Great Hall
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It's a pretty simple card - it's a Victory card which gives 1VP and, unlike an {{Card|Estate}}, does not take up space in your hand. While Great Halls may seem like they'd be a good buy pretty often, there are two things to keep in mind: | It's a pretty simple card - it's a Victory card which gives 1VP and, unlike an {{Card|Estate}}, does not take up space in your hand. While Great Halls may seem like they'd be a good buy pretty often, there are two things to keep in mind: | ||
* Opportunity cost. Even if you don't mind having a Great Hall, there are often better {{Cost|3}} cards to spend your turn buying. | * Opportunity cost. Even if you don't mind having a Great Hall, there are often better {{Cost|3}} cards to spend your turn buying. | ||
− | * Discard attacks. If you have a Great Hall when you are hit with a {{Card|Militia}} or {{Card|Torturer}}, you don't know whether to discard it or not, since you don't know what card it would have drawn. | + | * Discard attacks. If you have a Great Hall when you are hit with a {{Card|Militia}} or {{Card|Torturer}}, you don't know whether to discard it or not, since you don't know what card it would have drawn. |
+ | |||
+ | Great halls are often good to buy in situations mid-to-late game if one ends up with {{Coin|11}}-{{Coin|12}} and 2 buys. 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. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
− | * {{Card|Ironworks}} allows you to pick up Great Halls for 'free', since playing an Ironworks to gain a Great Hall gives you +1 card and +1 action. | + | * + Buy or gainers, particularly {{Card|Ironworks}}, which allows you to pick up Great Halls for 'free', since playing an Ironworks to gain a Great Hall gives you +1 card and +1 action. {{Card|Talisman}} works well with great halls, as more of them are desirable. |
− | * {{Card|Scout}} can draw | + | * {{Card|Scout}} can draw Great Halls into your hand and then let you play them. |
* {{Card|Scrying Pool}} is great with cheap cantrips. | * {{Card|Scrying Pool}} is great with cheap cantrips. | ||
+ | * {{Card|Silk Road}} | ||
=== Antisynergies === | === Antisynergies === | ||
* Discard attacks ({{Card|Militia}}, {{Card|Torturer}}, {{Card|Goons}}, {{Card|Mercenary}}) hurt more when you have Great Halls in your hand. | * Discard attacks ({{Card|Militia}}, {{Card|Torturer}}, {{Card|Goons}}, {{Card|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 {{Card|Estate|Estates}} are just as good. | + | * There is rarely a good time to pick up Great Halls in a [[Big Money]]-like game, except near the end where {{Card|Estate|Estates}} are just as good. |
+ | |||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === |
Revision as of 01:20, 19 November 2012
Great Hall | |
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Info | |
Cost | |
Type(s) | Action - Victory |
Kingdom card? | Yes |
Set | Intrigue |
Illustrator(s) | Julien Delval |
Card text | |
+1 Card +1 Action 1 |
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 , so it's a Victory card which is not a dead card and doesn't get in the way of your other Actions.
Contents |
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.
It's 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, there are two things to keep in mind:
- Opportunity cost. Even if you don't mind having a Great Hall, there are often better cards to spend your turn buying.
- Discard attacks. If you have a Great Hall when you are hit with a Militia or Torturer, you don't know whether to discard it or not, since you don't know what card it would have drawn.
Great halls are often good to buy in situations mid-to-late game if one ends up with - and 2 buys. 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.
Synergies/Combos
- + Buy or gainers, particularly Ironworks, which allows you to pick up Great Halls for 'free', since playing an Ironworks to gain a Great Hall gives you +1 card and +1 action. Talisman works well with great halls, as more of them are desirable.
- Scout can draw Great Halls into your hand and then let you play them.
- Scrying Pool is great with cheap cantrips.
- Silk Road
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