and trying to sell me on its virtues. It all worked out.
His initial premise was, "+1 Buy. Set aside the next Action card you buy this turn. At the start of your next turn, play it." I moved the buy into the functionality - "You may buy an Action card..." I initially was more interested in immediately playing the card, rather than next turn, but that turned out to be a dud.
Playtester Stef Meijer determined that "buy an action, play it next turn" was broken at . It turns out you should just do it every turn. I fixed that by changing it to "Gain an Action card costing up to ." Or if you prefer, that direction meant the card didn't need a prohibitive price. It still conservatively cost at first, but we weren't buying it all that much and Matt pushed for it to go down to . It seemed fine at and there it is. It's even better than the original on 's, but you probably want some cards costing at some point.
It has an unusual wording to deal with some of the weird things that can happen in Dominion. There are various ways for the card to vanish (e.g. Watchtower), so to make sure you have the physical card around to tell you what to do next turn, it gets set aside and then makes sure it was.[edit] Retrospective
Summon could have changed the gain-destination of the card to set-aside-land, rather than gaining it and setting it aside. That would be way more wordy and confusing, just to improve a small number of interactions.
Summon could not exist. There, now are you happy?