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− | [[Image:Coffers.jpg|thumb|right| | + | [[Image:Coffers.jpg|thumb|right|500px|The Coffers mat.]] |
− | '''Coffers''' are the supply of tokens a player has on their | + | '''Coffers''' are the supply of tokens a player has on their Coffers (or Coffers/[[Villagers]]) [[mat]], which can be removed during their [[Gameplay#Buy phase|Buy phase]], before buying anything, for +{{Cost|1}} each. Coffers are represented by [[Coin token]]s, which are also used by [[Villager]]s, {{Card|Pirate Ship}}, and {{Card|Trade Route}}. They were introduced in {{Set|Guilds}} and revisited in {{Set|Renaissance}}. |
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+ | Before the [[second edition]] of Guilds, Coffers were simply called "Coin tokens", and may sometimes still be referenced as such. | ||
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== List of cards and [[Project]]s using Coffers == | == List of cards and [[Project]]s using Coffers == | ||
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* {{Cost|2}} {{Card|Candlestick Maker}}, {{Card|Ducat}} | * {{Cost|2}} {{Card|Candlestick Maker}}, {{Card|Ducat}} | ||
* {{cost|3}} {{Project|Pageant}} | * {{cost|3}} {{Project|Pageant}} | ||
* {{Cost|4}} {{Project|Exploration}}, {{Card|Patron}}, {{Card|Plaza}}, {{Card|Silk Merchant}} | * {{Cost|4}} {{Project|Exploration}}, {{Card|Patron}}, {{Card|Plaza}}, {{Card|Silk Merchant}} | ||
− | * {{Cost|5}} {{Card|Baker}}, {{Card|Butcher | + | * {{Cost|5}} {{Card|Baker}}, {{Card|Butcher}}, {{Project|Guildhall}}, {{Card|Merchant Guild}}, {{Card|Spices}} {{Card|Swashbuckler}}, {{Card|Villain}} |
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− | == | + | == Official Rules (Guilds) == |
− | * | + | * Some cards put tokens on a player's Coffers. "+1 Coffers" means "add a token to your Coffers mat." In a player's Buy Phase, before buying anything, that player may remove tokens from their Coffers for +{{Cost|1}} each. |
+ | * Coin tokens are provided for this. They are not component-limited; players may use a substitute if they run out. The same tokens are provided in {{Set|Seaside|Dominion: Seaside}} and {{Set|Prosperity|Dominion: Prosperity}}; they can all be mixed together. | ||
+ | * Coin tokens being used in other ways, such as on the {{Card|Pirate Ship}} mat for Dominion: Seaside, cannot be removed for +{{Cost|1}}; just the Coin tokens on a player's Coffers mat. | ||
+ | * Coin tokens come from the supply of Coin tokens, and return there; they are not taken from other mats or other players. | ||
+ | * Coin tokens can only be removed from a player's Coffers in that player's Buy Phase (or when instructed by a card such as {{Card|Butcher}}); they cannot be used when buying a card via the [[Promo|promotional card]] {{Card|Black Market}}. | ||
− | + | == Official Rules (Renaissance) == | |
− | + | * Renaissance has mats for tracking Coffers, which let you save {{Cost}} for later. | |
− | + | * Cards say "+1 Coffers" to mean, add a token to the Coffers side of your mat. A token there can be removed in your Buy phase, before buying anything, for +{{Cost|1}}. | |
− | + | * Any number of tokens can be removed at once, each giving another +{{Cost|1}}. | |
− | + | * Coin tokens are provided. They are not component-limited; players may use a substitute if they run out. The same tokens are in {{Set|Seaside|Dominion: Seaside}}, {{Set|Prosperity|Dominion: Prosperity}}, and {{Set|Guilds|Dominion: Guilds}}; they can all be mixed together. | |
− | + | * Tokens being used other ways, such as on the {{Card|Pirate Ship}} mat for Dominion: Seaside, cannot be removed for +{{Cost|1}}; just tokens on the [[Mat|Coffers / Villagers mat]]. | |
− | + | * Tokens come from the supply of tokens, and return there; they are not taken from other mats or other players. | |
− | + | * Dominion: Guilds also has a Coffers mat, and uses tokens on it the same way. Early printings of Guilds said "take a [[Coin token]]" instead; in later printings, this is "+1 Coffers," and should be played that way. | |
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== Basic Strategy == | == Basic Strategy == | ||
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Your goal should be to spend all your Coin tokens by the end of the game. If you are not hoarding and you find your Coin token total creeping up, 6, 8, 11, 15,... then you shouldn't be so stingy! Buy better stuff! You need to be treating more of your tokens as virtual money and bumping up your purchases to the next level. | Your goal should be to spend all your Coin tokens by the end of the game. If you are not hoarding and you find your Coin token total creeping up, 6, 8, 11, 15,... then you shouldn't be so stingy! Buy better stuff! You need to be treating more of your tokens as virtual money and bumping up your purchases to the next level. | ||
− | Don't feel like you have to use your Coin tokens for their intended purpose. The Coin token you start Baker games with does not have to be spent on the [[opening]]. The two Coin tokens you get from Butcher do not have to be spent on Remodeling right now. You can spend 0, 1, or even 3 or more, instead! The Coin token you get from Candlestick Maker does not have to be saved. Sometimes you need to suck it up and treat your CM as a {{Card|Copper}} this turn. Think about what your overall strategy is and how Coin tokens fit into that -- don't think about where the Coin tokens came from. | + | Don't feel like you have to use your Coin tokens for their intended purpose. The Coin token you start Baker games with does not have to be spent on the [[opening]]. The two Coin tokens you get from Butcher do not have to be spent on Remodeling right now. You can spend 0, 1, or even 3 or more, instead! The Coin token you get from Candlestick Maker does not have to be saved. Sometimes you need to suck it up and treat your CM as a {{Card|Copper}} this turn. Think about what your overall strategy is and how Coin tokens fit into that -- don't think about where the Coin tokens came from. |
You don't need to trash a card with Butcher in order to bank two coin tokens. Also, you can gain the same card you trash with Butcher without using any coin tokens (e.g. {{Card|Province}}). Use this to your advantage. | You don't need to trash a card with Butcher in order to bank two coin tokens. Also, you can gain the same card you trash with Butcher without using any coin tokens (e.g. {{Card|Province}}). Use this to your advantage. | ||
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''[http://forum.dominionstrategy.com/index.php?topic=12911.0 Original article] by -Stef-'' | ''[http://forum.dominionstrategy.com/index.php?topic=12911.0 Original article] by -Stef-'' | ||
− | A coin token is worth slightly more than a [[coin]], because you don't necessarily have to spend it at the end of your turn. For most of these cards you can imagine a variant that gives coins | + | A coin token is worth slightly more than a [[coin]], because you don't necessarily have to spend it at the end of your turn. For most of these cards you can imagine a variant that gives coins in stead of coin tokens, and you'd just have a slightly worse card. How much worse? That greatly depends on the kingdom, the game, your turn. The important thing to remember is this: most of the time you want to spend your money. You can use it to buy better cards, which in a turn or two will generate you even more money. So the most common case is that a coin token is exactly the same as a coin. If you don't spend it, it's sort of in your savings account, except you get a zero percent interest rate. Surely investing in your deck is better than that. There are of course exceptions, and that's where coin tokens get interesting: |
# {{Cost|3}} + {{Cost|5}} could be better than {{Cost|4}} + {{Cost|4}}. Sometimes you really want a more expensive card to kick-start your deck. | # {{Cost|3}} + {{Cost|5}} could be better than {{Cost|4}} + {{Cost|4}}. Sometimes you really want a more expensive card to kick-start your deck. | ||
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=== Endgame === | === Endgame === | ||
Near the end of the game the value of coin tokens all of a sudden can go up very quickly. Buying a single {{Card|Province}} may be losing while buying zero now and two next turn is winning. The tactical decisions involved can be very complicated, but in general it's something that is underestimated. Don't spend coin tokens near the end to get some extra components, unless you really know what you're doing. Feel free to buy extra {{Card|Copper|Coppers}} with Merchant Guild in play. | Near the end of the game the value of coin tokens all of a sudden can go up very quickly. Buying a single {{Card|Province}} may be losing while buying zero now and two next turn is winning. The tactical decisions involved can be very complicated, but in general it's something that is underestimated. Don't spend coin tokens near the end to get some extra components, unless you really know what you're doing. Feel free to buy extra {{Card|Copper|Coppers}} with Merchant Guild in play. | ||
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== Trivia == | == Trivia == | ||
− | Confusingly, {{Card|Pirate Ship}} refers to its particular tokens as "Coin tokens"; however, these are only used to track its own {{Cost}}-production, and cannot be spent. This confusion was part of the reason why the term "Coffers" was introduced | + | Confusingly, {{Card|Pirate Ship}} refers to its particular tokens as "Coin tokens"; however, these are only used to track its own {{Cost}}-production, and cannot be spent. This confusion was part of the reason why the term "Coffers" was introduced in the [[second edition]]. |
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=== Previews (Guilds) === | === Previews (Guilds) === | ||
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|Source=[http://forum.dominionstrategy.com/index.php?topic=8294.0 Preview #1: Baker] | |Source=[http://forum.dominionstrategy.com/index.php?topic=8294.0 Preview #1: Baker] | ||
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=== Previews (Renaissance) === | === Previews (Renaissance) === | ||
{{Quote|Text=Coffers are like [[Villager]]s but for [[coin]]s. Bam. Also Coffers appeared already in {{Set|Guilds}}, though it wasn't called that until the [[Second edition|later printing]]. It's money you can save for later. You can only cash in the [[Coin token|token]]s before buying [[card]]s; they make +{{Cost|1}} each. Guilds originally said "take a coin token"; this set says "+1 Coffers." | {{Quote|Text=Coffers are like [[Villager]]s but for [[coin]]s. Bam. Also Coffers appeared already in {{Set|Guilds}}, though it wasn't called that until the [[Second edition|later printing]]. It's money you can save for later. You can only cash in the [[Coin token|token]]s before buying [[card]]s; they make +{{Cost|1}} each. Guilds originally said "take a coin token"; this set says "+1 Coffers." | ||
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|Source=[http://forum.dominionstrategy.com/index.php?topic=19018.0 Renaissance Previews #3: Villain, Ducat, Silk Merchant] | |Source=[http://forum.dominionstrategy.com/index.php?topic=19018.0 Renaissance Previews #3: Villain, Ducat, Silk Merchant] | ||
}} | }} | ||
− | === Secret History | + | |
+ | === Secret History === | ||
{{Quote|Text=On my list of possible future mechanical themes, "tokens" was the easiest-sounding, so I went with that. There are a bunch of things you can do with tokens. My initial idea was to use them as money you could hang onto for later. This was simple and meant that any one card that used the tokens was useful by itself; there was no reason for anyone to insist on more than one token-involving card in the game at once, thus avoiding an issue that Alchemy had. The initial idea worked out and so there it is. | {{Quote|Text=On my list of possible future mechanical themes, "tokens" was the easiest-sounding, so I went with that. There are a bunch of things you can do with tokens. My initial idea was to use them as money you could hang onto for later. This was simple and meant that any one card that used the tokens was useful by itself; there was no reason for anyone to insist on more than one token-involving card in the game at once, thus avoiding an issue that Alchemy had. The initial idea worked out and so there it is. | ||
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds cards] | ||
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