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{{Infobox Card
{{Infobox Card
|name = Throne Room
|name = Throne Room
|cost = 4
|kingdom = Yes
|kingdom = Yes
|type1 = Action
|type1 = Action
|illustrator = Harald Lieske
|illustrator = Harald Lieske
|text = Choose an Action card in your hand. Play it twice.
|text = You may play an Action card from your hand twice.
}}
}}


'''Throne Room''' is an [[Action]] card from the [[Base]] set. It allows you to play another Action card from your hand twice, as if you had a {{Card|Village}} and two copies of that Action card. It's great when you have lots of Action cards and are sure you'll be able to draw Throne Room in hand with a good Action, but be careful—if you buy it too early, or when you have too many [[Treasure]] and [[Victory]] cards and not enough Action cards, you'll have no Actions to play with it and it'll be a [[dead]] card!
'''Throne Room''' is an [[Action]] card from the [[Base]] set. It allows you to play another Action card from your hand twice, as if you had a {{Card|Village}} and two copies of that Action card.  
 
Cards similar to Throne Room are often called [[Throne Room variant]]s.


== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
* You pick another Action card in your hand, play it, and play it again. The second use of the Action card doesn't use up any extra Actions you have.
* Playing an Action card from your hand is optional. If you do play one, you resolve it completely, then play it a second time.  
* You completely resolve playing the Action the first time before playing it the second time.
* You cannot play other cards in-between (unless told to by the card, such as with {{Card|Vassal}} or Throne Room itself).  
* If you Throne Room a Throne Room, you play an Action, doing it twice, and then play another Action and do it twice; you do not resolve an Action four times.
* Playing Action cards with Throne Room is just like playing Action cards normally, except it does not use up Action plays for the turn. For example if you start a turn by playing Throne Room on {{Card|Village}}, you would draw a card, get +2 Actions, draw another card, and get +2 Actions again, leaving you with 4 Actions.  
* If you Throne Room a card that gives you +1 Action, such as {{Card|Market}}, you will end up with 2 Actions left afterwards, which is tricky, because if you'd just played Market twice you'd only have 1 Action left afterwards. Remember to count the number of Actions you have remaining out loud to keep from getting confused!
* If you Throne Room a Throne Room, you may play an Action card twice, then may play another Action card twice; you do not play one Action card four times.
* You cannot play any other Actions in between playing the Throne Roomed Action twice.
 
=== Other Rules clarifications ===
When you play Throne Room you MUST pick an action from your hand to play twice if you have any actions in your hand; you can't choose not to.
 
When you play Throne Room and choose to target a [[Duration]], the Throne Room stays out in play with the Duration that it affects. If you Throne Room a Throne Room which affects a Duration, the top-level Throne Room does not stay in play and gets cleaned up during the Clean-up phase of the turn.
 
Remember that Throne Room does NOT "double" a card - it simply makes you play it twice. It may have different effects the first and second time it is played, so remember to follow all the instructions on the card fully from top to bottom, and then go back and follow them a second time.
 
== Strategy Article ==
There is no strategy article on Throne Room.
 
Throne Room is a powerful addition to most decks with a high action density. It's weak in games where you might draw it without any good actions. It typically not a good buy on turn 1 or 2, since you won't yet have good actions to Throne Room.
=== Throne room as a village ===
In the presence of cards that give +1 action, a Throne Room can be used as a makeshift Village.  [[Cantrips]] are especially useful to this end, as they replace the two cards played, leaving an additional +2 Actions.
 
In some cases, the combination of Throne Room and cards giving +1 action can be used to construct a viable [[engine]] that would normally require villages, on boards without any villages.  As with most engines, trashing is important.
=== Throne room as a replacement for cards that run out ===
In some games, there is a race to grab certain cards before the pile empty, like {{Card|Minion}}, {{Card|City}}, or {{Card|Grand Market}}, cards that you want to play as many copies of as possible per turn.  If the density of these cards in your deck is high enough and your deck sufficiently thin that you draw one of these cards each turn, Throne Rooms can act as a "substitute" for these power cards.  This benefit is especially useful because you can pick up the Throne Rooms for cheaper than the desirable cards.


=== Synergies/Combos ===
=== Other rules clarifications ===
* Desirable [[cantrips]] make a Throne Room more likely to function as a Village, and reduce the risk of drawing the card dead.
* If you use Throne Room to play a card that removes itself from [[in play|the play area]], such as {{card|Horse}} from the {{set|Menagerie}} expansion, Throne Room will still play the card a second time. It will not return to the play area, due to the [[stop-moving rule]]; but the card's abilities still take effect as usual. This is a general rule that applies to all "[[Throne Room variant]]s" that play the same card multiple times on a turn.
* Strong trashing like {{Card|Chapel}} helps line up Throne Room with good targets.
** However, if the card is worded in such a way that some of its abilities are ''contingent'' on the card leaving the play area, such as {{card|Mining Village}} or {{card|Madman}}, those abilities do not get activated a second time; the card has already moved to wherever it's going, so it can't go there again the second time to reactivate the effect.
=== The Throne Room Variations ===
* If you use Throne Room to play a [[Duration]] card, the Throne Room also stays in play until you discard the Duration card. This enables you to track the fact that the Duration card was played multiple times. Even if only one play of the Duration card is keeping it in play, such as using Throne Room on {{Card|Gear}} and only setting aside cards one of the times, Throne Room stays in play with it. If the Duration card leaves play without being discarded (e.g. because you played it with {{Way|Way of the Horse}} on one of its plays), Throne Room is discarded the turn the Duration card leaves play, even if the Duration card has not finished doing things.
Donald X posted his thoughts on combos with the [[Intrigue]] cards:
* Throne Room plays a card twice; it does not double the effects of a card. It is possible that the card played by Throne Room does different things each time it's played.
{{Quote|
|Text=
{{Card|Baron}}: With two {{Card|Estate|Estates}} in hand, that's {{Cost|8}} right there. Baron can offer you the chance to buy {{Card|Province|Provinces}} at earlier points in the game than you're used to - as soon as turn three, off of a Baron / Silver start. Do you actually want a turn three Province? Well, sometimes...


{{Card|Bridge}}: This is one of the ones you really want to Throne Room. One of my playtesters had a turn that went, Throne Throne, first Throning Bridge, then Throning Bridge... buy 5 {{Card|Minion|Minions}}. Minion costs {{Cost|5}}. Maybe it's a better story if you know what all these cards do. Anyway Throne Room / Bridge, that's one people really go for.
==First edition==
In the first edition of Dominion, using Throne Room's ability was mandatory if Throne Room was played. [[Donald X. Vaccarino]] revised the card because that offered no provision for keeping the player honest: if a player claimed that they had no Actions in hand, and that was why they weren't activating Throne Room's ability, there was no way for their opponents to verify that this was the case.


{{Card|Conspirator}}: Throne gets you all the way there. You played Throne Room, that's one action; you play Conspirator, that's a 2nd action; Throne makes you play Conspirator a 2nd time, that's your 3rd action, so you get your +1 Card +1 Action from Conspirator.
The first-edition card text could sometimes have adverse effects in a chain of stacked Throne Rooms and draw cards: if you Throne Room a Throne Room, by the time you play the second Throne Room a second time, you might have Actions in hand that you don't want to play. Under the first-edition card text, you would be forced to play one of them (twice) anyway; in the second edition, you don't have to if you don't want to.  


{{Card|Coppersmith}}: Coppers worth {{Cost|3}} each! Not shabby.
== Strategy ==
Throne Room is a flexible card that can be a source of [[Village (card category)|+Actions]], [[draw]], or [[payload]]. Throne Room depends on having other [[Action]] cards in hand, so it's better when your deck has a high density of Action cards. Therefore, Throne Room is less good early in the game, in games where you can't get rid of your starting cards, and in games without Action payload.


{{Card|Great Hall}}: The beauty of this combo is just that it's insurance. You don't want to draw Throne and have nothing to Throne with it. Great Hall helps you reduce the risk of drawing a dead Throne.
Throne Room is an unusual source of +Actions. Using Throne Room to play an Action card twice nets you one more Action than you would have if you played two copies of that Action card. For example, playing two {{card|Laboratory|Laboratories}} leaves you with the same number of Actions you started with (netting +0 Actions). Throne Room playing Laboratory nets you +1 Action—if you started with 1 Action, you would end with 2. Playing two copies of a [[terminal]] Action such as {{card|Smithy}} costs 2 Actions; Throne Room playing a Smithy draws the same number of cards but costs only 1 Action.


{{Card|Masquerade}}: The second time Masquerade goes off, everyone just passes the card they got passed the first time. It's certainly fine to be drawing four cards and trashing two things and passing two things, but it doesn't hurt the other players any extra the second time.
Using Throne Room to play a Throne Room does not increase the number of Action cards you can double-play, but it does grant +1 net Action. For example, using Throne Room to play Throne Room to play two {{Card|Laboratory|Laboratories}} grants +3 net Actions. Chaining Throne Rooms in this way is especially useful with [[terminal draw]] cards. You can start a turn by playing Throne Room playing Throne Room playing {{Card|Smithy}}, at which point you draw 6 cards and then can duplicate one more Action card from your hand. If you can play a non-terminal Action, you can continue playing more Action cards after that. You can even continue the chain of alternating Throne Rooms and terminal Actions. Throne Room is a very efficient source of +Actions in decks with strong non-terminal cards like {{Card|Laboratory}}. With mostly terminal Actions, Throne Room is more awkward. You generally need two Throne Rooms and a terminal draw card in your starting hand to be able to fully exploit your deck’s capabilities, and your deck is more fragile as a result. For that reason, Throne Room benefits from an alternative source of +Actions, especially one that carries over to the next turn, such as [[Villagers]] or {{card|Fishing Village}}.


{{Card|Mining Village}}: This is a confusing one. Mining Village says, you may trash Mining Village, "if you do..." If you Throne a Mining Village, and trash it the first time you play it, you won't manage to trash it the second time. It's trashed already. The "if you do" test fails; you did not. You can Throne it and trash it once, but you can't get {{Cost|4}} from one Mining Village this way.
Throne Room can duplicate the on-play effect of any Action card, so it varies in strength based on the Action cards in the kingdom. Using Throne Room on cheaper Action cards such as {{card|Merchant}} or {{card|Village}} is okay, but Throne Room is even stronger when you can use it to double-play cards such as {{card|Artisan}} and {{Card|Laboratory}} that are both more expensive to gain and more impactful on play. Some cards have effects that don’t stack, e.g. draw-to-X cards such as {{card|Library}}) and certain [[Attack]]s (e.g. {{card|Militia}}), so using Throne Room on them has little to no value. Strong [[Duration]] cards such as {{card|Wharf}} can be good targets for Throne Room, but be aware that the Throne Room will stay in play with the Duration card, meaning that you can’t play the Throne Room on the next turn.


{{Card|Minion}}: You might be tempted to take +{{Cost|2}} for the first one, then get a new hand with the second one and take it from there. Better is to draw first, that way if you get a dud draw you can draw a second time instead of your +{{Cost|2}}. There are other options though. Minion is a combo with itself, so Throne / Minion is a fine path to be on. (I corrected this in a reply to the BGN article; obv. you take the new hand first.)
Throne Room offers a lot of flexibility, both during a single turn and throughout the game. Within a single turn, you can use early Throne Rooms to help you draw your deck, and later ones to amplify your Action payload. As the game progresses, you can adjust the number of Throne Rooms you use on drawing cards to adapt to the number of [[stop card]]s in your deck. Throne Rooms also allow you to pivot strategies more easily as the game proceeds. For instance, playing multiple {{Card|Witch|Witches}} early in the game allows you to attack your opponents more quickly, but {{Card|Witch}} becomes much less useful after the {{Card|Curse}} pile empties. Using Throne Room, you can duplicate the Attack of a single {{Card|Witch}} early on, and then choose to play Throne Room with other cards later, allowing you to avoid having to gain multiple {{Card|Witch|Witches}}. In games with an important Action card whose pile might empty, Throne Room can allow you to play additional copies, enabling you to prioritize other objectives over ensuring you get enough copies of that card.


{{Card|Nobles}}: This is a strong one. Typically you take +3 Cards the first time, then pick Actions or Cards based on whether or not you have more actions to play.
== Versions ==
===English versions===
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! Release !! Date
|-
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|o=1|d=g}} || style="padding:0px 20px;"| Choose an Action card in your hand. Play it twice. || Dominion || October 2008 
|-
| {{CardVersionImage|Throne_Room|Throne Room}} || {{CardLangVersionImage|d=s}} || style="padding:0px 20px;"| You may play an Action card from your hand twice. || Dominion [[2016 Errata#Functional_card_changes|(Second Edition)]] || October 2016
|}


{{Card|Pawn}}: Throning Pawn lets you pick one of everything, and get {{Card|Market}} the hard way. I don't really recommend that. Throne the most expensive card you can, that's my advice. Still, you work with what you've got.
===Other language versions===
 
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
{{Card|Saboteur}}: Expensive attacks are usually some of the more exciting things to Throne Room. If you can get enough Saboteurs played, you can stop the other players from getting anywhere. Of course that doesn't just happen easily, because, well what fun would that be.
! Language !! Name !! Print !! Digital !! Text !! Notes
 
|-
{{Card|Torturer}}: No-one wants to get Tortured twice, but when it happens, at least you can gain a Curse the first time, then discard the Curse with something else the second time.
!Chinese
 
| 王座 (pron. ''wángzuò'', lit. ''throne'') || || || ||
{{Card|Tribute}}: This could get you anything from nothing (hitting four Curses), to +8 Cards +4 Coins +4 Actions ({{Card|Nobles}} / {{Card|Harem}} twice). You may get unlucky and hit duplicates, or hit actions when you can't use them, but this turn is probably going to be pretty impressive.
|-
|Name=[[Donald X. Vaccarino]]
!Czech
  |Source=[http://forum.dominionstrategy.com/index.php?topic=126.0 Dominion: Intrigue Preview]
| Trůnní sál || || || ||
}}
|-
!rowspan=2|Dutch
| Troonzaal || || ||  style="padding:15px 15px;"| Kies een actiekaart uit je hand.<br> Speel deze tweemaal. || <p>(2009)</p><hr><p>Tweede editie<br>(2017)</p>
|-
| Troonzaal || {{CardLangVersionImage|Dutch}} || ||  style="padding:0px 15px;"| Je mag een actiekaart uit je hand kiezen.<br>Speel deze tweemaal. || Tweede editie<br>(herdruk 2019/2020)<hr>''one or more other<br>versions listed [[Translation_errors_on_the_Dutch_cards_-_Vertaalfouten_op_de_Nederlandse_kaarten#Troonzaal_.28Throne_Room.29|here]]''
|-
!Finnish
| Valtaistuinsali || || || ||
|-
!French
| Salle du Trône || || || ||
|-
!rowspan=2|German
| Thronsaal || {{CardVersionImage|ThroneRoomGerman|German language Throne Room 2008 by HiG}} || ||  style="padding:0px 15px;"| Wähle eine Aktionskarte aus deiner Hand. Spiele diese Aktionskarte zweimal aus. || (2008)
|-
| Thronsaal || {{CardVersionImage|Throne RoomGerman2019rulebook|German language Throne Room 2019 by ASS}} || {{CardLangVersionImage|German|d=1}} ||  style="padding:0px 15px;"| Du darfst eine Aktionskarte aus deiner Hand zweimal ausspielen. || 2.&nbsp;Edition<br>(2019)
|-
!Greek
| Αίθουσα του θρόνου<br>(pron. ''aithousa tou thronou'') || || || ||
|-
!Hungarian
| Trónterem || || || ||
|-
!Italian
| Sala del Trono || || || ||
|-
!Japanese
| 玉座の間 (pron. ''gyokuza no ma'') || || || 手札のアクションカード1枚を2度使用してもよい。||
|-
!Korean
| 알현실 (pron. ''alhyeonsil'') || || || ||
|-
!Norwegian
| Tronsal || || || ||
|-
!rowspan=2|Polish
| Sala tronowa || {{CardLangVersionImage|Polish|o=1}} || ||  style="padding:0px 15px;"| Wybierz kartę akcji z ręki. Zagraj ją dwukrotnie. || (2015)
|-
| Sala tronowa || {{CardLangVersionImage|Polish}} || ||  style="padding:0px 15px;"| Możesz wybrać kartę Akcji z ręki i zagrać ją dwukrotnie. || II Edycja<br>(2018)
|-
!Romanian
| Sala tronului || || || ||
|-
!Russian
| Тронный Зал<br>(pron. ''tronnyy zal'') || || {{CardLangVersionImage|Russian|d=1}} || Вы можете сыграть карту Действия из вашей руки дважды. ||
|-
!rowspan=2|Spanish
| Salón del Trono || {{CardLangVersionImage|Spanish|o=1}} || || Elige una carta de Acción de tu mano. Juégala 2 veces || (2008)<hr>missing full stop
|-
| Salón del Trono || {{CardLangVersionImage|Spanish}} || || Puedes jugar dos veces una carta de Acción de tu mano. || Segunda Edición<br>(2021)
|}


== Trivia ==
== Trivia ==
[[Image:Throne_RoomArt.jpg|thumb|right|354px|Official card art.]]
=== Secret History ===
=== Secret History ===
{{Quote|
{{Quote|
  |Text=For most of its life this card cost {{Cost|3}}. My feeling was that you didn't want to buy two on turns 1 and 2, and probably didn't want to buy one on either of those turns (except with the Feast combo). Later in the game it doesn't matter as much whether it costs {{Cost|3}} or {{Cost|4}}. So why not {{Cost|3}}? In general, if a card can be cheaper, I make it cheaper. I want the cards as cheap as possible without breaking the game, rather than as expensive as possible without going unplayed. So, I knew Throne Room was good, but it seemed like {{Cost|3}} was okay.
  |Text=<p>For most of its life this card cost {{Cost|3}}. My feeling was that you didn't want to buy two on turns 1 and 2, and probably didn't want to buy one on either of those turns (except with the {{Card|Feast}} combo). Later in the game it doesn't matter as much whether it costs {{Cost|3}} or {{Cost|4}}. So why not {{Cost|3}}? In general, if a card can be cheaper, I make it cheaper. I want the cards as cheap as possible without breaking the game, rather than as expensive as possible without going unplayed. So, I knew Throne Room was good, but it seemed like {{Cost|3}} was okay.</p>
<br>
 
Well late in development there was a game where no-one fought me for the Throne Rooms and I had a turn where I chained 6 of them. "I play Throne Room. First I Throne Room a Throne Room; for that one first I Throne Room a Smithy, then a Throne Room; for that one first I Throne Room a Throne Room..." I had a big cloud of actions on the table (we use a binary tree in these ridiculous situations). It's not just powerful; it's messy. I thought, hmm, maybe this could stand being 4 after all. It makes it just a bit harder to get a million of them; you don't go, "Market, buy two Throne Rooms" nearly as often. There was some worry that now there weren't enough {{Cost|3}}'s, but we decided we could live with just having four. There's Silver at {{Cost|3}}, so it's fine to sometimes deal out a random 10 and not get a {{Cost|3}}.
Well late in development there was a game where no-one fought me for the Throne Rooms and I had a turn where I chained 6 of them. "I play Throne Room. First I Throne Room a Throne Room; for that one first I Throne Room a Smithy, then a Throne Room; for that one first I Throne Room a Throne Room..." I had a big cloud of actions on the table (we use a binary tree in these ridiculous situations). It's not just powerful; it's messy. I thought, hmm, maybe this could stand being 4 after all. It makes it just a bit harder to get a million of them; you don't go, "Market, buy two Throne Rooms" nearly as often. There was some worry that now there weren't enough {{Cost|3}}'s, but we decided we could live with just having four. There's Silver at {{Cost|3}}, so it's fine to sometimes deal out a random 10 and not get a {{Cost|3}}.
  |Name=[[Donald X. Vaccarino]]
  |Name=[[Donald X. Vaccarino]]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]
}}
}}
=== Retrospective ===
=== Retrospective ===
{{Quote|
{{Quote|
Line 90: Line 131:
{{Navbox Base set}}
{{Navbox Base set}}
{{Navbox Cards}}
{{Navbox Cards}}
[[Category:Royalty]]
[[Category:Conditional non-terminals]]
[[category:throne-like]]

Latest revision as of 05:28, 7 September 2024

Throne Room
Info
Cost $4
Type(s) Action
Kingdom card? Yes
Set Base
Illustrator(s) Harald Lieske
Card text
You may play an Action card from your hand twice.

Throne Room is an Action card from the Base set. It allows you to play another Action card from your hand twice, as if you had a Village and two copies of that Action card.

Cards similar to Throne Room are often called Throne Room variants.

FAQ

Official FAQ

  • Playing an Action card from your hand is optional. If you do play one, you resolve it completely, then play it a second time.
  • You cannot play other cards in-between (unless told to by the card, such as with Vassal or Throne Room itself).
  • Playing Action cards with Throne Room is just like playing Action cards normally, except it does not use up Action plays for the turn. For example if you start a turn by playing Throne Room on Village, you would draw a card, get +2 Actions, draw another card, and get +2 Actions again, leaving you with 4 Actions.
  • If you Throne Room a Throne Room, you may play an Action card twice, then may play another Action card twice; you do not play one Action card four times.

Other rules clarifications

  • If you use Throne Room to play a card that removes itself from the play area, such as Horse from the Menagerie expansion, Throne Room will still play the card a second time. It will not return to the play area, due to the stop-moving rule; but the card's abilities still take effect as usual. This is a general rule that applies to all "Throne Room variants" that play the same card multiple times on a turn.
    • However, if the card is worded in such a way that some of its abilities are contingent on the card leaving the play area, such as Mining Village or Madman, those abilities do not get activated a second time; the card has already moved to wherever it's going, so it can't go there again the second time to reactivate the effect.
  • If you use Throne Room to play a Duration card, the Throne Room also stays in play until you discard the Duration card. This enables you to track the fact that the Duration card was played multiple times. Even if only one play of the Duration card is keeping it in play, such as using Throne Room on Gear and only setting aside cards one of the times, Throne Room stays in play with it. If the Duration card leaves play without being discarded (e.g. because you played it with Way of the Horse on one of its plays), Throne Room is discarded the turn the Duration card leaves play, even if the Duration card has not finished doing things.
  • Throne Room plays a card twice; it does not double the effects of a card. It is possible that the card played by Throne Room does different things each time it's played.

First edition

In the first edition of Dominion, using Throne Room's ability was mandatory if Throne Room was played. Donald X. Vaccarino revised the card because that offered no provision for keeping the player honest: if a player claimed that they had no Actions in hand, and that was why they weren't activating Throne Room's ability, there was no way for their opponents to verify that this was the case.

The first-edition card text could sometimes have adverse effects in a chain of stacked Throne Rooms and draw cards: if you Throne Room a Throne Room, by the time you play the second Throne Room a second time, you might have Actions in hand that you don't want to play. Under the first-edition card text, you would be forced to play one of them (twice) anyway; in the second edition, you don't have to if you don't want to.

Strategy

Throne Room is a flexible card that can be a source of +Actions, draw, or payload. Throne Room depends on having other Action cards in hand, so it's better when your deck has a high density of Action cards. Therefore, Throne Room is less good early in the game, in games where you can't get rid of your starting cards, and in games without Action payload.

Throne Room is an unusual source of +Actions. Using Throne Room to play an Action card twice nets you one more Action than you would have if you played two copies of that Action card. For example, playing two Laboratories leaves you with the same number of Actions you started with (netting +0 Actions). Throne Room playing Laboratory nets you +1 Action—if you started with 1 Action, you would end with 2. Playing two copies of a terminal Action such as Smithy costs 2 Actions; Throne Room playing a Smithy draws the same number of cards but costs only 1 Action.

Using Throne Room to play a Throne Room does not increase the number of Action cards you can double-play, but it does grant +1 net Action. For example, using Throne Room to play Throne Room to play two Laboratories grants +3 net Actions. Chaining Throne Rooms in this way is especially useful with terminal draw cards. You can start a turn by playing Throne Room playing Throne Room playing Smithy, at which point you draw 6 cards and then can duplicate one more Action card from your hand. If you can play a non-terminal Action, you can continue playing more Action cards after that. You can even continue the chain of alternating Throne Rooms and terminal Actions. Throne Room is a very efficient source of +Actions in decks with strong non-terminal cards like Laboratory. With mostly terminal Actions, Throne Room is more awkward. You generally need two Throne Rooms and a terminal draw card in your starting hand to be able to fully exploit your deck’s capabilities, and your deck is more fragile as a result. For that reason, Throne Room benefits from an alternative source of +Actions, especially one that carries over to the next turn, such as Villagers or Fishing Village.

Throne Room can duplicate the on-play effect of any Action card, so it varies in strength based on the Action cards in the kingdom. Using Throne Room on cheaper Action cards such as Merchant or Village is okay, but Throne Room is even stronger when you can use it to double-play cards such as Artisan and Laboratory that are both more expensive to gain and more impactful on play. Some cards have effects that don’t stack, e.g. draw-to-X cards such as Library) and certain Attacks (e.g. Militia), so using Throne Room on them has little to no value. Strong Duration cards such as Wharf can be good targets for Throne Room, but be aware that the Throne Room will stay in play with the Duration card, meaning that you can’t play the Throne Room on the next turn.

Throne Room offers a lot of flexibility, both during a single turn and throughout the game. Within a single turn, you can use early Throne Rooms to help you draw your deck, and later ones to amplify your Action payload. As the game progresses, you can adjust the number of Throne Rooms you use on drawing cards to adapt to the number of stop cards in your deck. Throne Rooms also allow you to pivot strategies more easily as the game proceeds. For instance, playing multiple Witches early in the game allows you to attack your opponents more quickly, but Witch becomes much less useful after the Curse pile empties. Using Throne Room, you can duplicate the Attack of a single Witch early on, and then choose to play Throne Room with other cards later, allowing you to avoid having to gain multiple Witches. In games with an important Action card whose pile might empty, Throne Room can allow you to play additional copies, enabling you to prioritize other objectives over ensuring you get enough copies of that card.

Versions

English versions

Print Digital Text Release Date
Throne Room Throne Room from Goko/Making Fun Choose an Action card in your hand. Play it twice. Dominion October 2008
Throne Room Throne Room from Shuffle iT You may play an Action card from your hand twice. Dominion (Second Edition) October 2016

Other language versions

Language Name Print Digital Text Notes
Chinese 王座 (pron. wángzuò, lit. throne)
Czech Trůnní sál
Dutch Troonzaal Kies een actiekaart uit je hand.
Speel deze tweemaal.

(2009)


Tweede editie
(2017)

Troonzaal Dutch language Throne Room Je mag een actiekaart uit je hand kiezen.
Speel deze tweemaal.
Tweede editie
(herdruk 2019/2020)
one or more other
versions listed here
Finnish Valtaistuinsali
French Salle du Trône
German Thronsaal German language Throne Room 2008 by HiG Wähle eine Aktionskarte aus deiner Hand. Spiele diese Aktionskarte zweimal aus. (2008)
Thronsaal German language Throne Room 2019 by ASS German language Throne Room from Shuffle iT Du darfst eine Aktionskarte aus deiner Hand zweimal ausspielen. 2. Edition
(2019)
Greek Αίθουσα του θρόνου
(pron. aithousa tou thronou)
Hungarian Trónterem
Italian Sala del Trono
Japanese 玉座の間 (pron. gyokuza no ma) 手札のアクションカード1枚を2度使用してもよい。
Korean 알현실 (pron. alhyeonsil)
Norwegian Tronsal
Polish Sala tronowa Polish language Throne Room Wybierz kartę akcji z ręki. Zagraj ją dwukrotnie. (2015)
Sala tronowa Polish language Throne Room Możesz wybrać kartę Akcji z ręki i zagrać ją dwukrotnie. II Edycja
(2018)
Romanian Sala tronului
Russian Тронный Зал
(pron. tronnyy zal)
Russian language Throne Room from Shuffle iT Вы можете сыграть карту Действия из вашей руки дважды.
Spanish Salón del Trono Spanish language Throne Room Elige una carta de Acción de tu mano. Juégala 2 veces (2008)
missing full stop
Salón del Trono Spanish language Throne Room Puedes jugar dos veces una carta de Acción de tu mano. Segunda Edición
(2021)

Trivia

Official card art.

Secret History

For most of its life this card cost $3. My feeling was that you didn't want to buy two on turns 1 and 2, and probably didn't want to buy one on either of those turns (except with the Feast combo). Later in the game it doesn't matter as much whether it costs $3 or $4. So why not $3? In general, if a card can be cheaper, I make it cheaper. I want the cards as cheap as possible without breaking the game, rather than as expensive as possible without going unplayed. So, I knew Throne Room was good, but it seemed like $3 was okay.

Well late in development there was a game where no-one fought me for the Throne Rooms and I had a turn where I chained 6 of them. "I play Throne Room. First I Throne Room a Throne Room; for that one first I Throne Room a Smithy, then a Throne Room; for that one first I Throne Room a Throne Room..." I had a big cloud of actions on the table (we use a binary tree in these ridiculous situations). It's not just powerful; it's messy. I thought, hmm, maybe this could stand being 4 after all. It makes it just a bit harder to get a million of them; you don't go, "Market, buy two Throne Rooms" nearly as often. There was some worry that now there weren't enough $3's, but we decided we could live with just having four. There's Silver at $3, so it's fine to sometimes deal out a random 10 and not get a $3.

Retrospective

Throne Room should of course say "you may."


Cards $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Combos and Counters Beggar/GardensWorkshop/Gardens
Other concepts Vanilla
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)