Courtier

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Courtier
Info
Cost $5
Type(s) Action
Kingdom card? Yes
Set Intrigue
Illustrator(s) Claus Stephan
Card text
Reveal a card from your hand. For each type it has (Action, Attack, etc.), choose one: +1 Action; or +1 Buy; or +$3; or gain a Gold. The choices must be different.

Courtier is an Action card from the second edition of Intrigue. It offers you choices for a variety of effects; and if you have a card in hand with multiple types, you can get more bonuses.

FAQ

Official FAQ

  • First reveal a card from your hand, then count the types.
  • The types are the words on the bottom line – including Action, Attack, Curse, Reaction, Treasure, and Victory (with more in expansions).
  • Then choose one different thing per type the card had; if you revealed a card with two types, you pick two things.
  • For example you could reveal a Copper and choose "gain a Gold," or reveal a Mill and choose "+1 Action" and "+$3."
  • If you gain a Gold, put the Gold into your discard pile.

Other Rules clarifications

  • If you play Courtier twice, you may reveal either the same card or a different card the second time, and choose the same bonuses or different ones.
  • Revealing a card with four types (such as Werewolf or Dame Josephine) gives you all 4 bonuses.
  • Capitalism, Inheritance, and Charlatan can change the number of types a card has, and Courtier takes that into account when counting types.
  • If you reveal a card with 5 types (such as a Stronghold affected by Capitalism), you get the 4 bonuses and nothing extra.
  • If you use Elder on Courtier, you get one extra choice, not one extra choice per type. So if you reveal a card with 2 types, you get 3 choices from Courtier.
  • If you can't reveal a card (because you have no cards in hand), you get no bonus. This is true even if you play this with Elder.

Strategy

Courtier is a payload card that can offer a high degree of flexibility in order to fit your needs for a given turn: it can be either non-terminal or terminal depending on your terminal space, greatly increase your deck’s overall payload by both gaining a Gold and providing $, or provide an adjustable amount of +Buy. However, because this flexibility is dependent on collision with a multi-type target, and it is a stop card, Courtier requires good deck control for effective use. In Kingdoms with stronger payload (e.g. Governor) or where said collision is not possible (either because there is not a suitable card to reveal, or it is difficult to achieve deck control), Courtier is likely skippable. Otherwise, it’s often best acquired in the midgame, and one or two copies is typically sufficient.

While Courtier’s value is heavily dependent on the presence of a useful card to reveal, it’s very rare for a Kingdom to lack any cards with at least two types, such as an Action that is also an Attack or Duration. Often, there will be several options from which to choose, and so an important consideration is whether those cards offer sufficient benefits in their own right. For example, Village Green is significantly stronger than Ruined Library, even though both have two types for Courtier. Sometimes, you may additionally have to decide between cards with different numbers of types, such as Margrave and Idol. While one may be a significantly stronger addition to your deck, the theoretically weaker card might interact more productively with Courtier.

The role Courtier plays depends on how many of its options you have access to.

  • With a two-type card, Courtier is a solid and somewhat flexible payload card that can be used, for example, as a terminal Gold that comes with +Buy or a non-terminal Gold gainer.
  • Three-type cards are reasonably common and are often the most desirable targets where available as they maximize Courtier’s flexibility. The presence of a convenient one, such as Enchantress, may significantly enhance the appeal of Courtier, particularly if terminal space is tight: for example, non-terminally generating $3 and a Buy is a strong effect, while the ability to take both Gold and $ along with a +Buy can enable you to ramp up your payload quickly.
  • Although a four-type card (such as Werewolf) may sometimes be attractive as a Courtier target, this forces Courtier to act as a mandatory Gold gainer, which is not always desirable.

Because Courtier can generate payload both directly (via its +$3 option) and indirectly (via Gold gaining), it’s often important to consider which of these suits your deck better in the long and short term. Often, choosing just one of these options is a trade-off between an immediate $3 (which might help you hit a price point) and the longer-term benefit of adding an extra $3 each turn to your total available payload. Occasionally, however, you might be able to gain-and-play the Gold (thus giving you both short- and long-term benefits), or use it immediately for some trash-for-benefit effect. Generally, if you can handle the extra stop card and are still building up your payload, gaining a Gold will be the preferable option. Otherwise, or in cases where Action-based payload is particularly desirable (e.g. in a draw-to-x deck), it’s likely that you’ll prefer to solely use the +$3 option.

A couple of synergies enhance Courtier’s flexibility even further.

  • Capitalism both frees up an option for Courtier (as it is effectively non-terminal in the Buy phase) and increases the number of types on many cards. Militia, for example, has three types under the effect of Capitalism.
  • Way of the Chameleon allows Courtier to additionally act as strong non-terminal draw on top of its payload abilities, even if you can only reveal a two-type card.

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
Courtier Courtier from Shuffle iT Reveal a card from your hand. For each type it has (Action, Attack, etc.), choose one: +1 Action; or +1 Buy; or +$3; or gain a Gold. The choices must be different. Intrigue 2nd Edition October 2016

Other language versions

Language Name Print Digital Text Notes
Dutch Makelaar
(lit. broker)
Toon een kaart uit je hand. Voor
elke soort die de kaart heeft
(Actie, Aanval, enz.), kies één
van de volgende: +1 Actie; of
+1 aanschaf;of +$3; of pak
een Goud. De keuzes moeten
verschillend zijn.
2. Edition
(2016)
French Courtisan
German Höflinge
(lit. courtiers)
German language Courtier 2021 by ASS German language Courtier 2021 from Shuffle iT Decke eine deiner Handkarten auf.
Für jeden Kartentyp (Aktion, Angriff…), den sie hat, wähle eine andere Option:
+1 Aktion oder +1 Kauf oder +$3 oder nimm ein Gold.
2. Edition
(2021)
one or more other
versions listed here
Japanese 廷臣
(pron. teishin)
手札1枚を公開する。それが持つ種類 (アクション、アタック等)1つにつき、次のうち1つを選ぶ (異なるものを選ぶ):
+1 アクション」:「+1 購入」:+$3」:「金貨1枚を獲得する」
Polish Dworzanie
(lit. courtiers)
Although Polish version is not released, this name is referred to in Polish Dominion 2E rulebook.
Russian Придворный
(pron. pridvorny)
Russian language Courtier from Shuffle iT Раскройте карту из руки. Для каждого присущего ей типа (Действие, Атака, и т. д.) выберите одно из четырёх: +1 Действие; или +1 Покупка; или +$3; или получите Золото.
Выборы не должны повторяться.
Spanish Cortesano Spanish language Courtier Revela una carta de tu mano. Por cada tipo que tenga (Acción, Ataque, etc.), elige una opción: +1 Acción; o +1 Compra; o +$3; o ganas una carta de Oro. Las opciones deben ser distintas. (2016)

Trivia

Official card art.

Secret History

I wanted yet another card that was good with Nobles / Harem / Mill. Counting types was a way to trigger off of those cards, but would also work with Attacks, Reactions, Durations, and other things. In a few cases you can get to three, and one card takes you to four (Dame Josephine). To stop it from going crazy when it gets to three, there are two strong options and two weaker ones. All four get used though.


Cards $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
Combos and Counters Lurker/Hunting GroundsMasquerade pinNative Village/BridgeRoyal Carriage/Bridge
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)