Editing Reserve

Jump to: navigation, search

Warning: You are not logged in.

Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
[[Image:Guide.jpg|thumb|right|200px|[[Guide]], a Reserve card.]]
 
[[Image:Guide.jpg|thumb|right|200px|[[Guide]], a Reserve card.]]
  
'''Reserve''' is a [[Card types|card type]] introduced in {{Set|Adventures}}; cards of this type have tan frames. When played, Reserve cards are put on your '''Tavern [[mat]]''', whence most can be [[call]]ed for an additional effect when a condition is met. Reserve cards can be saved until you want to use them, or simply be left on your mat if you don't want them in your deck anymore.
+
'''Reserve''' is a [[Card types|card type]] introduced in {{Set|Adventures}}; cards of this type have tan frames. When played, Reserve cards are put on your '''Tavern mat''', whence most can be [[call]]ed for an additional effect when a condition is met. Reserve cards can be saved until you want to use them, or simply be left on your mat if you don't want them in your deck anymore.
  
 
Like [[Duration]] cards, Reserve cards usually have weak effects, or no effect, on the turn you play them, to make up for strong but delayed effects when you eventually call them. They include variants of several basic card categories: a [[village (card category)|village]], a [[trasher]], a [[sifter]], a [[gainer]], a [[remodeler]], and a [[Throne Room variant]]. With ordinary cards of most of these categories, you have to hope that shuffle luck will put them in your hand on the turn when they'll most benefit you; as Reserve cards, they wait on your Tavern mat for you to call them when that turn comes.
 
Like [[Duration]] cards, Reserve cards usually have weak effects, or no effect, on the turn you play them, to make up for strong but delayed effects when you eventually call them. They include variants of several basic card categories: a [[village (card category)|village]], a [[trasher]], a [[sifter]], a [[gainer]], a [[remodeler]], and a [[Throne Room variant]]. With ordinary cards of most of these categories, you have to hope that shuffle luck will put them in your hand on the turn when they'll most benefit you; as Reserve cards, they wait on your Tavern mat for you to call them when that turn comes.
  
 
== Official rules ==
 
== Official rules ==
[[Image:Tavern.jpg|thumb|right|450px|The red player's Tavern mat.]]
+
[[Image:Tavern.jpg|thumb|right|250px|The red player's Tavern mat.]]
 
* Adventures has Reserve cards. Reserve cards are tan, and have an ability that puts them on the Tavern mat.  
 
* Adventures has Reserve cards. Reserve cards are tan, and have an ability that puts them on the Tavern mat.  
 
* Each player has their own Tavern mat.  
 
* Each player has their own Tavern mat.  
 
* Most Reserve cards have an ability that "calls" the card. This moves the card into play at a certain time, optionally, and causes it to do something then.
 
* Most Reserve cards have an ability that "calls" the card. This moves the card into play at a certain time, optionally, and causes it to do something then.
* Playing a Reserve card does the part of the card's text that's above the dividing line, which includes putting it on the Tavern mat; then it sits on the Tavern mat for as many turns as desired, doing nothing; then it may be called into play at the time stated below the dividing line, to do whatever it says.
+
* Playing a Reserve card does the part of the card's text that's above the dividing line, which includes putting it on the Tavern mat; then it sits on the Tavern mat for as many turns as desired, doing nothing; then it is called into play at the time stated below the dividing line, to do whatever it says.
* For example {{Card|Ratcatcher}} gives +1 Card +1 Action when played, and goes on the Tavern mat; on some future turn, at the start of the turn, the player can move Ratcatcher into play to trash a card from their hand.  
+
* For example Ratcatcher gives +1 Card +1 Action when played, and goes on the Tavern mat; on some future turn, at the start of the turn, the player can move Ratcatcher into play to trash a card from his hand.  
 
* Calling a card does not repeat the abilities on the card above the dividing line; that part only happens when the card is played. Reserve cards are discarded during Clean-up normally on the turn they are called.  
 
* Calling a card does not repeat the abilities on the card above the dividing line; that part only happens when the card is played. Reserve cards are discarded during Clean-up normally on the turn they are called.  
* A couple Reserve cards are not called; {{Card|Distant Lands}} just stays on the mat, while {{Card|Wine Merchant}} has a special condition in order to get it off of the mat.  
+
* Two Reserve cards are not called; Distant Lands just stays on the mat, while Wine Merchant has a special condition in order to get it off of the mat.  
 
* Cards on Tavern mats are not in play, but Reserve cards that have been called this turn are in play.  
 
* Cards on Tavern mats are not in play, but Reserve cards that have been called this turn are in play.  
* So for example {{Event|Pilgrimage}} cannot gain copies of cards on the Tavern mat, but can gain copies of Reserve cards called into play the same turn.  
+
* So, for example, {{Event|Pilgrimage}} cannot gain copies of cards on the Tavern mat, but can gain copies of Reserve cards called into play the same turn.  
 
* Cards on Tavern mats are included in decks when scoring at the end.  
 
* Cards on Tavern mats are included in decks when scoring at the end.  
* Calling Reserve cards is not playing an Action, and does not reduce how many Actions the player may play on their turn; for example a player could start a turn by calling two {{Card|Ratcatcher|Ratcatchers}}, then continue their turn by playing a {{Card|Ranger}} from hand.  
+
* Calling Reserve cards is not playing an Action, and does not reduce how many Actions the player may play on his turn; for example, a player could start a turn by calling two Ratcatchers, then continue his turn by playing a {{Card|Ranger}} from hand.  
* Playing a Reserve card other than {{Card|Coin of the Realm}} is playing an Action and does reduce how many more Actions a player may play that turn, like other Actions.
+
* Playing a Reserve card other than Coin of the Realm is playing an Action and does reduce how many more Actions a player may play that turn, like other Actions.
 
=== Preparation ===
 
=== Preparation ===
 
* If any Reserve cards are being used, get out the Tavern mats and give one to each player.
 
* If any Reserve cards are being used, get out the Tavern mats and give one to each player.
Line 62: Line 62:
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg776584#msg776584 Interview with Donald X.]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg776584#msg776584 Interview with Donald X.]
}}
 
=== Why does calling put the card into play? ===
 
{{Quote
 
|Text=The issue is the possibility of replaying certain cards the same turn. I avoid the confusion of set aside cards by putting them into play instead.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg486589#msg486589 Interview with Donald X.]
 
}}
 
=== Returning in a future expansion ===
 
{{Quote
 
|Text=
 
The way to revisit Reserve or [[Night]] is with a new large expansion that has a bunch of those cards.
 
 
At one point {{Set|Allies}} (the expansion) was going to revisit Reserve cards. But they overlapped too much with what [[Ally|Allies]] (the landscape type) could do. If it had happened, there would have been Tavern mats in {{Set|Allies}}. I was considering having them double as a place to put Favors, to save on table space.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg899122#msg899122 Interview with Donald X.]
 
 
}}
 
}}
 
{{Navbox Adventures}}
 
{{Navbox Adventures}}
 
{{Navbox card types}}
 
{{Navbox card types}}
 
[[Category:Single-expansion special card types]]
 
[[Category:Single-expansion special card types]]
[[Category:Adventures]]
 

Please note that all contributions to DominionStrategy Wiki are considered to be released under the Creative Commons Attribution Non-Commercial Share Alike (see DominionStrategy Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox