Great Hall: Difference between revisions

From DominionStrategy Wiki
Jump to navigation Jump to search
Cazort (talk | contribs)
StuBot (talk | contribs)
m Tiedy up Coin/Potion/Card-Template and internal links, lists and headlines
Line 30: Line 30:


In the absence of combos and synergies that strengthen the card, Great halls are often good to buy only later in the game.  Mid-to-late game, if one ends up with {{Cost|11}}-{{Cost|12}} and 2 buys, they are a good addition to the deck.  When it is likely that one will cycle through the deck again, two Great Halls are likely preferable to a {{Card|Duchy}}, as the forgone VP will be compensated for by the increased chance of buying more VP later.
In the absence of combos and synergies that strengthen the card, Great halls are often good to buy only later in the game.  Mid-to-late game, if one ends up with {{Cost|11}}-{{Cost|12}} and 2 buys, they are a good addition to the deck.  When it is likely that one will cycle through the deck again, two Great Halls are likely preferable to a {{Card|Duchy}}, as the forgone VP will be compensated for by the increased chance of buying more VP later.
===Circumstances that strengthen Great Hall===
=== Circumstances that strengthen Great Hall ===
Certain cards can make Great Hall more desirable or more powerful.  {{Card|Ironworks}} is probably the strongest combo with Great Hall, as Ironworks can be played to gain a Great Hall and get +1 Card, +1 Action.  {{Card|Scout}} can draw Great Halls into your hand and then let you play them.  {{Card|Crossroads}} benefits from Great Halls in the hand, creating an addition card draw from each one.  Cards that benefit from variety, like {{Card|Menagerie}}, also benefit from Great Hall, but it does not synergize as well with {{Card|Horn of Plenty}} because Horn of Plenty is trashed if used to gain VP.  {{Card|Scrying Pool}} and {{Card|Vineyard}} also make Great Hall slightly more attractive.  {{Card|Silk Road}} also benefits from extra Great Halls--Great Halls increase the value of Silk Roads without slowing down your deck.
Certain cards can make Great Hall more desirable or more powerful.  {{Card|Ironworks}} is probably the strongest combo with Great Hall, as Ironworks can be played to gain a Great Hall and get +1 Card, +1 Action.  {{Card|Scout}} can draw Great Halls into your hand and then let you play them.  {{Card|Crossroads}} benefits from Great Halls in the hand, creating an addition card draw from each one.  Cards that benefit from variety, like {{Card|Menagerie}}, also benefit from Great Hall, but it does not synergize as well with {{Card|Horn of Plenty}} because Horn of Plenty is trashed if used to gain VP.  {{Card|Scrying Pool}} and {{Card|Vineyard}} also make Great Hall slightly more attractive.  {{Card|Silk Road}} also benefits from extra Great Halls--Great Halls increase the value of Silk Roads without slowing down your deck.



Revision as of 08:16, 21 January 2013

Great Hall
Info
Cost $
Type(s) Action - Victory
Kingdom card? Yes
Set Intrigue
Illustrator(s) Julien Delval
Card text
+1 Card
+1 Action

1VP


Great Hall is an Action and Victory card from Intrigue. It is a dual-type card, which means it interacts with cards such as Scout which affect Victory cards, as well as cards such as Scrying Pool which affect Action cards; Ironworks gets two bonuses when used to gain Great Halls. Great Hall is a cantrip and gives 1 VP, so it's a Victory card which is not a dead card and doesn't get in the way of your other Actions.

FAQ

Official FAQ

  • This is both an Action card and a Victory card.
  • When you play it, you draw a card and may play another Action.
  • At the end of the game, it's worth 1 VP, like an Estate.
  • During set-up, place 12 Great Halls in the Supply for a 3- or 4-player game and 8 in the Supply for a 2-player game.

Other Rules clarifications

Strategy Article

There's no strategy article for Great Hall.

Great Hall is a pretty simple card - it's a Victory card which gives 1VP and, unlike an Estate, does not take up space in your hand. While Great Halls may seem like they'd be a good buy pretty often, their opportunity cost is important early in the game, and they are also weaker in the presence of Discard attacks.

Early in the game, Great Halls are usually a poor buy because they don't benefit your deck in any way other than VP, and there are usually other $3 cost cards that do, such as Silver.

Like other cantrips, Great Hall is much less desirable when your opponent is playing discard attacks. If you have a Great Hall when you are hit with a Militia or Torturer, you don't know whether the optimal play is to discard it or not, since you don't know what card it will draw.

In the absence of combos and synergies that strengthen the card, Great halls are often good to buy only later in the game. Mid-to-late game, if one ends up with $11-$12 and 2 buys, they are a good addition to the deck. When it is likely that one will cycle through the deck again, two Great Halls are likely preferable to a Duchy, as the forgone VP will be compensated for by the increased chance of buying more VP later.

Circumstances that strengthen Great Hall

Certain cards can make Great Hall more desirable or more powerful. Ironworks is probably the strongest combo with Great Hall, as Ironworks can be played to gain a Great Hall and get +1 Card, +1 Action. Scout can draw Great Halls into your hand and then let you play them. Crossroads benefits from Great Halls in the hand, creating an addition card draw from each one. Cards that benefit from variety, like Menagerie, also benefit from Great Hall, but it does not synergize as well with Horn of Plenty because Horn of Plenty is trashed if used to gain VP. Scrying Pool and Vineyard also make Great Hall slightly more attractive. Silk Road also benefits from extra Great Halls--Great Halls increase the value of Silk Roads without slowing down your deck.

In games where Great Hall is attractive, such as in the presence of Ironworks, and especially when there are multiple synergies involving Great Hall, the pile will tend to empty very fast. This makes rush strategies stronger, and is important to consider when timing your purchase of VP, or considering whether to attempt to build a slower-to-construct engine.

Synergies/Combos

Antisynergies

  • Discard attacks (Militia, Torturer, Goons, Mercenary) hurt more when you have Great Halls in your hand.
  • There is rarely a good time to pick up Great Halls in a Big Money-like game, except near the end where Estates are just as good.

Trivia

Secret History

One of the oldest cards in the set. Originally it cost $3. One day I realized the Upgrade / Great Hall deck was just too ridiculous, and upped the price of both cards. Later on I realized that Upgrade had been the problem by itself, and returned Great Hall to its original cost. It's interesting how interesting it is for a card that does nothing.



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)