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Some cards tells the player to spend a certain amount of coins, that is reduce his available coins for the Buy phase. Cards having a pay effect are:
A small number of cards tell the player to spend an amount of coins ({{Cost}}) already produced, in order to get a certain bonus out of them other than their normal use in buying things, and usually outside the Buy phase, when coins are typically spent. Cards having a pay effect are:
* {{Card|Storyteller}}, from [[Adventures]] expansion.
* {{Set|Adventures}}: {{Card|Storyteller}} — provides a draw effect
* {{Set|Renaissance}}: {{Project|Pageant}} — lets the player convert coin produced in a turn into saveable Coffers
* {{Set|Allies}}: {{Card|Capital City}} — gives an optional extra draw effect
* {{Set|Rising Sun}}: {{Event|Asceticism}} — provides trashing.


[[Debt]] is also removed by paying it off.
== Trivia ==
=== Paying coins ===
{{Quote|Text=
Originally [[Prosperity]] tried out paying {{Cost}} as a sub-theme, although the specific cards didn't work out. Other sets avoided it to let [[Prosperity]] have it, although later I had {{Card|Black Market}} and an [[Alchemy]] (large version) card that let you buy a card to hand (revived and then fixed as {{Card|Artificer}}).
Also, originally there was no Buy phase, and buying meant being able to play Treasures. This is why {{Card|Black Market}} has a messed-up phrasing that assumes you can play Treasures.
{{Card|Black Market}} confuses some people, though again part of that is just a bad phrasing. Also you need extra text to allow Treasures to be played. After {{Card|Black Market}} I decided I would just do "discard a card" or "discard a Treasure" in place of "pay {{Cost|1}}," depending on how generous I was feeling.
"Pay {{Cost}} to draw" started out in [[Prosperity]]; the card as I had it seemed crazy and I didn't try to fix it up. {{Card|Stables}} does it, in a version that only lets you pay once. Then in [[Adventures]] I tried "discard {{Card|Silver|Silvers}} for +2 Cards per," which seemed promising for a bit, and then somehow convinced myself to go for playing treasures and spending {{Cost}} again.
So, it was initially a thing, but for the most part I personally find "discard some cards/Treasures" to be simpler and close enough.
Paying {{Cost}} has tracking issues, but often you can turn the spent {{Cost}} sideways. And there's doing it in the Buy phase.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg558095#msg558095 Interview with Donald X.]
}}
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[[Category:Other mechanics]]
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Latest revision as of 04:22, 5 September 2024

A small number of cards tell the player to spend an amount of coins ($) already produced, in order to get a certain bonus out of them other than their normal use in buying things, and usually outside the Buy phase, when coins are typically spent. Cards having a pay effect are:

Debt is also removed by paying it off.

Trivia

Paying coins

Originally Prosperity tried out paying $ as a sub-theme, although the specific cards didn't work out. Other sets avoided it to let Prosperity have it, although later I had Black Market and an Alchemy (large version) card that let you buy a card to hand (revived and then fixed as Artificer).

Also, originally there was no Buy phase, and buying meant being able to play Treasures. This is why Black Market has a messed-up phrasing that assumes you can play Treasures.

Black Market confuses some people, though again part of that is just a bad phrasing. Also you need extra text to allow Treasures to be played. After Black Market I decided I would just do "discard a card" or "discard a Treasure" in place of "pay $1," depending on how generous I was feeling.

"Pay $ to draw" started out in Prosperity; the card as I had it seemed crazy and I didn't try to fix it up. Stables does it, in a version that only lets you pay once. Then in Adventures I tried "discard Silvers for +2 Cards per," which seemed promising for a bit, and then somehow convinced myself to go for playing treasures and spending $ again.

So, it was initially a thing, but for the most part I personally find "discard some cards/Treasures" to be simpler and close enough.

Paying $ has tracking issues, but often you can turn the spent $ sideways. And there's doing it in the Buy phase.


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Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn
Dominion Game Mechanics
Turn Phases ActionBuyNightClean-up
Vanilla Bonuses +Card • +Action+Buy • +Coin
Tokens AdventuresCoin (Coffers, Villager, Favors) • DebtVictory
Other mechanics CallCost reductionDiscardExchangeExileGainOverpayPassPayRevealRotateSet asideTrash