Throne Room: Difference between revisions

From DominionStrategy Wiki
Jump to navigation Jump to search
Milan (talk | contribs)
Tick Tock (talk | contribs)
Line 62: Line 62:
|-
|-
!rowspan=2|Dutch
!rowspan=2|Dutch
| Troonzaal || || ||  style="padding:15px 15px;"| Kies een actiekaart uit je hand.<br> Speel deze tweemaal. || Dominion 1st Edition 999 Games (2008)
| Troonzaal || || ||  style="padding:15px 15px;"| Kies een actiekaart uit je hand.<br> Speel deze tweemaal. || (2008)
|-
|-
| Troonzaal || {{CardLangVersionImage|Dutch}} || ||  style="padding:0px 15px;"| Je mag een actiekaart uit je hand kiezen.<br>Speel deze tweemaal. || Dominion 2nd Edition 999 Games (2017)
| Troonzaal || {{CardLangVersionImage|Dutch}} || ||  style="padding:0px 15px;"| Je mag een actiekaart uit je hand kiezen.<br>Speel deze tweemaal. || tweede editie<br>herdruk<hr>''one or more other versions listed [//wiki.dominionstrategy.com/index.php/Translation_errors_on_the_Dutch_cards_-_Vertaalfouten_op_de_Nederlandse_kaarten here]''
|-
|-
!Finnish
!Finnish

Revision as of 19:57, 13 August 2023

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.
(2008)
Troonzaal Dutch language Throne Room Je mag een actiekaart uit je hand kiezen.
Speel deze tweemaal.
tweede editie
herdruk
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.
Sala tronowa Polish language Throne Room Możesz wybrać kartę Akcji z ręki i zagrać ją dwukrotnie. II Edycja
(2016)
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 Puedes jugar dos veces una carta de Acción de tu mano. Segunda Edición

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)