Throne Room

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Throne Room
Info
Cost $
Type(s) Action
Kingdom card? Yes
Set Base
Illustrator(s) Harald Lieske
Card text
Choose an Action card in your hand. Play it twice.

Throne Room is an Action card from the Base set. It allows you to play another Action card from your hand twice, as if you had a Village and two copies of that Action card. It's great when you have lots of Action cards and are sure you'll be able to draw Throne Room in hand with a good Action, but be careful—if you buy it too early, or when you have too many Treasure and Victory cards and not enough Action cards, you'll have no Actions to play with it and it'll be a dead card!

FAQ

Official FAQ

  • You pick another Action card in your hand, play it, and play it again. The second use of the Action card doesn't use up any extra Actions you have.
  • You completely resolve playing the Action the first time before playing it the second time.
  • If you Throne Room a Throne Room, you play an Action, doing it twice, and then play another Action and do it twice; you do not resolve an Action four times.
  • If you Throne Room a card that gives you +1 Action, such as Market, you will end up with 2 Actions left afterwards, which is tricky, because if you'd just played Market twice you'd only have 1 Action left afterwards. Remember to count the number of Actions you have remaining out loud to keep from getting confused!
  • You cannot play any other Actions in between playing the Throne Roomed Action twice.

Other Rules clarifications

When you play Throne Room you MUST pick an action from your hand to play twice if you have any actions in your hand; you can't choose not to.

When you play Throne Room and choose to target a Duration, the Throne Room stays out in play with the Duration that it affects. If you Throne Room a Throne Room which affects a Duration, the top-level Throne Room does not stay in play and gets cleaned up during the Clean-up phase of the turn.

Remember that Throne Room does NOT "double" a card - it simply makes you play it twice. It may have different effects the first and second time it is played, so remember to follow all the instructions on the card fully from top to bottom, and then go back and follow them a second time.

Strategy Article

There is no strategy article on Throne Room.

Throne Room is a powerful addition to most decks with a high action density. It's weak in games where you might draw it without any good actions. It typically not a good buy on turn 1 or 2, since you won't yet have good actions to Throne Room.

Throne room as a village

In the presence of cards that give +1 action, a Throne Room can be used as a makeshift Village. Cantrips are especially useful to this end, as they replace the two cards played, leaving an additional +2 Actions.

In some cases, the combination of Throne Room and cards giving +1 action can be used to construct a viable engine that would normally require villages, on boards without any villages. As with most engines, trashing is important.

Throne room as a replacement for cards that run out

In some games, there is a race to grab certain cards before the pile empty, like Minion, City, or Grand Market, cards that you want to play as many copies of as possible per turn. If the density of these cards in your deck is high enough and your deck sufficiently thin that you draw one of these cards each turn, Throne Rooms can act as a "substitute" for these power cards. This benefit is especially useful because you can pick up the Throne Rooms for cheaper than the desirable cards.

Synergies/Combos

  • Desirable cantrips make a Throne Room more likely to function as a Village, and reduce the risk of drawing the card dead.
  • Strong trashing like Chapel helps line up Throne Room with good targets.

The Throne Room Variations

Donald X posted his thoughts on combos with the Intrigue cards:

Baron: With two Estates in hand, that's $8 right there. Baron can offer you the chance to buy Provinces at earlier points in the game than you're used to - as soon as turn three, off of a Baron / Silver start. Do you actually want a turn three Province? Well, sometimes...

Bridge: This is one of the ones you really want to Throne Room. One of my playtesters had a turn that went, Throne Throne, first Throning Bridge, then Throning Bridge... buy 5 Minions. Minion costs $5. Maybe it's a better story if you know what all these cards do. Anyway Throne Room / Bridge, that's one people really go for.

Conspirator: Throne gets you all the way there. You played Throne Room, that's one action; you play Conspirator, that's a 2nd action; Throne makes you play Conspirator a 2nd time, that's your 3rd action, so you get your +1 Card +1 Action from Conspirator.

Coppersmith: Coppers worth $3 each! Not shabby.

Great Hall: The beauty of this combo is just that it's insurance. You don't want to draw Throne and have nothing to Throne with it. Great Hall helps you reduce the risk of drawing a dead Throne.

Masquerade: The second time Masquerade goes off, everyone just passes the card they got passed the first time. It's certainly fine to be drawing four cards and trashing two things and passing two things, but it doesn't hurt the other players any extra the second time.

Mining Village: This is a confusing one. Mining Village says, you may trash Mining Village, "if you do..." If you Throne a Mining Village, and trash it the first time you play it, you won't manage to trash it the second time. It's trashed already. The "if you do" test fails; you did not. You can Throne it and trash it once, but you can't get $4 from one Mining Village this way.

Minion: You might be tempted to take +$2 for the first one, then get a new hand with the second one and take it from there. Better is to draw first, that way if you get a dud draw you can draw a second time instead of your +$2. There are other options though. Minion is a combo with itself, so Throne / Minion is a fine path to be on. (I corrected this in a reply to the BGN article; obv. you take the new hand first.)

Nobles: This is a strong one. Typically you take +3 Cards the first time, then pick Actions or Cards based on whether or not you have more actions to play.

Pawn: Throning Pawn lets you pick one of everything, and get Market the hard way. I don't really recommend that. Throne the most expensive card you can, that's my advice. Still, you work with what you've got.

Saboteur: Expensive attacks are usually some of the more exciting things to Throne Room. If you can get enough Saboteurs played, you can stop the other players from getting anywhere. Of course that doesn't just happen easily, because, well what fun would that be.

Torturer: No-one wants to get Tortured twice, but when it happens, at least you can gain a Curse the first time, then discard the Curse with something else the second time.

Tribute: This could get you anything from nothing (hitting four Curses), to +8 Cards +4 Coins +4 Actions (Nobles / Harem twice). You may get unlucky and hit duplicates, or hit actions when you can't use them, but this turn is probably going to be pretty impressive.


Trivia

Secret History

For most of its life this card cost $3. My feeling was that you didn't want to buy two on turns 1 and 2, and probably didn't want to buy one on either of those turns (except with the Feast combo). Later in the game it doesn't matter as much whether it costs $3 or $4. So why not $3? In general, if a card can be cheaper, I make it cheaper. I want the cards as cheap as possible without breaking the game, rather than as expensive as possible without going unplayed. So, I knew Throne Room was good, but it seemed like $3 was okay.


Well late in development there was a game where no-one fought me for the Throne Rooms and I had a turn where I chained 6 of them. "I play Throne Room. First I Throne Room a Throne Room; for that one first I Throne Room a Smithy, then a Throne Room; for that one first I Throne Room a Throne Room..." I had a big cloud of actions on the table (we use a binary tree in these ridiculous situations). It's not just powerful; it's messy. I thought, hmm, maybe this could stand being 4 after all. It makes it just a bit harder to get a million of them; you don't go, "Market, buy two Throne Rooms" nearly as often. There was some worry that now there weren't enough $3's, but we decided we could live with just having four. There's Silver at $3, so it's fine to sometimes deal out a random 10 and not get a $3.


Retrospective

Throne Room should of course say "you may."


Cards $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Combos and Counters Beggar/GardensWorkshop/Gardens
Other concepts Vanilla
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 $6 Harem
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)