Innovation
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| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || The first time you gain an Action card in each of your turns, you may set it aside. If you do, play it. || Renaissance || November 2018 | | {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || The first time you gain an Action card in each of your turns, you may set it aside. If you do, play it. || Renaissance || November 2018 | ||
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− | | || || style="padding:15px 0px;"| The first time you gain an Action card during each of your turns, you may play it. || Renaissance (2021 printing) || | + | | || || style="padding:15px 0px;"| The first time you gain an Action card during each of your turns, you may play it. || Renaissance ([http://forum.dominionstrategy.com/index.php?topic=19893.msg871558#msg871558 2021 printing]) || |
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Revision as of 06:01, 30 March 2022
Innovation | |
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Info | |
Cost | |
Type | Project |
Set | Renaissance |
Illustrator(s) | Ryan Laukat |
Project text | |
The first time you gain an Action card in each of your turns, you may set it aside. If you do, play it. |
Innovation is a Project from Renaissance. It lets you play the first Action card you gain each turn, even if that is during your Buy phase. Innovation checks that you actually gained the card and that it was not lost track of by first setting it aside; if it fails to be set aside, you do not play it.
Contents |
FAQ
Official FAQ
- This is optional, but only applies to your first Action card gained each turn; whether or not you use Innovation then, you will not be able to use it on subsequent gains that turn.
- This applies to cards gained due to being bought, or gained other ways.
- If the first Action card you gain in a turn is in your Buy phase, that means you can play that card even though it is your Buy phase.
- If it gives you +Actions, that will not let you play more Action cards in your Buy phase; if it draws you Treasures, you can only play them if you have not bought anything yet.
Other rules clarifications
- If buying a card gains you another card (e.g. with Haggler), Innovation will target the gained card and not the card you bought.
- If you play a Haggler, buy a Province and gain and play a Goons, the Goons will give you +1 for buying the Province.
- If you gain a Duplicate and then play it with Innovation, you can call the Duplicate to gain another Duplicate.
Strategy
Innovation is a Project that lets you immediately play the first Action card you gain on each of your turns; it's most likely to be powerful when it creates good opportunities for gain-and-play, often with gainers that can be deployed during your Action phase. While these gain-and-play scenarios (and therefore Innovation) are often extremely valuable for accelerating the building of an engine, Innovation can be skippable in Kingdoms where such abilities are not so valuable, most commonly because you’re pursuing a money strategy, or because there are no good gainers.
Certain Action cards are greatly enhanced in value if you can play them straight away after gaining them, even if this is during your Buy phase. This includes many Attacks, which very often benefit from early and frequent play. If a strong Attack (such as Mountebank) is present in the Kingdom, it will usually be preferable to buy a copy as early as possible instead of delaying it until after you’ve bought Innovation; however, it is probably useful to get Innovation before buying additional copies of the Attack card, especially if you have other uses for the Project as well. Similarly, Innovation is highly beneficial when it can provide you with immediate access to the full benefit of a card while avoiding the need to ever spend draw or terminal space on it (e.g. with Hireling or Distant Lands) or help you set up your next turn, as with many Duration and Reserve cards; Tactician is a particularly notable example, as Innovation allows you to play it after putting your Treasures into play.
Additionally, Innovation enhances the value of many gainers. Notably, Horse-gainers such as Cavalry become non-terminal draw cards on their first play each turn (if you use Innovation to play the Horse), which can greatly improve your deck control and occasionally salvage a dud hand. Similar benefits apply to several Workshop variants and other gainers; for example, Ironworks can supply a village effect if you use it to gain and Innovate a non-terminal Action card. These effects can be especially powerful when you can also make use of Innovation to help you collide particular cards. For example, in a Tournament game, you can gain Tournament when you have a Province in hand; or, if you want to use Treasure Map to add payload to your engine, you can gain your second copy when you have the first one in hand. A similar case is with Throne Room and its variants, which may be usefully gained when you have a good target card in hand.
During the Buy phase, Innovation can sometimes be used to micromanage your ratio of Buys to . Most usefully, if you have excess but lack +Buy, you can simply buy a card that provides the latter and play it right away, perhaps even recouping some of its cost in the process (e.g. with Wine Merchant).
Because Innovation only works on the first Action card that you gain each turn, it’s a good idea to be mindful of the order in which you play your gainers. If, for example, you are intent on Innovating a Barge during your Buy phase to set up your next turn, you would have to avoid calling your Transmogrify to gain an Action card.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
The first time you gain an Action card in each of your turns, you may set it aside. If you do, play it. | Renaissance | November 2018 | ||
The first time you gain an Action card during each of your turns, you may play it. | Renaissance (2021 printing) |
Other language versions
Trivia
Preview
Secret History