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The resource counter tab in the center of the game screen tells you how many Buys you have remaining. When you buy a card, the cost of the card is deducted from your current Coin total, and one of your Buys is spent. Note that some cards cost 0 Coins - it still costs a Buy to buy one, though. Clean-up phase: After you have finished buying cards, you then discard any cards you have played this turn, and any cards left in your hand.
Discarding cards puts them into your discard pile. You then draw 5 cards from your deck, to be your hand for your next turn. If there are not enough cards left in your deck to do this, your discard pile is shuffled, and is put under what remains of your deck, and then your new hand is drawn.
The same applies anytime you need to do something with the top of your deck and not enough cards remain. Note that you are never forced to play an Action during your Action phase, and you are never forced to buy a card during your Buy phase, even if you have Actions or Buys remaining, respectively.
You can always choose to end the phase early, and move on to the next one. Once play returns to you, you will start again with a new Action phase, and have 1 Action and 1 Buy to use. Secondary Types and Keywords Some cards have more than one type. The most common secondary type is Attack. This does not have any special ability associated with it, it just signifies that this card has a hostile effect on other players.
Some other effects also reference Attack cards - several of these are Reaction cards, which have blue borders. A Reaction card has an effect that can be used at an unusual time, which is most often detailed on the lower half of its card text, beneath a dividing line. There are also other secondary types, with their own rules and peculiarities.
You will find that the text of most Dominion cards is fairly straightforward in detailing the effect of the card. However, there are a few keywords with a specific meaning: Gain: Take a card from the Supply, and put it into your discard pile. The Supply is the set of cards that make up the large part of the game board, as described above. The most usual way to gain a card is to first buy it, but some effects instruct you to gain a card without buying it.
Discard: Put a card into your discard pile. Some effects will tell you to discard a card from another location, though, such as your deck, and all the cards you have in play get discarded during your Clean-up phase.
Note that when you play a card, it is not immediately put into your discard pile; it stays in your play area until your Clean-up phase. Trash: Put a card into the trash pile. The trash pile is used by all players as a receptacle for cards removed from their deck. Cards can only be trashed if an effect says so. Be careful: discarding and trashing are different things. If you discard a card, it will eventually be shuffled back into your deck and you will see it again in your hand; if you trash a card, it is removed from your deck entirely, and it will not show up in your hand again.
Reveal: Show this to all players. After a card is revealed, it is returned to where it came from, unless otherwise specified. Look at: Only you get to see this. After you look at a card, it is returned to where it came from, unless otherwise specified.
Set aside: Put this card off to one side, not in your hand, play area, or discard pile, or on your deck. Cards are set aside face up by default, but some effects may tell you to set a card aside face down. Cards remain set aside until the effect that put them there says otherwise, or else until the end of the game. It then stays there until a condition is met where the player can "call" the card, bringing it back into play for some effect.
Calling a card does not use an Action. These can be spent at the start of your Buy phase before buying anything for 1 Coin each. Unlike normal Coins, Coffers can be saved from turn to turn. These can be spent during your Action phase for 1 Action each. Unlike normal Actions, Villagers can be saved from turn to turn. The Boons are a set of 12 good things, while Hexes are a set of 12 bad things. In games using them, their respective pile is shuffled face down.
Night: In games with Night cards, a new phase is added to the game. The Night phase happens after your Buy phase, but before Clean-up. During the Night phase, you may play any number of Night cards from your hand. You may sometimes see an Event, Landmark or Project in the game - these are not cards, and cannot be added to your deck.
An Event is an effect that can be bought, just like a card, but the effect happens right away. However, if you want the effect to happen again, you will have to buy the Event again. Buying an Event costs a Buy, just like buying a card. Similarly, Projects are also bought, but they can only be bought once per game, and grant the buyer a permanent effect once purchased. A Landmark is not bought; it is instead a rule change for scoring in the game.
It provides a new way to acquire points other than buying Victory cards. It is not recommended that you play with any of these if you are unfamiliar with the game. To start playing, all players must click the "Start Game" button; once they all have done so, play commences with the first player's turn. To play a card from your hand, or to buy or otherwise gain a card from the Supply, simply left-click it. If you only want to view the card, right-click it instead, and you will be shown an enlarged version of the card, including its full text.
Cards that you are able to play will have a shining green border around them. Cards that you are able to discard will have a shining amber border around them. Cards that you are able to trash will have a shining red border around them. Cards that you are able to buy or gain will have a blue plus sign in their lower right corner.
Any other effect that requires you to choose a card will highlight allowed cards in green or blue. Some cards have autoplay options associated with them - this means that under certain conditions, you can choose to have the game client deal with these cards without requiring your input.
For example, you can ask the client to always reveal Moat for you when another player plays an Attack normally the game waits for you to choose to reveal it or not. Autoplay settings can be changed in the Options menu in the lobby, under the Autoplay Options section - right-clicking on a card name here will take you to a detailed documentation of what each autoplay setting does.
You can also change autoplay settings in game by right-clicking a card; settings you change this way will only apply for the current game, and will not carry over to future ones. Identical cards in your hand, or that you have in play next to each other, are stacked, with a red number in the corner of the stack to indicate how many of the same card are there.
As a game proceeds, everything that happens is recorded in the log, on the right side of the screen. The log is color-coded by card type, and can help you figure out what happened on a particularly complicated turn, or you can use it to check back on something if you forget what happened. A few abilities must be done through the log: specifically, the calling of Reserve cards and the ordering of simultaneous effects are prompted in blue text at the bottom of the log.
Below the log is the chat, where you can communicate with any other players, as well as any spectators. Above the log are four options: Kingdom: This shows you all cards used in the current game other than Basic cards , replacing the play area. This includes all Kingdom cards, non-Supply cards, and non-cards, like Events and Landmarks.
Everyone starts each game on equal footing, with seven Coppers and three Estates. You all have to build your decks from the same starting point. The cards you play with each time are randomly selected, too, so no two Dominion games are exactly alike. That all might sound intimidatingly intricate. And indeed this intricacy sometimes discourages players in real life — where you have to actually pull out physical cards and shuffle them — from expanding beyond the base set.
The game gets better and better with every expansion you add. Every turn, if you have three or more Coppers in your hand, buy a Silver. Keep doing that until you draw Coppers and Silvers that add up to six or seven coins, in which case, buy a Gold. If your cards add up to eight coins or more, buy a Province. It is dead-simple to execute, and you can play a full game online this way in about five minutes.
After that, you should start to have a handle on the rules. Then you can experiment. Buy a few action cards.
See what they do. See if you beat a bot by more points, or more often, by buying certain action cards. This is all way easier to get experience doing online than in person, where games take much longer to play and set up. We get to discover new cards and how they work together, and get in some vital quarantine-time socializing. In each edition, find one more thing from the world of culture that we highly recommend.
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