Night
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The ordinary [[vanilla]] bonuses that many [[Action]] cards provide are not useful in the Night phase, so Night cards have to benefit the player in other ways. They include [[Attacks]], [[gainer]]s, [[trasher]]s, and [[Duration]] cards that provide benefits in the following turn's Action phase. | The ordinary [[vanilla]] bonuses that many [[Action]] cards provide are not useful in the Night phase, so Night cards have to benefit the player in other ways. They include [[Attacks]], [[gainer]]s, [[trasher]]s, and [[Duration]] cards that provide benefits in the following turn's Action phase. | ||
+ | Most Night cards have their typing because their effects have to take place after your Buy phase: some care about cards you have in play, or cards you've gained this turn, and several are gained directly to your hand, meaning they can be played the turn they are bought. A couple, though, are Night cards purely for flavor reasons, such as Cobbler and Vampire. Either way, having a new type and a new phase to be played in has the following consequences: | ||
+ | * Night cards can never be drawn [[dead]], and are always [[non-terminal]]. | ||
+ | * In general, there is no way to multiply a Night card with a [[Throne Room variant]] (the exception being [[call]]ing {{Card|Royal Carriage}} on Werewolf). | ||
+ | * Cards that care about specific types will not have their usual effects when dealing with Night cards, whether positive (like {{Card|Ironworks}} or {{Card|Magpie}}) or negative (like {{Card|Rabble}}). | ||
+ | * Cards that care about specific phases, like {{Card|Villa}}, will not have their usual effects in the Night phase. {{Card|Haunted Woods}} is particularly brutal, as it prevents you from playing any of your Night cards if you buy anything. | ||
== List of Night cards == | == List of Night cards == | ||
* {{Cost|2}} {{Card|Guardian}}, {{Card|Monastery}} | * {{Cost|2}} {{Card|Guardian}}, {{Card|Monastery}} | ||
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|Source=[http://forum.dominionstrategy.com/index.php?topic=17757.0 Nocturne Previews #1: Devil's Workshop, Raider, Ghost Town] | |Source=[http://forum.dominionstrategy.com/index.php?topic=17757.0 Nocturne Previews #1: Devil's Workshop, Raider, Ghost Town] | ||
}} | }} | ||
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{{Navbox Nocturne}} | {{Navbox Nocturne}} | ||
+ | {{Naxbox Mechanics}} | ||
{{Navbox card types}} | {{Navbox card types}} | ||
[[Category:Nocturne]] | [[Category:Nocturne]] | ||
[[Category:Single-expansion special card types]] | [[Category:Single-expansion special card types]] |
Revision as of 23:05, 18 November 2017
Night is a card type that may be played during one's Night phase, which comes after one's Buy phase. During their Night phase, players may play any number of Night cards. Night cards are introduced in Nocturne.
The ordinary vanilla bonuses that many Action cards provide are not useful in the Night phase, so Night cards have to benefit the player in other ways. They include Attacks, gainers, trashers, and Duration cards that provide benefits in the following turn's Action phase.
Most Night cards have their typing because their effects have to take place after your Buy phase: some care about cards you have in play, or cards you've gained this turn, and several are gained directly to your hand, meaning they can be played the turn they are bought. A couple, though, are Night cards purely for flavor reasons, such as Cobbler and Vampire. Either way, having a new type and a new phase to be played in has the following consequences:
- Night cards can never be drawn dead, and are always non-terminal.
- In general, there is no way to multiply a Night card with a Throne Room variant (the exception being calling Royal Carriage on Werewolf).
- Cards that care about specific types will not have their usual effects when dealing with Night cards, whether positive (like Ironworks or Magpie) or negative (like Rabble).
- Cards that care about specific phases, like Villa, will not have their usual effects in the Night phase. Haunted Woods is particularly brutal, as it prevents you from playing any of your Night cards if you buy anything.
Contents |
List of Night cards
- Guardian, Monastery
- Bat
- Changeling, Ghost Town, Night Watchman
- Devil's Workshop, Exorcist
- Ghost
- Cobbler, Crypt, Den of Sin, Vampire, Werewolf
- Raider
Official Rules
- Nocturne adds Night cards and the Night phase.
- In games using Night cards, the Night phase happens after the Buy phase - it goes, Action, Buy, Night, Clean-up.
- In your Night phase, you can play any number of Night cards.
Trivia
In other languages
- Russian: Ночь (pron. noch')
Preview
Nocturne has five themes, and there are five weekdays, so that's all going to work out neatly. Today: Night.
Night is a new phase. It comes after the Buy phase, and in it you can play any number of Night cards. That's all there is to it. We get right to the point here in Dominion-land.