Turn
Werothegreat (Talk | contribs) (Created page with "A '''turn''' is the period of time during which a player may play and buy cards, and then clean-up for their next turn. Almost all gameplay happens during a turn. Players al...") |
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* Buy phase (B): The current player may play any number of Treasures from their hand and Buy 1 card or Event. | * Buy phase (B): The current player may play any number of Treasures from their hand and Buy 1 card or Event. | ||
* Clean-up phase (C): The current player discards all cards in their hand, and all cards in play that have finished tracking effects, then draws 5 new cards from their deck. | * Clean-up phase (C): The current player discards all cards in their hand, and all cards in play that have finished tracking effects, then draws 5 new cards from their deck. | ||
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+ | == Turn count == | ||
+ | It is useful to keep track of how many turns have been played by each player, for a number of reasons: | ||
+ | * If more than one player has the highest score at the end of the game, the player who took the fewest turns wins. If they took the same number of turns, the game remains a tie. This is partly to remedy first player [[turn advantage]]. | ||
+ | * In strategic discussions, the effectiveness of a strategy is often determined by the average number of turns it takes for it to gain four {{Card|Province|Provinces}}. A pure [[Big Money]] strategy typically does this in 16 turns; adding one or two copies of certain Action cards, such as {{Card|Smithy}} or {{Card|Jack of all Trades}}, can drop this to anywhere from 14 to 11 turns. This metric is less useful in [[engine]] or [[slog]] [[mirror]]s; the former is more concerned with gaining all (or most) of the Provinces in one or two turns after building up their deck, while the latter is slowed down by powerful [[Attack]]s. | ||
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+ | == Extra turns == | ||
+ | Three cards ({{Card|Outpost}}, {{Card|Possession}}, {{Event|Mission}}) allow a player to take more turns than normal, each with its own penalties or restrictions. These extra turns do not add to a player's turn count, and are not used in breaking ties. | ||
== Between turns == | == Between turns == |
Revision as of 09:56, 26 May 2015
A turn is the period of time during which a player may play and buy cards, and then clean-up for their next turn. Almost all gameplay happens during a turn. Players alternate taking turns until the game ends. If a previous game has been played, the player with the fewest points of that game takes the first turn in the next one; otherwise, the first player should be determined randomly.
Contents |
Turn phases
- Action phase (A): The current player may play 1 Action.
- Buy phase (B): The current player may play any number of Treasures from their hand and Buy 1 card or Event.
- Clean-up phase (C): The current player discards all cards in their hand, and all cards in play that have finished tracking effects, then draws 5 new cards from their deck.
Turn count
It is useful to keep track of how many turns have been played by each player, for a number of reasons:
- If more than one player has the highest score at the end of the game, the player who took the fewest turns wins. If they took the same number of turns, the game remains a tie. This is partly to remedy first player turn advantage.
- In strategic discussions, the effectiveness of a strategy is often determined by the average number of turns it takes for it to gain four Provinces. A pure Big Money strategy typically does this in 16 turns; adding one or two copies of certain Action cards, such as Smithy or Jack of all Trades, can drop this to anywhere from 14 to 11 turns. This metric is less useful in engine or slog mirrors; the former is more concerned with gaining all (or most) of the Provinces in one or two turns after building up their deck, while the latter is slowed down by powerful Attacks.
Extra turns
Three cards (Outpost, Possession, Mission) allow a player to take more turns than normal, each with its own penalties or restrictions. These extra turns do not add to a player's turn count, and are not used in breaking ties.
Between turns
A few decisions, usually deciding which of multiple extra turns should occur first, take place between turns. In those cases, the player whose last turn it was is considered to be in control, and is the one who makes such decisions.