Can you throne room a feast




















Edit source History Talk 0. Play it twice. Vaccarino commented on the development of Throne Room: 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. I'm not too clear on it but I know there are haters out there. So I split that theme up, with some of the cards going into limbo.

One-shots are different enough that I think they're worth doing sometimes, and well some people like them fine. But I might not even do one per set. The main set got this one as it's the least offensive; you do get to hold onto the card you fetch with it. Feast adds very little. The way to think of these things is, imagine the replacement cards. Those are not top-of-the-line adored-by-all go-in-every-deck cards. But they still give you more to do than Woodcutter and Feast do.

Vaccarino , What Donald X. The corrupt guards were given strict orders to capture you if you ever returned to the castle. When the King and Queen died, your tyrannical brother ran the kingdom into despair. Disgusted by the decline of a once prosperous and peaceful land, you decide to risk your life to set things right. Room Escape Artist are some of the most well-known escape room reviewers in the United States industry.

They publish well-researched, rational, and reasonably humorous escape room reviews, design and players tips at least seven times a week. This is a combination of a N. The first-edition card text could sometimes have adverse effects in a chain of stacked Throne Rooms and draw cards: if you Throne Room a Throne Room, by the time you play the second Throne Room a second time, you might have Actions in hand that you don't want to play.

Under the first-edition card text, you would be forced to play one of them twice anyway; in the second edition, you don't have to if you don't want to. Throne Room depends on having other Action cards in hand, so it's better when your deck has a high density of Action cards. Therefore, Throne Room is less good early in the game, in games where you can't get rid of your starting cards, and in games without Action payload.

Using Throne Room to play an Action card twice nets you one more Action than you would have if you played two copies of that Action card. Playing two copies of a terminal Action such as Smithy costs 2 Actions; Throne Room playing a Smithy draws the same number of cards but costs only 1 Action.

Chaining Throne Rooms in this way is especially useful with terminal draw cards. You can start a turn by playing Throne Room playing Throne Room playing Smithy , at which point you draw 6 cards and then can duplicate one more Action card from your hand. If you can play a non-terminal Action, you can continue playing more Action cards after that.

You can even continue the chain of alternating Throne Rooms and terminal Actions. With mostly terminal Actions, Throne Room is more awkward. Throne Room can duplicate the on-play effect of any Action card, so it varies in strength based on the Action cards in the kingdom.

Using Throne Room on cheaper Action cards such as Merchant or Village is okay, but Throne Room is even stronger when you can use it to double-play cards such as Artisan and Laboratory that are both more expensive to gain and more impactful on play.



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