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'''{{PAGENAME}}''' is an [[Action]]-[[Duration]] card from {{Set|Plunder}}.
'''{{PAGENAME}}''' is an [[Action]]-[[Duration]] card from {{Set|Plunder}}. It is a [[gainer]] that stays in play for the rest of the game, gaining cheap cards and setting them aside to save for later, and letting you put the gained cards directly in your hand on the turns when you're ready for them.


== FAQ ==
== FAQ ==
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* Each turn you either [[gain]] a card and put it on the Quartermaster, or take one of the cards you've already gained with that Quartermaster and put it into your hand.
* Each turn you either [[gain]] a card and put it on the Quartermaster, or take one of the cards you've already gained with that Quartermaster and put it into your hand.
* If you play two Quartermasters, they each have their own set of cards. However if you {{Card|Throne Room}} a Quartermaster, you just have one set of cards for it, and twice on each of your turns, either add one or take one.
* If you play two Quartermasters, they each have their own set of cards. However if you {{Card|Throne Room}} a Quartermaster, you just have one set of cards for it, and twice on each of your turns, either add one or take one.
=== Other rules clarifications ===
=== Other rules clarifications ===
* If you play Quartermaster with {{Card|Overlord}}, each {{Card|Overlord}} will have their own set of cards that they gain cards to, and take cards from.
* Cards that were gained and set aside on Quartermaster are still yours at the end of the game. So you can gain {{Card|Estate|Estates}} and leave them set aside forever (effectively exiling them).
* The card you gain is immediately set aside, and [[No Visiting rule|doesn't visit]] your discard pile. So if you gain a {{Card|Ghost Town}}, it won't put itself into your hand.
* The card you gain is immediately set aside, and [[No Visiting rule|doesn't visit]] your discard pile. So if you gain a {{Card|Ghost Town}}, it will be set aside on this (instead of going to your hand).
* Some cards will move a gained card when you gain it (e.g. {{Card|Trail}} moves itself, and {{Ally|Trappers' Lodge}} moves any gained card); these will let a card escape Quartermaster early.
* However, abilities that move cards ''when you gain them'' can move a card that's gained with Quartermaster. So if you gain a {{Card|Siren}} with this, it will still trash itself (unless you trash an Action from your hand).
* If you use {{Card|Throne Room}} on {{Card|Overlord}}, and have it play 2 Quartermasters, there will be 2 sets of cards that cards are gained to. {{Card|Overlord}} will stay in play forever, while {{Card|Throne Room}} won't. [http://forum.dominionstrategy.com/index.php?topic=21568.msg900365#msg900365]


== Strategy ==
== Strategy ==
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! Print !! Digital !! Text !! Release !! Date  
! Print !! Digital !! Text !! Release !! Date  
|-
|-
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || At the start of each of your turns for the rest of the game, choose one: Gain a card costing up to {{Cost|4}}, setting it aside on this; or put a card from this into your hand. || Plunder || December 2022
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=s}} || At the start of each of your turns for the rest of the game, choose one: Gain a card costing up to {{Cost|4}}, setting it aside on this; or put a card from this into your hand. || Plunder || December 2022
|}
|}


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! Language !! Name !! Print !! Digital !! Text !! Notes
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
|-
<!--
!Dutch
| Kwartiermeester || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=1}} || Aan het begin van je beurt voor de rest van het spel:<br>kier er één:<br>Pak een kaart die ten hoogste {{Cost|4}} kost en leg die op deze "Kwartiermeester" opzij;<br>of neem een kaart van deze "Kwartiermeester" in je hand. || (2023)
|-
!German  
!German  
| || {{CardLangVersionImage|German}} || {{CardLangVersionImage|German|d=1}} || ||
| Quartiermeister || {{CardLangVersionImage|German}} || {{CardLangVersionImage|German|d=s}} || Zu Beginn jedes deiner Züge bis zum Spielende wähle eins:<br>Nimm eine Karte, die bis zu {{Cost|4}} kostet, direkt zur Seite (auf diese Karte) oder nimm eine auf diese Karte gelegte Karte auf deine Hand. || (2023)
-->
|-
!Polish
| Kwatermistrz || {{CardLangVersionImage|Polish}} ||  || Do końca gry, na początku każdej twojej tury wybierz jedno:<br>dodaj kartę kosztującą do {{nowrap|{{Cost|4}},}} odkładając ją na bok (na tego Kwatermistrza); albo weź na rękę jedną z odłożonych tu kart. || (2023)
|}
|}


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=== Secret History ===
=== Secret History ===
<!--{{Quote|Text=  
{{Quote|Text= Early on I had a Duration card for {{Cost|5}} that gained a {{Card|Copper}}, a {{Card|Silver}}, and a {{Card|Loot}}, setting them aside, and doled them out one per turn. You don't want {{Card|Copper}}, right, so, how about a {{Card|Silver}}, a {{Card|Loot}}, and a card costing up to {{Cost|4}}? This was briefly fun, but too strong. Then back to the {{Card|Copper}}, but wait we hadn't liked that and still didn't. Then I tried, gain two differently named {{nowrap|{{Cost|4}}'s,}} and get one each turn. Then I thought of the final card. It's an old idea in a form that finally works - having a stash of cards that you add to or take from.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=21589.0 The Secret History of Dominion: Plunder]
}}
=== Retrospective ===
{{Quote|Text=  
If the set had had even more time spent on it, maybe it would have come up, and I might have tried a version that always alternates, see how that goes (if there's a card, take it, otherwise gain a card onto it). The bot has taught me to be terrified of Quartermaster pile-outs; it will get out four of them in any game with it, and they will pile up cards. I like having the card be as flexible as possible, but it certainly looms, this ability to just stock up cards you're never taking.
  |Name=[[Donald X. Vaccarino]]
  |Name=[[Donald X. Vaccarino]]
  |Source=[http://forum.dominionstrategy.com/index.php?topic= The Secret History of Plunder]
  |Source=[https://forum.dominionstrategy.com/index.php?topic=5799.msg904797#msg904797 Interview with Donald X.]
}}
}}
-->
{{Navbox Plunder}}
{{Navbox Plunder}}
{{Navbox Cards}}
{{Navbox Cards}}
[[Category:Terminals]]
[[Category:One-shot]]
[[Category:Gainers]]
[[Category:Choice cards]]

Latest revision as of 20:28, 10 September 2024

Quartermaster
Info
Cost $5
Type(s) Action - Duration
Kingdom card? Yes
Set Plunder
Illustrator(s) Julien Delval
Card text
At the start of each of your turns for the rest of the game, choose one: Gain a card costing up to $4, setting it aside on this; or put a card from this into your hand.

Quartermaster is an Action-Duration card from Plunder. It is a gainer that stays in play for the rest of the game, gaining cheap cards and setting them aside to save for later, and letting you put the gained cards directly in your hand on the turns when you're ready for them.

FAQ

Official FAQ

  • Quartermaster stays in play for the rest of the game.
  • Each turn you either gain a card and put it on the Quartermaster, or take one of the cards you've already gained with that Quartermaster and put it into your hand.
  • If you play two Quartermasters, they each have their own set of cards. However if you Throne Room a Quartermaster, you just have one set of cards for it, and twice on each of your turns, either add one or take one.

Other rules clarifications

  • Cards that were gained and set aside on Quartermaster are still yours at the end of the game. So you can gain Estates and leave them set aside forever (effectively exiling them).
  • The card you gain is immediately set aside, and doesn't visit your discard pile. So if you gain a Ghost Town, it will be set aside on this (instead of going to your hand).
  • However, abilities that move cards when you gain them can move a card that's gained with Quartermaster. So if you gain a Siren with this, it will still trash itself (unless you trash an Action from your hand).
  • If you use Throne Room on Overlord, and have it play 2 Quartermasters, there will be 2 sets of cards that cards are gained to. Overlord will stay in play forever, while Throne Room won't. [1]

Strategy

Versions

English versions

Print Digital Text Release Date
Quartermaster Quartermaster from Shuffle iT At the start of each of your turns for the rest of the game, choose one: Gain a card costing up to $4, setting it aside on this; or put a card from this into your hand. Plunder December 2022

Other language versions

Language Name Print Digital Text Notes
Dutch Kwartiermeester Dutch language Quartermaster Aan het begin van je beurt voor de rest van het spel:
kier er één:
Pak een kaart die ten hoogste $4 kost en leg die op deze "Kwartiermeester" opzij;
of neem een kaart van deze "Kwartiermeester" in je hand.
(2023)
German Quartiermeister German language Quartermaster German language Quartermaster from Shuffle iT Zu Beginn jedes deiner Züge bis zum Spielende wähle eins:
Nimm eine Karte, die bis zu $4 kostet, direkt zur Seite (auf diese Karte) oder nimm eine auf diese Karte gelegte Karte auf deine Hand.
(2023)
Polish Kwatermistrz Polish language Quartermaster Do końca gry, na początku każdej twojej tury wybierz jedno:
dodaj kartę kosztującą do $4, odkładając ją na bok (na tego Kwatermistrza); albo weź na rękę jedną z odłożonych tu kart.
(2023)

Trivia

Official card art.

Secret History

Early on I had a Duration card for $5 that gained a Copper, a Silver, and a Loot, setting them aside, and doled them out one per turn. You don't want Copper, right, so, how about a Silver, a Loot, and a card costing up to $4? This was briefly fun, but too strong. Then back to the Copper, but wait we hadn't liked that and still didn't. Then I tried, gain two differently named $4's, and get one each turn. Then I thought of the final card. It's an old idea in a form that finally works - having a stash of cards that you add to or take from.

Retrospective

If the set had had even more time spent on it, maybe it would have come up, and I might have tried a version that always alternates, see how that goes (if there's a card, take it, otherwise gain a card onto it). The bot has taught me to be terrified of Quartermaster pile-outs; it will get out four of them in any game with it, and they will pile up cards. I like having the card be as flexible as possible, but it certainly looms, this ability to just stock up cards you're never taking.


Cards $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
Loots $7* AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword
Events $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Other concepts LootTraits
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
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 Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • 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 (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • 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: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
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: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
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)