Autumn, the time of the harvest. The peasants have spent a hard week scything hay in the fields, but tonight the festivities begin, starting with a sumptuous banquet of roast hay. Then, the annual nose-stealing competition.
Then you have two jesters, one who always lies, one who always tells the truth, both hilariously. This celebration will truly have something for everyone. It adds 13 new Kingdom cards to Dominion. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them. Whatever happened to tilling the fields in obscurity? Your advisor is convinced that somehow, control of the stonecutters is key to world domination.
Very well. You will have stone handled so expertly that the world trembles before you. Mechanics Guilds is a smaller set compared to other sets. Players who have enabled all expansions may find Guild cards to be less common in their Kingdoms. However, the Coffers and overpay mechanics make stumbling into these cards a rare treat with a unique flavor.
Guilds cards layers strategically with other expansions. Big Money Coffers are money that can be saved across turns, allowing players to be more discerning in their purchases and save up for pricey heavy hitter cards. Masterpiece - Gives a pile of Silvers when bought Soothsayer - Gold gainer Engines With less need for buying Treasures, engine decks are free to flourish. Stonemason - Pick up multiple engine cards Surgically remove cards from deck Advisor - An engine in itself Herald - Speeds a thin Action deck Journeyman - Fantastic terminal drawer Metagame Coffers and overpay layer well with other mechanics.
While there aren't many Guild cards, each card in the set has a bit of complexity to master to play effectively. Advisor relies on particular deck construction Doctor, Herald, and Journeyman favor players with deck inspection Baker alters the opening of the game Themed Content Guild cards are job related. Most describe a specific role.
Masterpiece represents the culmination of a craftpersons' career. Plaza rounds out the set as the common ground between places of business. See all. There are no reviews for this product. Review Filters. Enter up to characters to add a description to your widget:. Create widget. A player may pay any additional amount for such a card, and then gets an effect based on how much extra was paid.
Potions from Dominion: Alchemy may be used in overpaid amounts if desired, although this is not always meaningful. A player may choose not to overpay, even if she has extra coins, but cannot choose to overpay ; to overpay, a player has to actually pay more than the cost. The coins used to overpay are gone after spending them to overpay; they cannot be then used to buy something else. Overpaying happens when a card is paid for, which is before it is gained. Players can only overpay for a card when buying it, not when gaining it some other way.
For example if a player plays Haggler from Dominion: Hinterlands , then buys a Masterpiece, overpaying, Haggler will still gain her a card costing less than , the cost of Masterpiece. Reducing the costs of cards via cards like Bridge from Dominion: Intrigue or Highway from Dominion: Hinterlands does not interact with overpay; for example, if you play five Bridges and have total to spend, Herald would cost , but if you bought one the most you could overpay for it would still be.
When two things happen to a player at the same time, that player picks the order to do them. For example, if a player with Merchant Guild in play buys a Masterpiece, she chooses whether to take a Coin token first, or overpay for Masterpiece first in this case the order would not actually matter, since it is too late to spend the Coin token.
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