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[[Image:Gear.jpg|thumb|right|200px|[[Gear]], a soft terminal card.]] | [[Image:Gear.jpg|thumb|right|200px|[[Gear]], a soft terminal card.]] | ||
'''Soft terminal''' is a subcategory of [[terminal]] [[Action]]s that [[Donald X. Vaccarino]] finds useful to take into account when designing [[expansion]]s. These are terminals that mitigate [[collision]]s by giving a use for other Actions that collide with them, such as discarding or [[trash]]ing | '''Soft terminal''' is a subcategory of [[terminal]] [[Action]]s that [[Donald X. Vaccarino]] finds useful to take into account when designing [[expansion]]s. These are terminals that mitigate [[collision]]s by giving a use for other Actions that collide with them, such as discarding or [[trash]]ing unplayable Action cards for some benefit. They may be contrasted with "hard" terminals, which leave other Actions in your hand [[dead]]. | ||
This is not a commonly used term in competitive Dominion discourse, and is more likely to be used in card design discussions. | |||
== Examples == | == Examples == | ||
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** {{Set|Empires}}: {{Card|Catapult}}, {{Card|Sacrifice}} | ** {{Set|Empires}}: {{Card|Catapult}}, {{Card|Sacrifice}} | ||
** {{Set|Renaissance}}: {{Card|Recruiter}} | ** {{Set|Renaissance}}: {{Card|Recruiter}} | ||
** [[ | ** [[Menagerie (expansion)|Menagerie]]: {{Card|Scrap}} | ||
** {{Set|Allies}}: {{Card|Carpenter}}, {{Card|Modify}} | |||
* Terminals that require discarding: | * Terminals that require discarding: | ||
** {{Set|Intrigue}}: ''{{Card|Secret Chamber}}'' | ** {{Set|Intrigue}}: ''{{Card|Secret Chamber}}'' | ||
** {{Set|Prosperity}}: {{Card|Vault}} | ** {{Set|Prosperity}}: {{Card|Vault}} | ||
** {{Set|Cornucopia}}: {{Card|Horse Traders}}, {{Card|Young Witch}} | ** {{Set|Cornucopia}}: {{Card|Horse Traders}}, {{Card|Young Witch}} | ||
** {{Set|Hinterlands}}: {{Card|Embassy}} | ** {{Set|Hinterlands}}: ''{{Card|Embassy}}'', {{card|Witch's Hut}} | ||
** {{Set|Dark Ages}}: {{Card|Storeroom}}, {{Card|Count}} | ** {{Set|Dark Ages}}: {{Card|Storeroom}}, {{Card|Count}} | ||
** {{Set|Empires}}: {{Card|Opulent Castle}} | ** {{Set|Empires}}: {{Card|Opulent Castle}} (for Action-Victory cards only). | ||
* Terminals that put a card from your hand on [[Top decker|top of your deck]]: | * Terminals that put a card from your hand on [[Top decker|top of your deck]]: | ||
** {{Set|Dominion}}: {{Card|Artisan}} | ** {{Set|Dominion}}: {{Card|Artisan}} | ||
** {{Set|Intrigue}}: {{Card|Courtyard}} | ** {{Set|Intrigue}}: {{Card|Courtyard}} | ||
** {{Set|Hinterlands}}: {{Card|Mandarin}} | ** {{Set|Hinterlands}}: ''{{Card|Mandarin}}'' | ||
** {{Set|Dark Ages}}: {{Card|Count}} | ** {{Set|Dark Ages}}: {{Card|Count}} | ||
* Terminal draw with [[sifting]] that can sometimes prevent a terminal collision in the first place: | * Terminal draw with [[sifting]] that can sometimes prevent a terminal collision in the first place: | ||
** {{Set|Dominion}}: {{Card|Library}}, ''{{Card|Adventurer}}'' | ** {{Set|Dominion}}: {{Card|Library}}, ''{{Card|Adventurer}}'' | ||
** {{Set|Hinterlands}}: {{Card|Oracle}}, {{Card|Jack of all Trades}} | ** {{Set|Hinterlands}}: ''{{Card|Oracle}}'', {{Card|Jack of all Trades}} | ||
** {{Set|Dark Ages}}: {{Card|Catacombs}} | ** {{Set|Dark Ages}}: {{Card|Catacombs}} | ||
** {{Set|Guilds}}: {{Card|Journeyman}} | ** {{Set|Guilds}}: {{Card|Journeyman}} | ||
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** {{Set|Adventures}}: {{Card|Gear}} (can save up to 2 other terminals for next turn) | ** {{Set|Adventures}}: {{Card|Gear}} (can save up to 2 other terminals for next turn) | ||
** {{Set|Nocturne}}: {{Card|Werewolf}} (can be played during your [[Night]] phase if you run out of Actions) | ** {{Set|Nocturne}}: {{Card|Werewolf}} (can be played during your [[Night]] phase if you run out of Actions) | ||
** [[ | ** [[Menagerie (expansion)|Menagerie]]: {{Card|Displace}} (like a trash for benefit) | ||
** [[Promo]]: {{Card|Avanto}} (able to play copies of {{Card|Sauna}}) | ** [[Promo]]: {{Card|Avanto}} (able to play copies of {{Card|Sauna}}) | ||
Terminal [[Duration|Durations]] and | Terminal [[Duration|Durations]] and {{Card|Reserve|Reserves|file=Reserves}}, in general, can fill a similar role to soft terminals, since they can be staggered over more than one turn while still providing their effects. | ||
{{Set|Renaissance}} has fewer soft terminals than other sets because [[Villagers]], one of its primary mechanics, provides an alternative way to mitigate collisions. | {{Set|Renaissance}} has fewer soft terminals than other sets because [[Villagers]], one of its primary mechanics, provides an alternative way to mitigate collisions. Similarly, {{Set|Menagerie}} introduces [[Way]]s, which let Actions be played in a way that can alter their [[terminality]]. | ||
== Trivia == | == Trivia == |
Latest revision as of 02:16, 12 September 2024
Soft terminal is a subcategory of terminal Actions that Donald X. Vaccarino finds useful to take into account when designing expansions. These are terminals that mitigate collisions by giving a use for other Actions that collide with them, such as discarding or trashing unplayable Action cards for some benefit. They may be contrasted with "hard" terminals, which leave other Actions in your hand dead.
This is not a commonly used term in competitive Dominion discourse, and is more likely to be used in card design discussions.
Examples
Cards in italics have been removed.
- Terminal trash for benefit cards:
- Dominion: Remodel
- Intrigue: Replace, Trading Post
- Seaside: Salvager
- Alchemy: Transmute
- Prosperity: Bishop, Expand, Forge
- Cornucopia: Remake
- Hinterlands: Develop, Trader
- Dark Ages: Mercenary, Death Cart, Graverobber, Altar
- Guilds: Stonemason, Butcher
- Empires: Catapult, Sacrifice
- Renaissance: Recruiter
- Menagerie: Scrap
- Allies: Carpenter, Modify
- Terminals that require discarding:
- Intrigue: Secret Chamber
- Prosperity: Vault
- Cornucopia: Horse Traders, Young Witch
- Hinterlands: Embassy, Witch's Hut
- Dark Ages: Storeroom, Count
- Empires: Opulent Castle (for Action-Victory cards only).
- Terminals that put a card from your hand on top of your deck:
- Terminal draw with sifting that can sometimes prevent a terminal collision in the first place:
- Other
- Intrigue: Masquerade (you can pass a dead card, though not always wise)
- Seaside: Island
- Dark Ages: Cultist (able to play other copies of itself)
- Adventures: Gear (can save up to 2 other terminals for next turn)
- Nocturne: Werewolf (can be played during your Night phase if you run out of Actions)
- Menagerie: Displace (like a trash for benefit)
- Promo: Avanto (able to play copies of Sauna)
Terminal Durations and Reserves, in general, can fill a similar role to soft terminals, since they can be staggered over more than one turn while still providing their effects.
Renaissance has fewer soft terminals than other sets because Villagers, one of its primary mechanics, provides an alternative way to mitigate collisions. Similarly, Menagerie introduces Ways, which let Actions be played in a way that can alter their terminality.
Trivia
While many players say they had mentally sorted cards into a nameless category similar to this, there had not been a specific name for it until Donald X. revealed in his ongoing interview on the forums that it was a category he explicitly endeavored to make cards for. "Soft terminal" arose as the community favorite title for the category, but other names floated were "self-synergy", "supercollider", and "mitigator". Donald X. himself suggested "spammable terminal".