Mission

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Mission
Info
Cost $4
Type Event
Set Adventures
Illustrator(s) Martin Hoffmann
Event text
Take an extra turn after this one (but not a 3rd turn in a row), during which you can't buy cards.
(You can still buy Events.)

Mission is an Event from Adventures. It gives the buyer an extra turn in which they can't buy cards.

FAQ

Unofficial FAQ

Mission has received errata so that you can't take multiple extra turns in a row [1].

  • The extra turn is completely normal except that you cannot buy cards during it, including from Black Market.
  • You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travellers.
  • If you buy Mission multiple times in one turn, you aren't able to take more than 2 turns in a row, so the 2nd Mission will fail.
  • If you set up 2 extra turns at once (e.g. one from Mission, one from Voyage), you choose one turn to take, and the others fail.
  • If you are Possessed, and they make you buy Mission, you will take a Mission turn, and then take your normal turn.

Official FAQ (2021)

  • You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends.
  • The extra turn is completely normal except that you cannot buy cards during it.
  • You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travellers.
  • Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.

Other rules clarifications

  • Buying Mission does nothing if you were Possessed on your previous turn.

Strategy

Even a restricted extra turn is often a very powerful effect, making Mission a strong Event. Although buying cards is an important objective of many turns, and the restriction on Mission turns is therefore significant, there are often many other ways to make meaningful progress during a turn, including thinning your deck, cycling through a shuffle, gaining cards by other means (e.g. using gainers), and attacking your opponents. Thus, Mission's value in a particular Kingdom hinges on the availability of such opportunities and the benefits of engaging in them. These benefits need to be weighed against the opportunity cost of buying Mission itself, since doing so eliminates another chance that you would otherwise have had to buy a card. This means that Mission is typically more viable if you have a source of +Buy which allows you to buy something alongside Mission on your non-Mission turns.

The value of an extra turn from Mission is heavily dependent on how much you can do without buying cards, as the more your turns center around these types of effects, the closer Mission is to simply providing a full extra turn and doubling your deck’s capabilities.

  • The most common way to improve your deck is by adding strong cards to it without buying them. Gainers (e.g. University) often fulfill this purpose, while some Events (e.g. Alms or Summon) can also work. Hermit is a particularly notable example, as it can gain both cheap cards (likely more Hermits) and Madmen.
  • Mission can be bought regularly in the endgame to amplify several alt-VP effects. This can include Events such as Dominate or Triumph, or cards such as Bishop.
  • Extra turns means more opportunities to play key cards sooner. For example, if you are able to play a thinner on both your Mission and non-Mission turns, you are thinning twice as fast as a player who does not buy Mission. In the early game, playing thinners, Attacks (especially Cursers, where winning the Curse split can be important), and Travellers in this way will allow you to rapidly snowball into stronger overall turns (Mission or otherwise).
  • Later in the game, Mission can double some types of payload. While this can include Attacks which stack, such as Knights, the most common use case is to double your total number of gainer plays, which can both rapidly improve your deck and allow you to more easily threaten a pileout.
  • Other opportunities Mission can provide that are typically less powerful but may still be worthwhile include the chance to accumulate resources such as Villagers or Coffers or pay back D.
  • Occasionally, the value of Mission lies largely in the fact that it offers relatively cheap access to an extra turn, even if you can do little or nothing with that turn itself. Similar considerations might apply if you anticipate a dud for other reasons (e.g., by using deck tracking and noting that the remainder of your shuffle is mostly junk) and wish to cycle past it, or simply want a chance to set up your next turn, e.g. by playing Duration draw.

When and how often to buy Mission mostly depends on which of the above options you’re using it for. If an early Mission can accelerate your deck control or advance another high-priority early-game goal, it may be worth buying over another $4 card. If, however, Mission’s main effect will be to amplify your payload, you’ll likely have to build up your deck first, as in the early game you likely lack both the specific type of payload you want and the deck control to reliably find it on your Mission turn. Once you have key payload options and sufficient deck control, you may then want to buy Mission consistently throughout the midgame or even the endgame, depending on how valuable and flexible the extra payload on your Mission turns is.

External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.

Versions

English versions

Print Digital Text Release Date
Mission Mission from Goko/Making Fun Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards. Adventures April 2015
Mission Mission from Shuffle iT Once per turn: If the previous turn wasn't yours, take another turn after this one, during which you can't buy cards. Adventures (2016 printing) August 2017
Mission from Temple Gates Games Take an extra turn after this one (but not a 3rd turn in a row), during which you can't buy cards.
(You can still buy Events.)
Extra turn errata December 2023

Other language versions

Language Name Print Digital Text Notes
Dutch Missie Eenmaal per beurt: als de vorige beurt niet de jouwe was,
voer dan na deze beurt nog een beurt uit, waarin je geen
kaarten mag kopen.
(2015)
Finnish Tehtävä
French Mission French language Mission 2021 from Shuffle iT Une fois par tour : si le tour précédent n'était pas le vôtre, jouez un tour supplémentaire après celui-ci pendant lequel vous ne pourrez pas acheter de carte.
German Mission German language Mission 2015 by ASS Einmal pro Zug: Wenn der vorangegangene Zug nicht deiner war, spielst du nach diesem Zug einen weiteren Zug, in welchem du keine Karten kaufen darfst. (2015)
German Mission German language Mission 2021 from Shuffle iT Einmal pro Zug: Wenn der vorangegangene Zug nicht deiner war, spielst du nach diesem Zug einen weiteren, in dem du keine Karten kaufen kannst. (Nachdruck 2021)
Japanese 使節団 (pron. shisetsu-dan) 1ターンに1度のみ:直前のターンがあなたのものでない場合、このターンの後に、カードの購入ができない追加の1ターンを得る。
Polish Misja Although Polish version is not released, this card is referred to in the Polish version of Empires rulebook
Russian Миссия (pron. missiya)

Trivia

Official card art.

Preview

Finally we have Mission, a trickier one. You get an extra turn, but, this seems like some kind of joke, you can't buy cards on that turn. What good is it then? Well. There are things you can do. You can gain cards without buying them, such as with Remodels and Workshops. You can play Duration cards, setting them up for your next turn. You can get Reserve cards onto your mat. You can play Attacks, it can be that kind of Mission. You can trash cards; you can just be getting through your deck to get back to your good cards; you can turn that Hero into a Champion. And hey you can buy other Events, that's not buying a card. That may seem weird - what do we call that rectangular object then - but you didn't buy a card, you bought an Event, a thing that happened once and didn't come with a card, and so that doesn't trigger Swamp Hag and it's not cheaper due to Bridge and so on. Event cards give you something to buy; that thing is not a card. There will be a rulebook and it will say stuff just like this.

Secret History

This one seems a little more complex, but it had no issues.

Rewording

Adventures has Events; it doesn't have other landscapes. There's only so much space on the cards. The danger of clarifications is people immediately thinking e.g. "oh why doesn't it list Projects" but odds are those particular people will check the rulebook. In general I've cut clarifications and possibly I'll cut this one, dunno. This year's printing of Adventures doesn't actually have that parenthetical, it came up after the files went out.


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 Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • 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 (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • 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: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
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: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
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)