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Some card types dictate how cards are used in terms of the basic rules of the game: for instance, the rules stipulate that cards of type [[Treasure]] may be freely played during the [[gameplay#buy phase|Buy phase]] of a player's turn, and cards of type [[Duration]] are subject to special rules that do not apply to other cards regarding when they are discarded from the play area. Other types have no special rules associated with them, and only exist so that other cards' abilities can refer to them collectively. For instance, cards of type [[Spirit]] share that type because the card {{card|Exorcist}} can be used to gain any of them, and the existence of the type allows Exorcist to be worded more compactly.
 
Some card types dictate how cards are used in terms of the basic rules of the game: for instance, the rules stipulate that cards of type [[Treasure]] may be freely played during the [[gameplay#buy phase|Buy phase]] of a player's turn, and cards of type [[Duration]] are subject to special rules that do not apply to other cards regarding when they are discarded from the play area. Other types have no special rules associated with them, and only exist so that other cards' abilities can refer to them collectively. For instance, cards of type [[Spirit]] share that type because the card {{card|Exorcist}} can be used to gain any of them, and the existence of the type allows Exorcist to be worded more compactly.
  
Cards with multiple types have membership in all of them for all purposes. For instance, {{Card|Harem}} is a [[Treasure]]–[[Victory]] card; cards that have a special interaction with Treasure cards, such as {{Card|Mine}}, and cards that have a special interaction with [[Victory]] cards, such as {{Card|Crossroads}}, will both respond to Harem. Three cards, {{card|Courtier}}, {{card|Falconer}}, and {{card|Maroon}}, have abilities that are sensitive to how ''many'' types another card possesses.
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Cards with multiple types have membership in all of them for all purposes. For instance, {{Card|Harem}} is a [[Treasure]]–[[Victory]] card; cards that have a special interaction with Treasure cards, such as {{Card|Mine}}, and cards that have a special interaction with [[Victory]] cards, such as {{Card|Crossroads}}, will both respond to Harem. Two cards, {{card|Courtier}} and {{card|Falconer}}, have abilities that are sensitive to how ''many'' types another card possesses.
  
A card is not a member of types that are not listed on the bottom banner of the card, even if they have abilities that resemble those of cards of that type. For instance, {{Card|Masquerade}} can be used to put undesirable cards into an opponent's deck, or to remove desirable cards from it, but it is not an [[Attack]] card because it does not have "Attack" listed at the bottom of the card. However, there are a few abilities that can change cards' types for gameplay purposes: {{event|Inheritance}} causes [[Estate]]s (normally just a Victory card) to also be [[Action]]s and [[Command]]s; {{project|Capitalism}} causes some Action cards to also be Treasures; and {{card|Charlatan}} causes {{card|Curse}}s to also be Treasures.
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A card is not a member of types that are not listed on the bottom banner of the card, even if they have abilities that resemble those of cards of that type. For instance, {{Card|Masquerade}} can be used to put undesirable cards into an opponent's deck, or to remove desirable cards from it, but it is not an [[Attack]] card because it does not have "Attack" listed at the bottom of the card. However, there are a few abilities that can change cards' types for gameplay purposes: {{event|Inheritance}} causes [[Estate]]s (normally just a Victory card) to also be [[Action]]s; {{project|Capitalism}} causes some Action cards to also be Treasures; and {{card|Charlatan}} causes {{card|Curse}}s to also be Treasures.
  
 
Many card types are associated with a specific color; on cards of a given type, the background frame surrounding the card art and text are tinted in the appropriate color. Cards with certain combinations of types have two colors.
 
Many card types are associated with a specific color; on cards of a given type, the background frame surrounding the card art and text are tinted in the appropriate color. Cards with certain combinations of types have two colors.
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Cards of these four types occur in all or almost all games of Dominion, and can appear as the only type on a card.
 
Cards of these four types occur in all or almost all games of Dominion, and can appear as the only type on a card.
  
* '''[[Action]]'''. Action cards may be played during the [[gameplay#action phase|Action phase]] of a player's turn. A player may play only one Action card unless some effect provides them with "+ Actions". Action cards may have a variety of different effects when played. The majority of [[Kingdom]] cards are Actions, but not all, so it is possible to play a game of Dominion with no Action cards (the probability of this happening by chance is on the order of 10<sup>–9</sup>).  Action cards have white frames unless they are also Reactions, Durations, Ruins, or Reserves. Most Action card [[Kingdom]] piles contain 10 cards, though there are a few exceptions to this principle.
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* '''[[Action]]'''. Action cards may be played during the [[gameplay#action phase|Action phase]] of a player's turn. A player may play only one Action card unless some effect provides them with "+ Actions". Action cards may have a variety of different effects when played. The majority of [[Kingdom]] cards are Actions, but not all, so it is possible to play a game of Dominion with no Action cards (the probability of this happening by chance is on the order of 10<sup>–10</sup>).  Action cards have white frames unless they are also Reactions, Durations, Ruins, or Reserves. Most Action card [[Kingdom]] piles contain 10 cards, though there are a few exceptions to this principle.
 
* '''[[Treasure]]'''. Treasure cards may be played during the [[gameplay#buy phase|Buy phase]] of a player's turn. A player may play any number of Treasure cards one at a time, in any order. There are a handful of Kingdom cards that can allow Treasures to be played during a player's Action phase. Most Treasure cards provide some amount of {{Cost}}, and many have other effects when played. All games of Dominion include the [[basic cards|basic]] Treasure cards: {{Card|Copper}}, {{Card|Silver}}, and {{Card|Gold}}. Other basic Treasures are added under certain circumstances, and some Kingdom cards are Treasures as well. Treasure cards have yellow frames. Most Kingdom Treasure card piles contain 10 cards.
 
* '''[[Treasure]]'''. Treasure cards may be played during the [[gameplay#buy phase|Buy phase]] of a player's turn. A player may play any number of Treasure cards one at a time, in any order. There are a handful of Kingdom cards that can allow Treasures to be played during a player's Action phase. Most Treasure cards provide some amount of {{Cost}}, and many have other effects when played. All games of Dominion include the [[basic cards|basic]] Treasure cards: {{Card|Copper}}, {{Card|Silver}}, and {{Card|Gold}}. Other basic Treasures are added under certain circumstances, and some Kingdom cards are Treasures as well. Treasure cards have yellow frames. Most Kingdom Treasure card piles contain 10 cards.
 
* '''[[Victory]]'''. Victory cards are usually worth {{VP}} at the end of the game to a player who has them. All games of Dominion include the basic Victory cards {{Card|Estate}}, {{Card|Duchy}}, and {{Card|Province}}. An additional basic Victory card, {{Card|Colony}}, may be included in games using Kingdom cards from [[Prosperity]], and some Kingdom cards are Victory cards as well. Victory cards have green frames. All Victory card piles contain 8 cards in a 2-player game and 12 in a 3- or 4-player game.
 
* '''[[Victory]]'''. Victory cards are usually worth {{VP}} at the end of the game to a player who has them. All games of Dominion include the basic Victory cards {{Card|Estate}}, {{Card|Duchy}}, and {{Card|Province}}. An additional basic Victory card, {{Card|Colony}}, may be included in games using Kingdom cards from [[Prosperity]], and some Kingdom cards are Victory cards as well. Victory cards have green frames. All Victory card piles contain 8 cards in a 2-player game and 12 in a 3- or 4-player game.
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* '''[[Duration]]'''. Duration cards have effects that often last beyond the turn they are played; they are not discarded from play until the [[gameplay#clean up|Clean-up phase]] of the last turn on which they do something. Duration cards were introduced in [[Seaside]], and appear in later expansions beginning with [[Adventures]]. They have orange frames.
 
* '''[[Duration]]'''. Duration cards have effects that often last beyond the turn they are played; they are not discarded from play until the [[gameplay#clean up|Clean-up phase]] of the last turn on which they do something. Duration cards were introduced in [[Seaside]], and appear in later expansions beginning with [[Adventures]]. They have orange frames.
 
* '''[[Reaction]]'''. Reaction cards have effects that are triggered at unusual times or when the card is in a location not visible to all players (such as its owner's hand). When a Reaction card is triggered, on any turn including the owner's own turn, the owner may reveal it and carry out whatever abilities it has. Reaction cards appear in most expansions, and have blue frames.
 
* '''[[Reaction]]'''. Reaction cards have effects that are triggered at unusual times or when the card is in a location not visible to all players (such as its owner's hand). When a Reaction card is triggered, on any turn including the owner's own turn, the owner may reveal it and carry out whatever abilities it has. Reaction cards appear in most expansions, and have blue frames.
* '''[[Command]]'''. Command cards are a small number of Action cards that can cause other Action cards to be played without moving them. They are not associated with a color. The type was introduced as part of the [[Dominion 2019 Errata and Rules Tweaks‎|2019 rules tweaks]], and attached to a handful of cards that had been introduced earlier. It is used to stop these cards from playing each other in order to avoid infinite loops.
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* '''[[Command]]'''. Command cards play a non-Command Action card from the [[Supply]] or from the player's set-aside area, leaving it there. They are not associated with a color. The type was introduced as part of the [[Dominion 2019 Errata and Rules Tweaks‎|2019 rules tweaks]], and attached to a handful of cards that had been introduced earlier. It is used to stop these cards from playing each other in order to avoid infinite loops.
  
 
Examples:
 
Examples:
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* '''[[Gathering]]'''. Gathering cards collect {{VP}} [[Victory token|token]]s on their Supply piles, which can be taken after a certain condition is met. Gathering cards appear in Empires.
 
* '''[[Gathering]]'''. Gathering cards collect {{VP}} [[Victory token|token]]s on their Supply piles, which can be taken after a certain condition is met. Gathering cards appear in Empires.
* '''[[Loot]]'''. Loot cards are a pile of [[non-Supply]] Treasure cards costing {{cost|7*}} that can be gained by a variety of effects. The pile of Loot cards is shuffled face-down, so players do not know the order in which the Loot will be gained. Loot cards appear in {{set|Plunder}}.
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* '''[[Prize]]'''. Prizes are [[non-Supply]] cards that may be gained only as an effect of playing {{Card|Tournament}}. Prizes appear in [[Cornucopia]].
* '''[[Reward]]'''. Rewards are non-Supply cards that may be gained only as an effect of playing {{Card|Joust}}. Rewards appear in the [[second edition]] of [[Cornucopia & Guilds]].
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** '''[[Prize]]'''. Prizes are the [[removed]] equivalent to Rewards from the first edition of [[Cornucopia]], linked to the removed card {{card|Tournament}}.
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* '''[[Spirit]]'''. Spirits are non-Supply cards that can be gained by {{Card|Exorcist}} and a few other effects. They appear in Nocturne.
 
* '''[[Spirit]]'''. Spirits are non-Supply cards that can be gained by {{Card|Exorcist}} and a few other effects. They appear in Nocturne.
 
* '''[[Traveller]]'''. Travellers, when discarded from play, can be [[exchange]]d for stronger cards. Travellers appear in Adventures and, though they are not associated with a color, they are marked with a large arrow behind the card text.
 
* '''[[Traveller]]'''. Travellers, when discarded from play, can be [[exchange]]d for stronger cards. Travellers appear in Adventures and, though they are not associated with a color, they are marked with a large arrow behind the card text.
 
* '''[[Zombie]]'''. Zombies are cards that start in the [[trash]] when {{Card|Necromancer}} is being used. They appear in Nocturne.
 
* '''[[Zombie]]'''. Zombies are cards that start in the [[trash]] when {{Card|Necromancer}} is being used. They appear in Nocturne.
 
 
====Examples====
 
====Examples====
  
{{CardImage|King's Castle}}{{CardImage|Cursed Village}}{{CardImage|Druid}}{{CardImage|Farmers' Market}}{{CardImage|Haunted Mirror}}{{CardImage|Dame Anna}}{{CardImage|Death Cart}}{{CardImage|Monastery}}{{CardImage|Bag of Gold}}{{CardImage|Guide}}{{CardImage|Survivors}}{{CardImage|Necropolis}}{{CardImage|Will-o'-Wisp}}{{CardImage|Hero}}{{CardImage|Zombie Apprentice}}{{CardImage|Spell Scroll}}{{CardImage|Hammer}}
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{{CardImage|King's Castle}}{{CardImage|Cursed Village}}{{CardImage|Druid}}{{CardImage|Farmers' Market}}{{CardImage|Haunted Mirror}}{{CardImage|Dame Anna}}{{CardImage|Death Cart}}{{CardImage|Monastery}}{{CardImage|Bag of Gold}}{{CardImage|Guide}}{{CardImage|Survivors}}{{CardImage|Necropolis}}{{CardImage|Will-o'-Wisp}}{{CardImage|Hero}}{{CardImage|Zombie Apprentice}}
  
 
=== Non-card types ===
 
=== Non-card types ===
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* '''[[Ally]]'''. There are 23 different Allies that determine what the function of [[Favor]] tokens is in a given game. [[Liaison]] cards cause one Ally to be chosen at the start of the game. Allies appear in the {{set|Allies}} expansion and have beige frames.  
 
* '''[[Ally]]'''. There are 23 different Allies that determine what the function of [[Favor]] tokens is in a given game. [[Liaison]] cards cause one Ally to be chosen at the start of the game. Allies appear in the {{set|Allies}} expansion and have beige frames.  
 
* '''[[Artifact]]'''. There are 5 different Artifacts that have unique effects that players may contest ownership of. They appear in {{Set|Renaissance}} and have brown frames.
 
* '''[[Artifact]]'''. There are 5 different Artifacts that have unique effects that players may contest ownership of. They appear in {{Set|Renaissance}} and have brown frames.
* '''[[Boon]]'''. There are 12 different Boons that each mark a beneficial effect. [[Fate]] cards cause players to receive a random Boon. They appear in {{Set|Nocturne}} and have golden frames.
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* '''[[Boon]]'''. There are 12 different Boons that each mark a beneficial effect. [[Fate]] cards cause players to receive a random Boon. Boons appear in {{Set|Nocturne}} and have golden frames.
* '''[[Event]]'''. There are 69 different Events that mark effects that players can pay for. They appear in {{Set|Adventures}}, {{Set|Empires}}, {{Set|Menagerie}}, and {{Set|Plunder}} and have silver frames.
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* '''[[Event]]'''. There are 54 different Events that mark effects that players can pay for. They appear in {{Set|Adventures}}, {{Set|Empires}} and {{Set|Menagerie}} and have silver frames.
* '''[[Hex]]'''. There are 12 different Hexes that each mark a harmful effect. [[Doom]] cards cause players to receive a random Hex. They appear in {{Set|Nocturne}} and have dark purple frames.
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* '''[[Hex]]'''. There are 12 different Hexes that each mark a harmful effect. [[Doom]] cards cause players to receive a random Hex. Hexes appear in {{Set|Nocturne}} and have dark purple frames.
 
* '''[[Landmark]]'''. There are 21 different Landmarks that mark effects that give players additional means to score (or lose) {{VP}}. They appear in {{Set|Empires}} and have dark green frames.
 
* '''[[Landmark]]'''. There are 21 different Landmarks that mark effects that give players additional means to score (or lose) {{VP}}. They appear in {{Set|Empires}} and have dark green frames.
 
* '''[[Project]]'''. There are 20 different Projects that mark permanent effects that players can pay to activate, marking this with one of two wooden cubes. They appear in {{Set|Renaissance}} and have pink frames.
 
* '''[[Project]]'''. There are 20 different Projects that mark permanent effects that players can pay to activate, marking this with one of two wooden cubes. They appear in {{Set|Renaissance}} and have pink frames.
 
* '''[[State]]'''. There are 5 different States that mark a persistent effect, although some States can be removed. They appear in {{Set|Nocturne}} and have rust frames.
 
* '''[[State]]'''. There are 5 different States that mark a persistent effect, although some States can be removed. They appear in {{Set|Nocturne}} and have rust frames.
* '''[[Trait]]'''. There are 15 different Traits that attach extra abilities to a randomly selected pile in the Supply. They appear in {{Set|Plunder}} and have a light purple broken frame.
 
 
* '''[[Way]]'''. There are 20 different Ways that have unique effects that players may choose to resolve instead of the main effect of the Action they are currently putting into play. They appear in {{Set|Menagerie}} and have light blue frames.
 
* '''[[Way]]'''. There are 20 different Ways that have unique effects that players may choose to resolve instead of the main effect of the Action they are currently putting into play. They appear in {{Set|Menagerie}} and have light blue frames.
  
 
Examples:
 
Examples:
  
{{LandscapeImage|City-state}}{{LandscapeImage|Flag}}{{LandscapeImage|The Sea's Gift}}{{LandscapeImage|Expedition}}{{LandscapeImage|Greed}}{{LandscapeImage|Tomb}}{{LandscapeImage|Citadel}}{{LandscapeImage|Lost in the Woods}}{{LandscapeImage|Way of the Ox}}{{LandscapeImage|Pious}}
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{{LandscapeImage|City-state}}{{LandscapeImage|Flag}}{{LandscapeImage|The Sea's Gift}}{{LandscapeImage|Expedition}}{{LandscapeImage|Greed}}{{LandscapeImage|Tomb}}{{LandscapeImage|Citadel}}{{LandscapeImage|Lost in the Woods}}{{LandscapeImage|Way of the Ox}}
  
 
== Trivia ==
 
== Trivia ==
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* [[Menagerie (expansion)| Menagerie]] 0 (+ 1 non-card type) (Way)
 
* [[Menagerie (expansion)| Menagerie]] 0 (+ 1 non-card type) (Way)
 
* [[Allies]]: 7 (+ 1 non-card type) (Liaison, Augur, Clash, Fort, Odyssey, Townsfolk, Wizard) (Ally)
 
* [[Allies]]: 7 (+ 1 non-card type) (Liaison, Augur, Clash, Fort, Odyssey, Townsfolk, Wizard) (Ally)
* [[Plunder]]: 1 (+ 1 non-card type) (Loots) (Trait)
 
  
 
Some statistics (as of November 2018):
 
Some statistics (as of November 2018):
 
* There are 22 different card types and 49 different combinations of card types, including 32 combinations for Kingdom card pile types.
 
* There are 22 different card types and 49 different combinations of card types, including 32 combinations for Kingdom card pile types.
 
* There are 8 non-card types.
 
* There are 8 non-card types.
* 239 cards have one type, 134 cards have two types, 30 cards have three types, and 4 cards have four types ({{card|Dame Josephine}}, {{card|Stronghold}}, {{card|Warlord}}, and {{card|Werewolf}}).
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* 239 cards have one type, 134 cards have two types, 30 cards have three types, and 4 cards have four types.
 
* The most common type is Action; the least common type is Curse (see table below).
 
* The most common type is Action; the least common type is Curse (see table below).
 
* The only types to appear in multiple sets are Action, Attack, Command, Duration, Reaction, Treasure, and Victory. The only types to appear in every set are Action, Attack, and Treasure (including the basic Treasures of the base Dominion set).
 
* The only types to appear in multiple sets are Action, Attack, Command, Duration, Reaction, Treasure, and Victory. The only types to appear in every set are Action, Attack, and Treasure (including the basic Treasures of the base Dominion set).

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