Charm
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!Dutch | !Dutch | ||
− | | Geluksbrenger (lit. ''good luck bringer'') || || || | + | | Geluksbrenger (lit. ''good luck bringer'') || || || St. |
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!Finnish | !Finnish | ||
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!German | !German | ||
− | | Zauber (lit. ''magic spell'') || {{CardPNGImage|Charm_German|German language Charm}} || || | + | | Zauber (lit. ''magic spell'') || {{CardPNGImage|Charm_German|German language Charm}} || || Wenn du diese Karte ausspielst, wähle eins: '''+1 Kauf''' und +{{Cost|2}}<br>oder:<br>Wenn du in diesem Zug das nächste Mal eine Karte kaufst, darfst du eine weitere Karte mit gleichen Kosten aber anderem Namen nehmen. |
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!Japanese | !Japanese |
Revision as of 03:21, 22 April 2018
Charm | |
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Info | |
Cost | |
Type(s) | Treasure |
Kingdom card? | Yes |
Set | Empires |
Illustrator(s) | Marco Morte |
Card text | |
When you play this, choose one: +1 Buy and +; or the next time you buy a card this turn, you may also gain a differently named card with the same cost. |
Charm is a Treasure card from Empires. It can be used as a gainer, if there are differently-named cards with the same cost that you want; otherwise, you can use it as a Silver with +Buy.
Contents |
FAQ
Official FAQ
- These are cumulative, and each Charm does not have to gain a different card, just a different card from the one bought.
- For example if you play two Charms and buy a Forum, you could gain two Duchies.
- The card gained from Charm is gained before gaining the card you bought, which may matter when cards do things when gained.
- For example if you buy Villa and gain Rocks via Charm, you will first gain a Silver to your deck due to Rocks, then get +1 Action and return to your Action phase due to Villa.
- The costs have to be identical; for example if you play Charm and buy Overlord, you can gain City Quarter, which also costs , but not Fortune, which costs .
Strategy
Versions
English versions
Other language versions
Trivia
The charm depicted is a Roman dodecahedron.
Secret History
This started out as a Treasure worth that made cards you buy come with different cards at the same cost. We did crazy things with that for a while, then finally I looked at ways to weaken it. I tried several variations in rapid succession, that limited you to one gain per turn. There was one that gave you a if you had at least when you played it. The best was a Reaction version - a Treasure worth and a Buy, can discard when gaining a card to gain a different card with the same cost. Discarding it gives you the potential to get loops, where you redraw it repeatedly; Dave Goldthorpe found some of these. So now it's a choose-one. It doesn't get to be a pretty yellow/blue card, but is pretty similar.