Throne Room
Throne Room | |
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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 actions 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!
Contents |
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.
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.
Antisynergies
- Draw-up-to-X cards like Library do not have much of a benefit from being Throned.
- Looters, Cursers, and especially Mountebank.
Trivia
Secret History