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  |type1 = Event
 
  |type1 = Event
 
  |illustrator = Martin Hoffmann
 
  |illustrator = Martin Hoffmann
  |text = Take an extra turn after this one (but not a 3rd turn in a row), during which you can't buy cards.<br>(You can still buy Events.)
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  |text = Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.
 
}}
 
}}
  
'''Mission''' is an [[Event]] from [[Adventures]]. It gives the buyer an [[extra turn]] in which they can't buy cards.
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'''Mission''' is an [[Event]] from [[Adventures]]. It gives the buyer an extra turn, in which they can't buy cards.
  
 
== FAQ ==
 
== FAQ ==
===Unofficial FAQ===
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=== Official FAQ ===
Mission has received errata so that you can't take multiple extra turns in a row [https://forum.dominionstrategy.com/index.php?topic=21794.msg904370#msg904370].
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* You can only buy this once per turn.  
* The extra turn is completely normal except that you cannot buy cards during it, including from {{Card|Black Market}}.
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* 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.  
* You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a {{Card|Silver}} from {{Card|Amulet}}), and [[exchange]] [[Traveller]]s.
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* 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.
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* If you set up 2 extra turns at once (e.g. one from Mission, one from {{Card|Voyage}}), you choose one turn to take, and the others fail.
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* If you are {{Card|Possession|Possessed}}, and they make you buy Mission, you will take a Mission turn, and then take your normal turn.
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=== Official FAQ (2021) ===
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* 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.  
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* The extra turn is completely normal except that you cannot buy cards during it.  
 
* 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 {{Card|Silver}} from {{Card|Amulet}}), and [[exchange]] [[Traveller]]s.  
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* You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a {{Card|Silver}} from {{Card|Amulet}}), and [[exchange]] [[Traveller|Travellers]].  
 
* Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.
 
* Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.
 
=== Other rules clarifications ===
 
=== Other rules clarifications ===
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* If you buy Mission on the same turn you play {{Card|Outpost}}, you can choose whether the Mission turn or the Outpost turn happens first; whichever one does will start with a 3 card hand, while the other will start with a 5 card hand.
 
* Buying Mission does nothing if you were {{Card|Possession|Possessed}} on your previous turn.
 
* Buying Mission does nothing if you were {{Card|Possession|Possessed}} on your previous turn.
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** If the previous player played multiple Possessions, and tells you to buy a Mission on your first Possession turn, you get to decide whether to take the Mission turn first, or one of the other Possession turns; Possession does not grant control between turns, making the choice your decision.
  
 
== Strategy ==
 
== 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 [[gainer]]s), 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.
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There is no strategy article for Mission, but it has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14886.0 forum.]
  
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.
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Mission is a little bit more situational than most other [[Event]]s, and it appears to be quite a high-skill Event. In order to be worth buying, you need to have cards in your deck that are still worth playing during a Mission turn.  If all your deck can do is buy cards, Mission is probably not worth it. However, if you have stackable Attacks (like {{Card|Torturer}}), or want to finish trashing, or have a [[remodeler]] or a [[gainer]], it might be a good buy.  Mission turns can also get Durations in play and Reserves on your mat (or off of it, in the case of {{Card|Wine Merchant}}), and can be used to stockpile [[Coin token|Coin tokens]].  
* The most common way to improve your deck is by adding strong cards to it without buying them. Gainers (e.g. {{Card|University}}) often fulfill this purpose, while some [[Event]]s (e.g. {{Event|Alms}} or {{Event|Summon}}) can also work. {{Card|Hermit}} is a particularly notable example, as it can gain both cheap cards (likely more {{Card|Hermit|Hermits}}) and {{Card|Madman|Madmen}}.
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* Mission can be bought regularly in the endgame to amplify several [[alt-VP]] effects. This can include Events such as {{Event|Dominate}} or {{Event|Triumph}}, or cards such as {{Card|Bishop}}.
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* 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, [[Attack]]s (especially [[Curser]]s, where winning the {{Card|Curse}} [[Glossary#S|split]] can be important), and [[Traveller]]s in this way will allow you to rapidly snowball into stronger overall turns (Mission or otherwise).
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* 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 [[three-pile ending|pileout]].
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* Other opportunities Mission can provide that are typically less powerful but may still be worthwhile include the chance to accumulate resources such as [[Villager]]s or [[Coffers]] or pay back {{Debt}}.
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* 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]].
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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 {{Cost|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.  
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Mission also plays nicely with other Events, which are exempt from its prohibition on buying, though some Events will be more useful than others. Fortunately, it is often pretty easy to estimate what buying a Mission will get you and compare it to your other options; for example, if you think you will be able to play at least one {{Card|Ironworks}} next turn while accomplishing something else, then going for Mission is often a good idea. If not, you should probably stick to just buying a {{cost|4}} card directly.
  
===External strategy articles===
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=== Synergies ===
''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.''
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* [[Gainers]], especially gain-centric strategies such as {{Card|Horn of Plenty}}, {{Card|Artificer}}, {{Card|Hermit}} and {{Card|Graverobber}}
* [https://docs.google.com/presentation/d/1TXUGqedl9gKFW7elR9x1d5Mb3iEBbNNwfR6LNcws6NI/edit?usp=sharing slides from 2021 coaching session]
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* [[Remodeler]]s, especially {{Card|Governor}}
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* [[Curser]]s and other junkers: {{Card|Torturer}}, {{Card|Witch}}, and especially {{Card|Cultist}}
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* Strong [[Trasher|Trashers]] such as {{Card|Chapel}}
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* {{Card|Page}} and {{Card|Peasant}} and their upgrades, as you can exchange them on Mission turns
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* Other Events, especially Events that can gain cards: {{Event|Alms}}, {{Event|Ball}}, {{Event|Raid}},
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* Some [[Duration]] and [[Reserve]] cards
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* Some cards that give [[coin token]]s or [[victory token]]s, but not {{Card|Goons}}, {{Card|Groundskeeper}} or {{Card|Merchant Guild}}
 +
 
 +
=== Antisynergies ===
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* Traditional [[engine]]s with +Buy
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* [[Big Money]] and [[slog]]s
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* {{Card|Haunted Woods}} and {{Card|Swamp Hag}} lose their ability to attack between turns if played on your first turn
  
 
== Versions ==
 
== Versions ==
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! Print !! Digital !! Text !! Release !! Date  
 
! Print !! Digital !! Text !! Release !! Date  
 
|-
 
|-
| {{LandscapeLangVersionImage|o=1}} || {{LandscapeLangVersionImage|d=g|o=1|}} || 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
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| {{LandscapeVersionImage|MissionOld|Mission}} || {{LandscapeVersionImage|MissionDigitalOld|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 1st Edition || April 2015
 
|-
 
|-
| {{LandscapeLangVersionImage|o=2}} || {{LandscapeLangVersionImage|d=s|o=2}} || Once per turn: If the previous turn wasn't yours, take another turn after this one, during which you can't buy cards. || Adventures [[Second Edition#Formatting_changes|(2016 printing)]] || August 2017
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| {{LandscapeVersionImage|Mission|Mission}} || {{LandscapeVersionImage|MissionDigital|Mission from Shuffle iT}} || Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards. || Adventures [[Second Edition|2nd Edition]] || August 2017
|-
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|  || {{LandscapeLangVersionImage|d=t}} || Take an extra turn after this one (but not a 3rd turn in a row), during which you can't buy cards. <br>''(You can still buy Events.)'' || [https://discord.com/channels/212660788786102272/212660788786102272/1157034961044508673 Extra turn errata] || December 2023
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|}
 
|}
 
 
===Other language versions===
 
===Other language versions===
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
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|-
 
|-
 
!Dutch
 
!Dutch
| Missie || {{LandscapeLangVersionImage|Dutch}} || {{LandscapeLangVersionImage|Dutch|d=s}} || Eenmaal per beurt: als de vorige beurt niet de jouwe was,<br>voer dan na deze beurt nog een beurt uit, waarin je geen<br>kaarten mag kopen. || (2015)
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| Missie || || || ||
 
|-
 
|-
 
!Finnish
 
!Finnish
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|-
 
|-
 
!French
 
!French
| Mission || || {{CardVersionImage|MissionFrench2021Digital|French language Mission 2021 from Shuffle iT}} || Une fois par tour&nbsp;: 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. ||
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| Mission || || || ||
 
|-
 
|-
 
!German
 
!German
| Mission || {{CardVersionImage|MissionGerman|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)
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| Mission || || || 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. ||
|-
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!German
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| Mission || || {{CardVersionImage|MissionGerman2021Digital|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)
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|-
 
|-
 
!Japanese
 
!Japanese
| 使節団 (pron. ''shisetsu-dan'') || || || style="padding:15px 0px;"| 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。 ||
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| 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
 
!Polish
| Misja || || || || <small>Although Polish version is not released, this card is referred to in the Polish version of ''[[Empires]]'' rulebook</small>
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| Misja (note: as referred to in Polish ''[[Empires]]'' rulebook) || || || ||
 
|-
 
|-
 
!Russian
 
!Russian
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=== Preview ===
 
=== Preview ===
 
{{Quote
 
{{Quote
|Text=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 {{Card|Remodel|Remodels}} and {{Card|Workshop|Workshops}}. You can play [[Duration]] cards, setting them up for your next turn. You can get [[Reserve]] cards onto your mat. You can play [[Attack]]s, 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 {{Card|Hero}} into a {{Card|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 {{Card|Swamp Hag}} and it's not cheaper due to {{Card|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.
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|Text=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 {{Card|Remodel|Remodels}} and {{Card|Workshop|Workshops}}. You can play [[Duration]] cards, setting them up for your next turn. You can get [[Reserve]] cards onto your mat. You can play [[Attack|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 {{Card|Hero}} into a {{Card|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 {{Card|Swamp Hag}} and it's not cheaper due to {{Card|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.
 
|Name=[[Donald X. Vaccarino]]  
 
|Name=[[Donald X. Vaccarino]]  
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=12894.0 Adventures Previews #4 - Expedition, Trade, Mission]}}
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=12894.0 Adventures Previews #4 - Expedition, Trade, Mission]}}
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|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]
}}
 
=== Rewording ===
 
{{Quote|Text=
 
{{Set|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 [[Project]]s" 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 {{Set|Adventures}} doesn't actually have that parenthetical, it came up after the files went out.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[https://discord.com/channels/609163450077151233/769292895844040715/998674122093625365 TGG Discord, 2022]
 
 
}}
 
}}
 
{{Navbox Adventures}}
 
{{Navbox Adventures}}
 
{{Navbox Cards}}
 
{{Navbox Cards}}
 
[[category:extra turn]]
 
[[category:extra turn]]

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