Dominion Nocturne Kingdom Card Descriptions

By: Dennis B. B. Taylor

Welcome to Nocturne Kingdom: A Guide to its Card Descriptions

Hey there! Have you ever found yourself lost in the magical world of Nocturne Kingdom? Well, worry no more! I’m here to guide you through the exciting journey of understanding the various cards that make up this enchanting realm. So, let’s dive in!

The Art of Card Descriptions

When it comes to the kingdom of Nocturne, each card holds its unique charm and purpose. But how do you make sense of it all? Fear not! I’m here to shed some light on this mysterious world.

First things first, let’s talk about the different types of cards you’ll encounter. Whether it’s an Action, Treasure, Victory, Event, or a Night card, each one has its own set of rules and abilities. These cards will be your trusty companions throughout your adventure in Nocturne Kingdom.

Understanding the Gameplay

So, how do these cards shape the game and influence your strategies? Let me break it down for you. Each card has a unique effect that can either help you gain an advantage or hinder your opponents. It’s up to you to decide how to use them wisely.

One of the key elements in Nocturne is the concept of Night cards. These special cards can only be played once per turn, adding an extra layer of strategy to the game. They come alive when the sun goes down, allowing you to make powerful moves under the cover of darkness.

Additionally, keep an eye out for the Event cards. These sneaky cards can completely alter the course of the game, introducing unexpected twists and turns. Be ready to adapt and make the most of these delightful surprises.

Exploring Card Combinations

Now, let’s talk about the real spice of Nocturne Kingdom – Card Combinations! It’s a thrilling treasure hunt to discover the perfect pairings that will boost your chances of victory.

Remember, it’s not just about individual card strength but also how cards interact with each other. Combining certain cards can create powerful synergies, allowing you to unleash devastating attacks or accumulate massive points. The possibilities are endless!

The Art of Strategy

When it comes to mastering Nocturne Kingdom, a solid strategy is your best friend. Keep in mind the need for balance and adaptability. Don’t get too caught up in chasing after one specific card. Explore different paths and embrace the unknown.

Furthermore, always be on the lookout for opportunities to disrupt your opponents’ plans while securing your own victory. Remember, Nocturne Kingdom rewards those who are patient, cunning, and not afraid to take risks.

Get Ready for a Magical Journey!

There you have it, my fellow adventurer! Having a good grasp of the cards in Nocturne Kingdom is the key to unlocking its hidden treasures. So, equip yourself with knowledge, experiment, and embark on this fantastic journey. May the cards be ever in your favor!

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So here’s the deal: you’ve got this Boon thingy in front of you, but the question is, what do you do with it? Well, you’ve got a couple of options. One, you can just go ahead and resolve it right away. Easy peasy. Or, you can hold onto it for later – it’s totally up to you.

If you choose to hold onto it, the Boon just chills out in front of you until your next turn. But hey, if the Boon says to keep it out until Clean-up, then it hangs around until the end of your turn. It’s like a little friend that sticks around.

Cemetery

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When you play games with this card, something interesting happens. Instead of starting with all your Copper cards, you get to replace one of them with a special card called Haunted Mirror. It’s like a spooky twist to your starting hand.

But the fun doesn’t stop there. Whenever you gain a Cemetery card, you have the option to get rid of anywhere between zero and four cards from your hand. It’s like a fresh start, clearing out any unwanted cards and making room for new possibilities.

Changeling

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Dominion Nocturne Kingdom Card Descriptions UltraFoodMess

When you have a Changeling card available in the Supply, you have the unique ability to swap it for any card you gain that costs at least {INPUT}{KEYWORDS}. It’s important to note that you can only perform this exchange if you are able to return the card you just gained and if there is at least one Changeling card left in the Supply.

Once you make the exchange, the Changeling card goes directly to your discard pile, regardless of where the card you gained ends up. It’s crucial to understand that any effects or actions triggered by gaining the initial card still take place.

For instance, let’s say you gain a Skulk card and decide to exchange it for a Changeling. In this case, the Skulk card goes back to the Supply and the Changeling card goes into your discard pile. Furthermore, you can still benefit from Skulk’s ability to gain a Gold.

Hey, did you know that you have the option to Exchange for a Changeling? But hold up, there are a few things you need to consider before you go swapping cards left and right. First off, you can only make the exchange if the card you want to get rid of costs equal or more than Dominion Nocturne Kingdom Card Descriptions UltraFoodMess. So, if it’s cheaper than that, sorry, no can do. Oh, and it’s the same story if the cost of the card is neither more nor less than Dominion Nocturne Kingdom Card Descriptions UltraFoodMess – that means no exchanging, my friend.

Now, let’s talk about Changeling itself. When you play that sneaky little card, you trash it and get your hands on a copy of another card you already have in play. And that card can be anything – Actions, Treasures, Night cards, or even Duration cards that are still hanging around from a previous turn. Yep, you’ve got plenty of options!

Cobbler

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If you get a Nomad Camp card from the Hinterlands expansion and you have this card in play, you can add it to your hand.

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Hey there! When you use Conclave in this game, you have the special ability to play an Action card from your hand. The only condition is that you don’t already have a copy of that card in play.

It doesn’t matter if you played the Action card earlier in this turn. The crucial thing is that it’s not currently in play when you decide to play Conclave. For example, you can use Conclave to play a card that you played before but already trashed. You can’t, however, use Conclave to play a card that you haven’t played this turn and that is still in play from a previous turn.

Under normal circumstances, you can’t use Conclave to play another Conclave because that would mean you already have it in play. However, if you end up playing a card that happens to have Conclave as well, Conclave gives you an extra +1 Action, which has no special restrictions. This means you can use that extra Action to play another Conclave or any other card you desire.

Crypt

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Imagine this: You have three precious Treasures that you’ve kept aside. Now, to make things interesting, let me tell you what happens next. At the beginning of your next three turns, you get to pick one of those Treasures and add it to your hand. It’s like finding a little surprise waiting for you each time!

Oh, but don’t get too attached to those Treasures. Because, sadly, at the end of the third turn, you’ll have to say goodbye to your Crypt and discard it from play. It’s like a bittersweet ending to a beautiful journey.

Now, here’s the catch. Your Treasures are facedown, hidden from everyone’s view. However, you have the power to peek at them whenever you want. It’s like having a secret that only you know! But, be careful, because the other players can’t do the same. It’s like a little game of mystery and anticipation.

Cursed Village

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If you’ve got six or more cards in your hand, you won’t draw any additional cards. When you get your hands on Cursed Village, you’ll also receive a Hex, which can sometimes be useless if you play it during your Buy phase. Den of Sin is usually played after your Buy phase, so you can usually play it right after you buy it.

The Devil’s Workshop

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When you play this card, I count all the cards you’ve collected so far during your turn. This includes any cards you gained during the Night phase before playing the card. You don’t have the option to choose a different benefit when playing this card. If you acquired two or more cards, you must gain an Imp – you can’t choose to gain a card costing up to a certain amount or a Gold instead. Usually, when you buy cards, you gain them. However, if you exchanged cards (like a Vampire exchanging for a Bat), those cards are not gained.

Druid

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When the game begins, I deal out three Boons face up for the Druid. If there are other Fate cards being used in the game, those cards won’t give the Druid those Boons. Instead, there will be nine different Boons in the deck.

When you choose to play as the Druid, you get to pick one of the three Boons it has and keep it in a special area for the Druid. Even if it’s one of the Boons that says to keep it until Cleanup, like The Field’s Gift, you still leave it in the set-aside area for the Druid.

The Exorcist

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The Spirits I’m talking about go by the names Will-o’-Wisp, Imp, and Ghost. When you throw away a Silver, you have the chance to grab either a Will-o’-Wisp or an Imp, because they’re cheaper than Silver. Now, let’s talk about the Faithful Hound.

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After drawing in the Clean-up phase, the “End of turn” occurs. The Reaction ability of Faithful Hound can be triggered both on your turn and on the turns of other players. For instance, if you choose to discard Faithful Hound to another player’s Raider, you have the option to set it aside and return it to your hand at the end of that particular turn.

The ability of Faithful Hound does not require the card to be in your hand in order to work. Let’s say you discard it from your deck due to Night Watchman; you can still set it aside.

This ability does not activate if Faithful Hound is put into your discard pile without being discarded. For example, nothing extraordinary happens when you acquire Faithful Hound or when you put your deck into your discard pile with Scavenger from the Dark Ages expansion.

The ability of Faithful Hound does not have any effect during the Clean-up phase. It is up to you whether or not you want to set Faithful Hound aside. Remember, you cannot choose to discard Faithful Hound unless you have an explicit instruction to do so.

Fool

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If you’re lost in the woods, playing the fool won’t do you any good. But if you’re not lost, grab it – even from someone else who has it. And guess what? You’ll also get 3 boons, and you can choose the order you want to receive them. Just remember to discard them when you get them, or during the cleanup.

There’s no need to plan ahead and pick the entire order right away. Just pick one and resolve it, then pick another and resolve that. And hey, if you happen to have Lost in the Woods, you can choose to discard a card at the beginning of each of your turns to get a boon.

Oh, and if you’re playing a game with the Fool card, make sure to swap one of your starting Coppers with a Lucky Coin. Good luck!

Ghost Town

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When it comes to Night cards in Dominion, one of the most interesting ones is Guardian. This card has a unique ability that allows you to play it on the same turn you buy it. That’s right, you don’t have to wait until your next turn to use it!

What Makes Guardian Special?

Guardian is a powerful card because it provides you with both defense and offense. When you play Guardian, you’ll have the ability to both protect yourself and attack your opponents. It’s like a double-edged sword that gives you an advantage no matter what situation you’re in.

Let’s break down the different ways Guardian can be used:

  1. Defense: When you play Guardian, it allows you to set aside one of your cards, ensuring its safety from your opponent’s attacks. This is particularly useful if you have an important card that you don’t want to lose or if you’re trying to protect a card that will give you a big advantage in later turns.
  2. Offense: Guardian also gives you the ability to attack your opponents. When you play Guardian, you can choose one of your opponent’s cards and set it aside. This not only prevents them from using that card on their next turn but also gives you an advantage as you’ll have more control over the game.

Overall, the meaning behind Guardian is clear – it’s a card that can both protect and attack. It gives you the upper hand in the game and allows you to strategically control your opponent’s moves.

So next time you play Dominion and come across Guardian, remember its unique ability and use it to your advantage. Whether you’re looking to defend your assets or take control of the game, Guardian has got you covered!

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Hey there! Let’s talk about the Guardian card in the game of Night. This card is pretty neat because you can play it right after you buy it. Once you play Guardian, you get to be totally safe from any Attack cards that other players might try to use on you until your next turn. That means no attacks can harm you during that time, even if you wanted them to! Oh, and don’t worry, Guardian won’t stop you from using Reactions when other players play their Attack cards.

Idol

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Do you know what? People really care about how many Idols you have in play, not about how many you have played this turn. It might sound strange, but it’s true! But hold on a second, because there are some cards that can change those numbers. For example, the Counterfeit card from the Dark Ages expansion. It’s a real game-changer!

Here’s how it works: if you have just one Idol in play, you’ll get a special reward called a Boon. But if you manage to have two Idols in play, things get interesting. The other players will be cursed! Yeah, that’s right, they get a Curse card. Not very nice, but quite powerful.

Now, let me ask you a question. What if you have three Idols in play? You guessed it – another Boon for you! The more Idols you have, the more rewards you receive. It’s like a never-ending cycle of goodness. Keep playing and keep winning those Boons!

Let’s Talk About Leprechauns

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When I play a game with the Leprechaun card, I have to keep track of which cards are in play. This includes the Leprechaun itself, other cards I have played this turn, and sometimes even Duration cards from previous turns. However, any cards that were in play but are now gone, like a Pixie that I trashed, do not count towards the total.

Monastery

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So, let me give you an example. Imagine you have three cards. Well, if you want, you can get rid of all of them. Yeah, you heard that right. You have the choice to trash up to three cards. You can either pick cards from your own hand or use Copper cards that you already have in play. And the best part? You can mix and match however you like! Pretty cool, right?

Now, normally, when you buy cards, you gain them. But, here’s where things get interesting. If you exchange a card for another card (like a Vampire transforming into a Bat), that new card isn’t gained. So, keep that in mind. You can make some strategic moves there!

Necromancer

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Hey there! Let me tell you about this cool card called Necromancer. It’s pretty neat because it lets me play a non-Duration Action card from the trash. Basically, it can bring back to life one of the three Zombies that start the game in the trash. But here’s the kicker – it can also play other Action cards that end up in the trash during the game.

Now, here’s the catch – once I play a card with Necromancer, I have to turn it face down to show that I’ve used it for the turn. But don’t worry, at the end of the turn, I can turn them back face up and use them again. It’s like giving them a little break and charging them up for the next turn. Oh, and get this – I can even play another Necromancer with this card! Though, most of the time, that won’t be too helpful.

Here’s the thing, though – the Action card that I play with Necromancer stays in the trash. If any other card tries to move it, like the Encampment from the Empires expansion, it won’t budge. It likes hanging out in the trash and doesn’t want to be bothered.

When it comes to the Necromancer, it has a unique ability that can be quite fascinating. This card can be used on another card, specifically one that trashes itself when played. Here’s where it gets interesting: if the card being used with the Necromancer checks to see if it was trashed, like the Pixie, it actually wasn’t. However, if the card doesn’t perform that check, like the Tragic Hero, the Necromancer will function just as it should.

Now, here’s something you should know. Since the played card is not technically in play anymore, abilities that rely on the card being in play, such as the Tracker’s “while this is in play” ability, will not actually have any effect. It’s kind of like a little secret rule of the game!

Night Watchman

Let’s move on to the Night Watchman, shall we? This card brings an interesting twist to the table. When it’s in play, you have the ability to put cards from your hand on top of your deck. This can be quite handy for setting up your next turn just the way you want it. But here’s the catch: the cards you put on top of your deck are not in your hand anymore, which means you won’t be able to use them right away. It’s a bit of a gamble, but it can definitely pay off if you plan your moves carefully.

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When you buy the card known as Night, it typically allows you to play it right away on the same turn.

The Little Fairy

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If you get a special card called a Boon that tells you to keep it until the end of the game, put it in front of you and remember that you have two of them. If you’re playing a game with a card called Pixie, you can replace one of your starting Coppers with a card called Goat.

The Enchanted Pooka

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When you play games with Pooka, you have the chance to switch out one of your starting Coppers for a Cursed Gold. It’s an interesting twist that adds a bit of mystery and excitement to the game.

Raider

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Hey there! Let me break down how this card called “Sacred Grove” works in a simple and fun way to understand.

Sacred Grove

So, imagine you’re playing a game and you have a bunch of cards in front of you, including some Coppers, a Silver, and let’s say a Raider. Cool, got it? Now, here’s the deal: if any of the other players have at least 5 cards in their hand, they have to let go of one of their Coppers, Silvers, or Raiders. Yeah, tough luck for them! But, hey, if they don’t have any of those cards, they just gotta show everyone their hand to prove it.

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When playing the game, there is a special card called the Boon that you can get. It’s up to you if you want to take it or not. The Field’s Gift and The Forest’s Gift are different, and you don’t have to share them with anyone. If you decide to take The River’s Gift, you and all the other players who chose to take it will draw a card at the end of your turn. This happens all at the same time.

The Secret Cave

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Dominion Nocturne Kingdom Card Descriptions UltraFoodMess

If you don’t throw away three cards, Secret Cave gets thrown away at the end of your turn. But if you do throw away three cards, Secret Cave sticks around until the Cleanup phase of your next turn, and you’ll get a plus action at the start of that turn.

You can choose to throw away three cards even if you have fewer than three cards in your hand, and you’ll throw away your remaining cards, but you won’t get the bonus. If you’re playing a game with Secret Cave, replace one of your starting Coppers with a Magic Lamp.

Shepherd

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Let me share an interesting example with you. Imagine you have three Victory cards in a game. What if I told you that you could exchange those three cards for six new cards? Sound intriguing? Well, I have something to tell you.

When it comes to games with Shepherd, there’s a special rule you should know about. Are you ready? Here it is: instead of having one of your starting Coppers, you get a Pasture. Pretty cool, right?

Skulk

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If you acquired Skulk through a purchase or by other means, you will receive Gold as a reward. The Tormentor is a character you can unlock in the game.

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When you play a card during your turn, it is considered to be in play for the duration of that turn. This means that any effects or abilities associated with that card are active until the turn ends. However, if you play a card and then remove it from play, such as by trashing a Pixie card, it is no longer considered to be in play.

Keep Track of Your Cards

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If you have more than one of these cards, you can use this ability for each of them. You can choose to put any or all of the gained cards on top of your deck. This applies to cards gained through buying them or by other means while Tracker is in play. When you play Tracker, it stays in play until you resolve its Boon. This means that if the Boon allows you to gain a card, like a Silver from The Mountain’s Gift, you can choose to put that card on top of your deck. When playing with the Tracker, you should replace one of your starting Coppers with a Pouch.

Tragic Hero

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Let me explain how this card called Tragic Hero works. First, I want you to draw three cards. Once you’ve done that, I’ll tell you what to do next.

If you have eight or more cards in your hand, you’re in luck! You get to trash the Tragic Hero card and in return, you gain a Treasure. It’s like a special reward for having so many cards in your hand.

But, hang on a second! What if you can’t trash the Tragic Hero card? Don’t worry, you still get the Treasure. Yes, you heard me right! Even if you can’t get rid of the Tragic Hero card, you still get that shiny Treasure.

So, remember, if you have eight or more cards in your hand, you can trash the Tragic Hero card to get a Treasure. And even if you can’t trash it, you still get the Treasure. It’s a win-win situation!

Vampire

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Here’s what you need to do. First, read and follow the instructions carefully. Make sure to pay attention to all the details. If there are no Vampire cards left, you won’t be able to trade them for a Bat, but you can still do everything else.

Now, let’s talk about Werewolves.

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Hey there! Did you know that the game Werewolf can be played either during your Action phase or Night phase? How cool is that?

When you decide to play it during your Action phase, you get to draw three cards. But if you choose to play it at Night, something interesting happens – each player, apart from you, receives the next Hex card. Talk about a twist!

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