Procession

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Procession
Info
Cost $4
Type(s) Action
Kingdom card? Yes
Set Dark Ages
Illustrator(s) Alex Drummond
Card text
You may play a non-Duration Action card from your hand twice. Trash it. Gain an Action card costing exactly $1 more than it.

Procession is an Action card from Dark Ages. It acts a bit like a combination of Throne Room and Upgrade, allowing you to play another Action twice and then trash it to gain a more expensive Action. This effect can be very powerful, improving your deck while granting you one last double-shot of the Actions you trash to do so, but it's also quite double-edged since you very often don't want to use it on (and thus trash) your strongest Actions, the most obvious targets for Throne Room variants.

FAQ

Official FAQ (2020)

  • Playing a non-Duration Action card from your hand is optional (Duration cards are in other expansions).
  • If you do play one, you then play it a second time, then trash it, then gain an Action card costing exactly $1 more than it (even if somehow you failed to trash it).
  • The gained card can be a Duration card.
  • Gaining a card is not optional once you choose to play an Action card, but will fail to happen if no card in the Supply costs the exact amount needed.
  • If something happens due to trashing the card - for example drawing three cards due to trashing a Cultist - that will resolve before you gain a card.
  • This does not use up any extra Actions you were allowed to play due to cards like Fortress - Procession itself uses up one Action and that is it.
  • You cannot play any other cards in between resolving the Procession-ed Action card multiple times, unless that Action card specifically tells you to (such as Procession itself does).
  • If you Procession a Procession, you will play one Action twice, trash it, gain an Action card costing $1 more, then play another Action twice, trash it, gain an Action card costing $1 more, then trash the Procession and gain an Action costing $1 more than it.
  • If you Procession a card that gives you +1 Action, such as Vagrant, you will end up with two Actions to use afterwards, rather than the one you would have left if you just played two Vagrants.

Other rules clarifications

  • If you play Procession on a one-shot card, the stop-moving rule applies and the one-shot will end up where it instructs you to put it. For example, if you use Procession on Horse, the Horse is played, returning itself to its pile, then is played a second time, and then Procession tries and fails to trash it because it has already been moved. The Horse does not end up in the trash, but you still gain a $4 Action since Procession's gaining is not conditional on the Horse being trashed. Similarly, if you play Procession on an Island, the Island is set aside on its mat and is not trashed by Procession, and you gain a $5 Action anyway.
  • Similarly, Reserve cards such as Guide also are not trashed by Procession, since they move themselves to the Tavern mat when played; and you gain a more expensive Action anyway.
Deprecated rules clarifications (2014 2017 2019)
  • If you use Procession on a Duration card, Procession will be discarded in the same turn's Clean-up, since the Duration card will no longer be in play.

    With the 2020 version, you can no longer play Duration cards with Procession to avoid issues with tracking the Duration effect.

Strategy

Procession is a Throne Room variant that also offers trash for benefit, and is extremely powerful in somewhat specific circumstances. Procession’s paradox is that you usually want to Throne your best Action cards, but you also don’t want to remove those cards from your deck. Procession is most impactful when the Kingdom offers the following:

  1. powerful cards for Procession to Throne.
  2. a way to gain those powerful cards in bulk.
  3. another desirable Action card that costs $1 more than the card(s) to be Throned.

Kingdoms with cards that give Horses often fulfill all three of these conditions, and are the most common use case for Procession. Procession playing a Horse increases your hand size by 2, gives an extra +Action, and can gain another Procession. Experiment also synergizes well with Procession for the same reasons.

Whether you're using Horses or other suitable Action cards, Procession’s combination of Action card gaining and Throning makes for a potent combination that often leads to gain and play. A common play is to chain your Processions, for example playing Procession on Procession on 2 Merchants, gaining you a $5 and two $4 cards, in addition to Throning 2 cards and drawing a significant portion of your deck. If you can chain enough Processions, you can often gain and play many cards at once, allowing you to explosively improve your deck in a very short amount of time. This often leads to rapid pileouts. Less commonly, Procession can enable loops, or repeating sequences of Action card plays that gain more components of the cards used in the loop. One example of such is Procession on Procession on a Groom and Horse, gaining a non-stop card costing $5.

If one or more of the above conditions are not met, Procession can be tricky or outright unusable. As a Throne Room variant, Procession’s ceiling is limited by how good the cards it can Throne are, so if there are no good candidates, Procession is likely not useful. Kingdoms with cheap cantrips are often good for Procession, while Kingdoms with centralizing Durations are not. Additionally, if there aren’t Action cards in the Supply at the right pricepoints, Procession trashes your Action cards for no benefit, hampering your deck in the long run. A similar problem exists if you cannot restock the cards that Procession trashes. Under these conditions, Procession can still be useful if the game is not lasting long enough for these drawbacks to manifest, or if Throning a card is tactically valuable either for a doubling of that card’s effect or for terminal space considerations.

Procession is best added to your deck when you can expect to collide it with and play it on a suitable Action card. Usually this is in the midgame, where you have slightly more deck control and a higher density of Action cards than the opening.

Notable synergies

  • Border Village
  • One-shots were going to be lost anyway when you played them, so the disadvantage of Procession's trashing is obviated.
    • Horse gainers, especially Cavalry, provide an especially strong synergy with Procession.
  • Actions that give a benefit when trashed, notably Fortress and Catacombs
  • Reserve cards and Way of the Turtle allow you to avoid trashing your Throned Action to Procession, but still gain another Action costing $1 more than it.

External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.

Versions

English versions

Print Digital Text Release Date
Procession Procession from Goko/Making Fun You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly $1 more than it. Dark Ages August 2012
Procession Procession from Shuffle iT You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly $1 more than it. Dark Ages (2017 printing) September 2017
Procession Procession from Shuffle iT You may play a non-Duration Action card from your hand twice. Trash it. Gain an Action card costing exactly $1 more than it. Dark Ages (2020 printing)

Other language versions

Language Name Print Digital Text Notes
Czech Procesí Czech language Procession Můžeš zahrát kartu akce z ruky dvakrát. Zahoď ji na smetiště. Vezmi si kartu akce, která stojí přesně o $1 vice než zahozená karta. …než zahozená tato karta.
Dutch Optocht Je mag een actiekaart uit je hand tweemaal spelen. Vernietig deze daarna. Pak een actiekaart die $1 meer kost dan de vernietigde kaart. (2013)
Finnish Virkanimitys (lit. appointment)
French Procession
German Prozession German language Procession 2019 by ASS Du darfst eine Aktionskarte aus deiner Hand zweimal ausspielen. Entsorge jene Karte. Nimm eine Aktionskarte, die genau $1 mehr als jene Karte kostet. (2019)
Rulebook: "...Du musst dann eine Aktions­karte vom Vorrat nehmen, die genau 1 mehr kostet als die ent­sorgte jene Karte…"
one or more other
versions listed here
Prozession German language Procession from Temple Gates Games Du darfst eine Aktionskarte, die keine Dauerkarte ist, aus deiner Hand zweimal spielen. Entsorge sie.
Nimm eine Aktionskarte, die genau $1 mehr als jene Karte kostet.
Japanese 行進
(pron. kōshin, lit. march)
手札のアクションカード1枚を2度使用してもよい。それを廃棄する。それよりコストが$1高いアクションカード1枚を獲得する。
Korean 행렬 (pron. haenglyeol)
Polish Procesja Although Polish version is not released, this card is referred to in the Polish version of Empires rulebook
Russian Шествие (pron. shyestviye)
Spanish Procesión Spanish language Procession Puedes jugar una carta de Acción de tu mano dos veces. Elimínala. Gana una carta de Acción que cueste exactamente $1 más que la carta eliminada.

(2014)


…que la carta eliminada ella.

Trivia

Official card art.

Secret History

There was an ancestor of this card in the original large Alchemy. It was, play an action from your hand, trash it, gain an action costing up to +$2 or +P, play it. So you could go, play a Moneylender, trash it, gain a Golem, play the Golem. It was crazy and confusing but had a certain something. Another Throne variant in Dark Ages didn't work out, and I thought of that old card and made this one. It does not go so crazy but can still facilitate a cool transforming engine.

Relevant outtakes

There was a Throne Room variant that gave +1 Card +1 Action, and had every opponent play the card you Throned on their next turn. It had built-in super-crazy just by playing it on itself.

Another Throne was "Choose one: +1 Card +1 Action; or Throne." It cost $4 when Throne Room itself cost $3. When Throne Room had to cost $4 there was no place for this card, which would be sad at $5.

Another Throne hung around, set aside, until you wanted to use it (it was $5 and also gave you +1 Action when played). This works differently from Throne in multiples; two of them would let you do an action three times total, since each one just did it an extra time. This card was cool and was in the set for a while, but setting it aside indefinitely was problematic - in the past we've included playmats for that, and I didn't want playmats here - and the card was strong. A few times Bill Barksdale built a deck with lots of these Thrones and an Altar, which would take advantage of not actually having to trash a card to Altar if there are none in your hand, and would suddenly buy a pile of Duchies. One of those games, Bill pared his deck down to just an Altar and five copies of this Throne, drew the five Thrones and then watched a trashing attack trash his Altar. Good times.

Another Throne had you draw 2 cards, play an action twice, then discard 3 cards. That may look straightforward, but it's all kinds of weird.

Retrospective

It's bad that Procession has a tracking-poor interaction with durations. And there was no fix for it (saying "non-duration" doesn't catch Throne Rooms on duration cards). I could do Procession or not. It seemed sufficiently fun to do anyway.


Well Procession is a lot of fun. If I could change Throne Room / Feast from day one I would; that would kill e.g. Procession / Horse, but that would be fine, there are all the other fun things in the game. But people cling to these things so you can Procession a Horse. Procession often has a tracking issue, even with "non-Duration"; trashing a card that gives +$2, you have to remember the +$. These days I prefer e.g. Vault to be more like e.g. Mill - if the amount is fixed, you can tilt the card to indicate whether you got it or not. No amount of tilting tells you what Vault did for you. But, Vault doesn't ruin games, and normal non-Duration use of Procession doesn't either.


Obv. in the case of Procession on BoM on Amulet, BoM vanishes and there's a hole in our tracking. Trashing cards from play is trouble...For years we just had that tracking issue, and I guess we survived; I could solve it someday with non-Command on Procession.


Cards $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Combos and Counters Apprentice/Market SquareBeggar/GardensBishop/FortressDonate/Market SquareHermit/Market SquareLurker/Hunting GroundsMasterpiece/FeodumProcession/FortressTrader/Feodum
Other concepts When trashLooter
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute $6 Harem
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)