Non-terminal action cards don't deplete
your actions1, so it's usually safe to buy as many non-terminal
action cards as you want. This can lead to scenarios where you play a
chain of action cards to draw lots of cards and get lots of treasure.
Today, I'll cover the three
non-attack action cards that have “+1 action” on them2. I'll also
include Throne Room, because Throne Room is non-terminal in its own
way.
Cellar
This card is
very strong if you can draw a lot of cards before using it. Even
though Cellar's effectiveness relies on the other cards in your hand,
I consider it a safe card to buy.
Laboratory
Even if
Laboratory draws two useless victory cards, you can at least be glad
that those cards won't hinder your next turn. Labs work very well if
you get a lot of them, because you can chain them together. Labs
allow you to cycle through your deck faster, as if your deck is
smaller and more efficient than it actually is. This brings all the
benefits and problems that small decks have -- you can review those
in my deck-efficiency post.
Market
Market is very
similar to Lab. When Market and Laboratory are both available, you
should ask yourself...
- Do I want more buys?
- Will my deck have mostly good cards in it?
If you want
more buys, choose Market over Laboratory until you no longer need
more buys. If you think that your deck will suffer from a lot of bad
cards such as Curses, avoid Laboratory unless you've figured out a
way to execute a high-efficiency strategy. When in doubt, choose
Laboratory over Market – in my experience, an extra card is usually
better than an extra treasure.
Throne
Room
Throne Room
doesn't replenish your actions, but it allows you to play another
action card twice, so it's only terminal if you use it on a terminal
action card. Conversely, if you use Throne Room on a non-terminal
card, you'll have a surplus of actions. Throne Room is completely
useless if you don't draw an action card to use Throne Room on, so
think carefully before buying it. Note that Throne Room doesn't work
optimally if used on Militia, because Militia will never bring a
player's hand below 3 cards2, no matter how many times it's played in
a turn.
Some cards give
you not one, but two actions2. I'll save those for my next post.
References...
1
Theory. (2013, Feb 9). Glossary. Retrieved from
http://dominionstrategy.com/glossary/
2 Dominion
Game Manual (2008). Dominion. Rio Grande Games, Rio Rancho, New
Mexico.
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