Quest: Difference between revisions
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Discarding the Attack is probably the most useful option, and the only one you can actually try to plan for to some extent. Most Attacks are [[terminal]], so if you buy two of them, for example if you open double {{Card|Ambassador}}, they might [[collision|collide]]. If that happens, you can play one of them, then discard the other one during the Buy phase to gain a Gold. This might be a rare case where Quest is decent in an engine: save a cheap Attack you're not using anymore (maybe an {{Card|Urchin}}, for example), make sure you have enough buys, and get a cheap Gold on top of whatever else you're getting that turn. It's also useful in [[terminal draw]] [[Big Money]] with +Buy, for example with {{Card|Margrave}}: drawing an Attack dead (maybe your other Margrave) is not such a big deal if you can get a Gold out of it. | Discarding the Attack is probably the most useful option, and the only one you can actually try to plan for to some extent. Most Attacks are [[terminal]], so if you buy two of them, for example if you open double {{Card|Ambassador}}, they might [[collision|collide]]. If that happens, you can play one of them, then discard the other one during the Buy phase to gain a Gold. This might be a rare case where Quest is decent in an engine: save a cheap Attack you're not using anymore (maybe an {{Card|Urchin}}, for example), make sure you have enough buys, and get a cheap Gold on top of whatever else you're getting that turn. It's also useful in [[terminal draw]] [[Big Money]] with +Buy, for example with {{Card|Margrave}}: drawing an Attack dead (maybe your other Margrave) is not such a big deal if you can get a Gold out of it. | ||
Discarding two {{Card|Curse}} | Discarding two {{Card|Curse|Curses}} is nothing you'll be very happy with - you'd rather just trash the Curses if you get the chance, even if it means not getting a Gold. But if you have a dud hand with two Curses and no way to trash them, you might as well go for the Quest to get something useful out of a bad turn. Just don't try to plan for it, that's just not ever worth it. | ||
Discarding six cards is a lot. If you want to discard six cards to get a Gold, that means the average value of your cards is less than a {{Card|Copper}}, which in turn either means your deck is pretty bad or you had a really bad turn that involved a draw card of some kind. As with the Curses, don't try to plan for it, but keep the option in the back of your mind. | Discarding six cards is a lot. If you want to discard six cards to get a Gold, that means the average value of your cards is less than a {{Card|Copper}}, which in turn either means your deck is pretty bad or you had a really bad turn that involved a draw card of some kind. As with the Curses, don't try to plan for it, but keep the option in the back of your mind. | ||
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}} | }} | ||
=== Possibility of cheating === | === Possibility of cheating === | ||
If you discard 2 {{Card|Curse}} | If you discard 2 {{Card|Curse|Curses}}, the wording on Quest doesn't require you to reveal them. | ||
{{Quote|Text= | {{Quote|Text= | ||
You are correct, there is an accountability problem. In practice it shouldn't matter, because why would they be unwilling to show you the other {{Card|Curse}}? I mean if they won't, they're either cheating or a jerk. In a friendly game, if they won't show you the other Curse, you do not want to be playing with them. | You are correct, there is an accountability problem. In practice it shouldn't matter, because why would they be unwilling to show you the other {{Card|Curse}}? I mean if they won't, they're either cheating or a jerk. In a friendly game, if they won't show you the other Curse, you do not want to be playing with them. |
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Quest | |
---|---|
Info | |
Cost | |
Type | Event |
Set | Adventures |
Illustrator(s) | Jesse Mead |
Event text | |
You may discard an Attack, two Curses, or six cards. If you do, gain a Gold. |
Quest is an Event from Adventures. It lets the buyer discard cards to gain a Gold.
FAQ
Official FAQ
- You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold.
- The gained Gold is put into your discard pile.
- You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold.
- You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold.
Strategy
There is no strategy article for Quest, but it has been discussed on the forum.
Quest gives you three alternative options for gaining a Gold other than just buying one. They are all fairly mediocre, but assuming Gold is a card you even want (in some engines, you won't), if the situation arises at least once per game, Quest did its job.
Discarding the Attack is probably the most useful option, and the only one you can actually try to plan for to some extent. Most Attacks are terminal, so if you buy two of them, for example if you open double Ambassador, they might collide. If that happens, you can play one of them, then discard the other one during the Buy phase to gain a Gold. This might be a rare case where Quest is decent in an engine: save a cheap Attack you're not using anymore (maybe an Urchin, for example), make sure you have enough buys, and get a cheap Gold on top of whatever else you're getting that turn. It's also useful in terminal draw Big Money with +Buy, for example with Margrave: drawing an Attack dead (maybe your other Margrave) is not such a big deal if you can get a Gold out of it.
Discarding two Curses is nothing you'll be very happy with - you'd rather just trash the Curses if you get the chance, even if it means not getting a Gold. But if you have a dud hand with two Curses and no way to trash them, you might as well go for the Quest to get something useful out of a bad turn. Just don't try to plan for it, that's just not ever worth it.
Discarding six cards is a lot. If you want to discard six cards to get a Gold, that means the average value of your cards is less than a Copper, which in turn either means your deck is pretty bad or you had a really bad turn that involved a draw card of some kind. As with the Curses, don't try to plan for it, but keep the option in the back of your mind.
Synergies/Combos
- COMBO: Faithful Hound. As it returns to your hand each turn if you use Quest to discard it, you start every turn with 6 cards, thus guaranteeing you continual consecutive use of Quest for as long as you wish.
- Opponent's Torturers, as the Curse goes to your hand.
- Tunnels, as you can use its discard mechanic to discard Tunnels outside of your Clean-Up Phase even if you fail to discard six cards. Works best with +Buy.
- Opponent's Haunted Woods and a source of +Buy, as you can discard your hand before buying a card to avoid having to put your hand on your deck.
- Opponent's Council Room or Governor allowing you to draw on their turn.
- Ghost Town allows you to begin your second turn with 6 cards.
- Hideout can provide two curses.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
You may discard an Attack, two Curses, or six cards. If you do, gain a Gold. | Adventures | April 2015 | ||
You may discard an Attack, two Curses, or six cards. If you do, gain a Gold. | Adventures (2017 printing) | August 2017 |
Other language versions
Trivia
Quest was leaked before release by Ystari Games, the French publisher of Dominion.
Secret History
Relevant outtakes
Possibility of cheating
If you discard 2 Curses, the wording on Quest doesn't require you to reveal them.