Call: Difference between revisions

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Created page with "To '''call''' is to put a Reserve card into play from your Tavern mat. Calling is not considered playing; for example, calling two {{Card|Guide|Guides}} at the start of y..."
 
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To '''call''' is to put a [[Reserve]] card into play from your Tavern mat.  Calling is not considered playing; for example, calling two {{Card|Guide|Guides}} at the start of your turn will not activate your {{Card|Conspirator|Conspirators}}.  However, called cards are considered to be ''in'' play, and will, for example, reduce the cost of {{Card|Peddler}}.
[[Call]]ing is a mechanic in the [[Adventures]] expansion. To '''call''' is to put a [[Reserve]] card into play from your Tavern mat.  Calling is not considered playing; for example, calling two {{Card|Guide|Guides}} at the start of your turn will not activate your {{Card|Conspirator|Conspirators}}.  However, called cards are considered to be ''in'' play, and will, for example, reduce the cost of {{Card|Peddler}}.


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Revision as of 02:29, 14 April 2015

Calling is a mechanic in the Adventures expansion. To call is to put a Reserve card into play from your Tavern mat. Calling is not considered playing; for example, calling two Guides at the start of your turn will not activate your Conspirators. However, called cards are considered to be in play, and will, for example, reduce the cost of Peddler.


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Cards $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
Combos and Counters Counting House/Travelling FairRoyal Carriage/Bridge
Other concepts DurationReserveTokensTraveller
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