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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}}s 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 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}}s, the wording on Quest doesn't require you to reveal them.
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.

Latest revision as of 04:26, 5 September 2024

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Quest
Info
Cost $0
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

Print Digital Text Release Date
Quest Quest from Goko/Making Fun You may discard an Attack, two Curses, or six cards. If you do, gain a Gold. Adventures April 2015
Quest Quest from Shuffle iT You may discard an Attack, two Curses, or six cards. If you do, gain a Gold. Adventures (2017 printing) August 2017

Other language versions

Language Name Print Digital Text Notes
Dutch Queeste Je mag een aanvalskaart, 2 Vloeken of 6 kaarten afleggen.
Doe je dat, pak dan een Goud.
(2015)
Finnish Seikkailu (lit. adventure)
French Quête
German Quest German language Quest Du darfst eine Angriffskarte oder 2 Flüche oder 6 beliebige Karten ablegen. Wenn du das tust, nimm dir ein Gold. (2015)
Quest German language Quest from Shuffle iT Du darfst eine Angriffskarte, zwei Flüche oder sechs Karten ablegen. Wenn du das tust, nimm ein Gold. (Nachdruck 2021)
Japanese 探索 (pron. tansaku, lit. search) アタックカード1枚か、呪い2枚か、カ一ド6枚を捨て札にしてもよい。そうした場合、 金貨1枚を獲得する。
Russian Поход (pron. pokhod, lit. hike)

Trivia

Official card art.

Quest was leaked before release by Ystari Games, the French publisher of Dominion.

Secret History

At first you didn't discard the cards, you just needed to have them. You needed 6 in hand or 10-12 in play. It went nuts with +Buys.

Relevant outtakes

I tried a variant of Quest that required trashing but gained Duchies, that was also just used on your last turn.

Possibility of cheating

If you discard 2 Curses, the wording on Quest doesn't require you to reveal 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 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. Classic accountability issues like old Throne Room can be solved in tournaments by asking the judge to confirm that the play is legal. In this case that's just ludicrous; the only information given away by the Curse is the fact that they're not cheating. Still if that's who you're dealing with, call the judge to confirm.


Cards $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
Combos and Counters Counting House/Travelling FairRoyal Carriage/Bridge
Other concepts DurationReserveTokensTraveller
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
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)