Throne Room
(Basic Card Info) |
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|Set = Base | |Set = Base | ||
|Type = [[Action]] | |Type = [[Action]] | ||
− | |Illustrator = | + | |Illustrator = Harald Lieske |
|Text = Choose an Action card in your hand. Play it twice. | |Text = Choose an Action card in your hand. Play it twice. | ||
}} | }} | ||
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== FAQ == | == FAQ == | ||
=== Official 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 === | === 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 == | == 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. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
+ | * In the presence of cards that give +1 action, a Throne Room can be used as a makeshift Village. | ||
+ | * Strong trashing like [[Chapel]] helps line up Throne Room with good targets. | ||
=== Antisynergies === | === Antisynergies === | ||
+ | * Draw-up-to-X cards like [[Library]] do not have much of a benefit from being Throned. | ||
+ | * [[Looter]]s, [[Curser]]s, and especially [[Mountebank]]. | ||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === | ||
− | + | For most of its life this card cost 3. My feeling was that you didn't want to buy two on turns 1 and 2, and probably didn't want to buy one on either of those turns (except with the Feast combo). Later in the game it doesn't matter as much whether it costs 3 or 4. So why not 3? In general, if a card can be cheaper, I make it cheaper. I want the cards as cheap as possible without breaking the game, rather than as expensive as possible without going unplayed. So, I knew Throne Room was good, but it seemed like 3 was okay. | |
+ | |||
+ | Well late in development there was a game where no-one fought me for the Throne Rooms and I had a turn where I chained 6 of them. "I play Throne Room. First I Throne Room a Throne Room; for that one first I Throne Room a Smithy, then a Throne Room; for that one first I Throne Room a Throne Room..." I had a big cloud of actions on the table (we use a binary tree in these ridiculous situations). It's not just powerful; it's messy. I thought, hmm, maybe this could stand being 4 after all. It makes it just a bit harder to get a million of them; you don't go, "Market, buy two Throne Rooms" nearly as often. There was some worry that now there weren't enough 3's, but we decided we could live with just having four. There's Silver at 3, so it's fine to sometimes deal out a random 10 and not get a 3. | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 20:51, 26 October 2012
Throne Room | |
---|---|
Cost | 4 |
Type | [[Action]] |
Set/Expansion | Base |
Illustrator | Harald Lieske |
Choose an Action card in your hand. Play it twice. |
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.
Synergies/Combos
- In the presence of cards that give +1 action, a Throne Room can be used as a makeshift Village.
- 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
For most of its life this card cost 3. My feeling was that you didn't want to buy two on turns 1 and 2, and probably didn't want to buy one on either of those turns (except with the Feast combo). Later in the game it doesn't matter as much whether it costs 3 or 4. So why not 3? In general, if a card can be cheaper, I make it cheaper. I want the cards as cheap as possible without breaking the game, rather than as expensive as possible without going unplayed. So, I knew Throne Room was good, but it seemed like 3 was okay.
Well late in development there was a game where no-one fought me for the Throne Rooms and I had a turn where I chained 6 of them. "I play Throne Room. First I Throne Room a Throne Room; for that one first I Throne Room a Smithy, then a Throne Room; for that one first I Throne Room a Throne Room..." I had a big cloud of actions on the table (we use a binary tree in these ridiculous situations). It's not just powerful; it's messy. I thought, hmm, maybe this could stand being 4 after all. It makes it just a bit harder to get a million of them; you don't go, "Market, buy two Throne Rooms" nearly as often. There was some worry that now there weren't enough 3's, but we decided we could live with just having four. There's Silver at 3, so it's fine to sometimes deal out a random 10 and not get a 3.