https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=23.28.245.139&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-29T09:32:20ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/PopulatePopulate2020-04-10T04:42:51Z<p>23.28.245.139: /* Synergies/Combos */</p>
<hr />
<div>{{Infobox Event<br />
|name = Populate<br />
|cost = 10<br />
|set = Menagerie<br />
|illustrator = Hans Krill<br />
|text = Gain one card from each Action Supply pile.<br />
}}<br />
<br />
'''Populate''' is an [[Event]] from {{Set|Menagerie}}. It allows you to get a copy of every [[Action]] in the supply with just one buy for {{cost|10}}.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like {{card|Horse}}, or non-Action cards like {{card|Stockpile}}<br />
*If there are different cards in an Action pile, like the [[Knight]]s (from {{Set|Dark Ages}}), you just get the top one.<br />
*If a pile is empty, you do not gain one of those.<br />
*You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.<br />
*For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, [[Castle]]s (from {{Set|Empires}}) are not one.<br />
*If you gain {{Card|Cavalry}} or {{Card|Villa}} (from {{Set|Empires}}) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.<br />
<br />
== Strategy ==<br />
=== Synergies/Combos ===<br />
* {{Card|Fairgrounds}}<br />
* {{Card|Academy}}<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || Gain one card from each Action Supply pile. || Menagerie || March 2020 <br />
|}<br />
===Other language versions===<br />
<br />
== Trivia ==<br />
{{LandscapeArt}}<br />
=== Preview ===<br />
{{Quote|Text=Populate is a big one. You gain one card from each [[Action]] [[supply]] pile. Foosh! That's potentially 10 cards in a game without [[Ruins]] or {{Card|Young Witch}}, though some piles may not be Actions, and if a good pile ran out, tough luck. And you can't say, "no I don't want that {{Card|Beggar}} and that {{Card|Ruined Library}}." You get to pick the order they show up, or online can click on a "random order" button when you don't care.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20142 Menagerie Previews 4: Ways and Events]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Didn't change. Foosh!|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie]<br />
}}<br />
{{Navbox Menagerie}}<br />
{{Navbox Cards}}</div>23.28.245.139https://wiki.dominionstrategy.com/index.php/Grand_MarketGrand Market2020-03-15T03:16:15Z<p>23.28.245.139: /* Synergies/Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Grand Market<br />
|cost = 6*<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = '''+1 Card<br/>+1 Action<br/>+1 Buy'''<br/>+{{Cost|2}}<br />
|text2 = You can’t buy this if you have any Coppers in play.<br />
}}<br />
<br />
'''Grand Market''' is an [[Action]] card from [[Prosperity]]. It is the ultimate [[Peddler variant]], giving an extra {{Cost|1}} and a +Buy, making it quite powerful if you can get it. Since it cannot be bought with {{Card|Copper}}, it can be difficult to get early in the game; but the card creates somewhat of a snowball effect, in that Grand Markets themselves are a very efficient source of non-Copper money, so having Grand Markets makes it even easier to get more Grand Markets.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* A single Copper in play is enough to stop you from buying Grand Market. <br />
* You do not have to play all of the Treasures in your hand. <br />
* Coppers in your hand do not stop you from buying Grand Market - only Coppers in play do. <br />
* Coppers that were in play earlier in the turn but aren't anymore also do not stop you; if you have 11 Coppers in play and 2 Buys, you could buy a {{Card|Mint}}, trash all of your played Treasures, and then buy a Grand Market. <br />
* You can gain Grand Market other ways - for example with {{Card|Expand}} - whether or not you have Coppers in play. <br />
* Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth {{Cost|1}} (such as {{Card|Loan}}). <br />
* Remember you cannot play more Treasures after buying a card.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/28/prosperity-grand-market/ Original article] by theory<br />
<br />
Grand Markets are almost always preferable to {{Card|Gold|Golds}}, except when playing [[terminal card draw]]+[[Big Money]]. So long as the average card value in your deck is greater than {{Cost|1}}, the self-replacing, non-terminal Grand Market is monetarily superior. The +Buy is always nice, and unlike Golds, Grand Markets are affected by {{Card|Throne Room}} and {{Card|King's Court}}.<br />
<br />
Unfortunately, it’s difficult to buy Grand Market, since only quite strong decks are able to produce {{Cost|6}} without relying on Copper. There’s several ways to do so before your deck gets to that point.<br />
<br />
The first, and most obvious, way is with Actions that give money. Unfortunately, it’s difficult to get enough of them together; it normally takes quite a while to draw 3 {{Card|Festival|Festivals}} in one hand. Grand Markets themselves are great for grabbing more Grand Markets, though.<br />
<br />
A better way is with {{Card|Secret Chamber}}, {{Card|Storeroom}}, or {{Card|Vault}}, because it basically lets you use Coppers without having to play them. Of course, Vault is best for this purpose: because it gives +2 Cards, it guarantees at least {{Cost|6}}. In [http://councilroom.com/game?game_id=game-20101201-191421-7af50fd1.html.gz this game], by going Vault/{{Card|Chapel}} instead of Torturer/Chapel, I get my Grand Markets out much sooner than he does.<br />
<br />
{{Card|Quarry}} also helps; it lets you buy the Grand Market when paired with either two Silvers, a Gold, or another Quarry. (If you use {{Card|Black Market}} to play the Quarry during your Action phase, you can use {{Card|Ironworks}}/{{Card|Armory}}/{{Card|Workshop}} to gain it as well.) And the Copper restriction on Grand Markets doesn’t apply when you gain the card with {{Card|Remodel}}/{{Card|Expand}}/{{Card|Upgrade}}.<br />
<br />
Of course, if you trash your Coppers, buying Grand Markets isn’t a problem. Nor is it a problem if you have a ton of Silvers in your deck, either from {{Card|Bureaucrat}} or {{Card|Jack of all Trades}} or {{Card|Trading Post}}, but having so many Silvers can be a liability, a sign that you’re not ramping up your deck quickly enough.<br />
<br />
In all other respects, Grand Markets have the pretty much the same advantages and disadvantages as {{Card|Peddler|Peddlers}} and {{Card|Market|Markets}} (though of course beefed up considerably): they are most valuable in dense decks with high average card value, and are vulnerable to small handsizes.<br />
=== Synergies/Combos ===<br />
* {{Card|Secret Chamber}}/{{Card|Vault}}<br />
* {{Card|Moneylender}}/{{Card|Loan}}/{{Card|Spice Merchant}}<br />
* Silver-gaining cards like {{Card|Bureaucrat}} or {{Card|Jack of all Trades}}<br />
* Actions that give +{{Cost|}} (especially {{Card|Conspirator}})<br />
* [[Trashing]] cards (both to clear Coppers and for a denser deck)<br />
* {{Card|Remodel}}/{{Card|Expand}}/{{Card|Upgrade}}<br />
* {{Card|Quarry}}<br />
* [[Heirloom]] treasures are not copper and can help pay for a Grand Market.<br />
* {{Card|Stonemason}}<br />
<br />
=== Antisynergies ===<br />
* {{Card|Coppersmith}}/{{Card|Counting House}}/{{Card|Apothecary}}<br />
* {{Card|Mountebank}}<br />
* Attack-heavy opponents in general<br />
* {{Card|Bank}}, because it depends on large numbers of Treasures, typically Coppers<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Notes !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Grand MarketOld|Grand Market}} || {{CardVersionImage|Grand MarketDigitalOld|Grand Market from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. '''+1 Buy'''. +{{Cost|2}}.<br>You can’t buy this if you have any Copper in play. || || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Grand Market|Grand Market}} || {{CardVersionImage|Grand MarketDigital|Grand Market from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. '''+1 Buy'''. +{{Cost|2}}.<br>You can’t buy this if you have any Coppers in play. || Digital version has a cost of {{Cost|6}} rather than {{Cost|6*}}. || Prosperity [[Second Edition|2nd Edition]] || February 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|- <br />
!Chinese <br />
| 大市場 || || || '''+1 卡片'''。 '''+1 行動'''。 '''+1 購入'''。 +{{Cost|2}}。如果有銅幣在出牌區,則無法購買這張卡。<br />
|-<br />
!Czech <br />
| Velký trh || || || <br />
|-<br />
!Dutch <br />
| Grote markt || || || <br />
|-<br />
!Finnish <br />
| Suurtori || || || <br />
|-<br />
!French <br />
| Grand marché || || || <br />
|-<br />
!German <br />
| Grosser Markt || {{CardVersionImage|Grand Market German-HiG|German language Grand Market}} || || '''+1 Karte'''<br>'''+1 Aktion'''<br>'''+1 Kauf'''<br>'''+{{Cost|2}}'''<br>Du darfst diese Karte nicht kaufen, wenn du Kupfer im Spiel hast.<br />
|-<br />
!Italian <br />
| Mercato di Lusso (lit. ''luxury market'') || || || <br />
|-<br />
!Japanese <br />
| 大市場 (pron. ''dai ichiba'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 '''+1 購入'''。 +{{Cost|2}}。 銅貨が場にある間、このカードを購入できない。<br />
|-<br />
!Polish <br />
| Wielki targ || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Центральный Рынок (pron. ''tsyentral'ny rynok'', lit. ''central market'') || || || <br />
|-<br />
!Spanish <br />
| Gran Mercado || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Grand_MarketArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally it cost {{Cost|7}} and was "+1 Card +1 Action +{{Cost|2}}." People sure complained about it not having +1 Buy. "How is it a Grand Market?" they'd say. So I added +1 Buy, and then later took the anti-Copper clause from another card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Prosperity}}<br />
{{Navbox Cards}}</div>23.28.245.139https://wiki.dominionstrategy.com/index.php/SchemeScheme2020-02-29T21:36:44Z<p>23.28.245.139: /* Synergies/Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Scheme<br />
|cost = 3<br />
|type1 = Action<br />
|illustrator = Julien Delval<br />
|text = '''+1 Card<br/>+1 Action'''<br/>This turn, you may put one of your Action cards onto your deck when you discard it from play.<br />
}}<br />
<br />
'''Scheme''' is an [[Action]] card from [[Hinterlands]]. Often a very powerful card, it allows you to [[Top decker|place back on top of your deck]] an Action that you played this turn. This allows for good consistency in what you can play each turn.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you draw a card, get +1 Action, and set up an effect to happen later in the turn; once, when you discard an Action card from play, you can put it onto your deck. <br />
* The Action card can be Scheme itself, or any other Action card you have in play, which might have been played before or after you played Scheme. <br />
* Scheme is cumulative; if you play two Schemes, or {{Card|Throne Room}} a Scheme, you will be able to put up to two discarded Action cards onto your deck, and so on.<br />
<br />
=== Other Rules clarifications ===<br />
* Unlike {{Card|Herbalist}}, Scheme still has its clean-up effect even if it is no longer in play by the time you start your clean-up phase; specifically, if you play {{Card|Procession}} on Scheme, at the start of clean-up you will be able to put two action cards from play on top of your deck, even though your Scheme has already been trashed and will not be in play itself.<br />
* Scheme cannot [[Top decker|top-deck]] a [[Traveller]] card after it has been exchanged. This is due to the [[Dark Ages#Lose Track rule|Lose Track rule]]. Similarly, a Traveller cannot be exchanged if it is top-decked with Scheme.<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/02/20/hinterlands-scheme/ Original Article] by jonts26, edited by Theory''<br />
<br />
Scheme is, quite simply, awesome. It’s basically like the stage crew for a rock band. It’s never standing in the limelight, and really isn’t anything special on its own, but it works to let the main players do their job. Without it the band has much less time to rock out and compose killer riffs and snort coke and … I think this analogy got away from me. Anyway, Scheme is very often worth a pick up as it lends itself very well to most engines and can be used for several very clever plays.<br />
<br />
=== The Reliable Engine ===<br />
<br />
We’ve all had games where we play a {{Card|Torturer}} only to draw 3 [[Villages]] [[dead]]. Well Scheme gives you all the benefits of a complex [[engine]], while reducing the variance of shuffle luck, sometimes to zero. Being able to top-deck a {{Card|Village}}/{{Card|Smithy}} pair or a couple of {{Card|Hunting Party|Hunting Parties}} or whatever else it is that makes your engine go is an amazingly useful ability. Almost any engine can benefit from the addition of some Schemes.<br />
<br />
Of course, there is a balance to strike. Every time you buy a Scheme, you aren’t buying another engine component. So in a sense, Scheme sacrifices raw power for reliability. Normally this is a good thing, but it can be taken too far. If you find yourself returning way more actions than you need to draw your deck or the Schemes themselves because you don’t have enough other things to return, you’ve likely over-invested.<br />
<br />
Scheme is therefore best when you drop to {{Cost|3}} and can’t afford an engine part. It is easy to buy Scheme over Silver in most engine games, but more of a dilemma picking Scheme over {{Card|Fishing Village}}.<br />
<br />
=== The Non-Colliding Terminals ===<br />
<br />
In [[Big Money]] type decks which only buy a few actions, Scheme can, essentially, act like a second copy of whatever flavor of terminal action you’re using. Instead of {{Card|Witch}}/Big Money, you can simulate Witch/Witch/Big Money without the risk that the second “copy” of Witch will collide with the first. This, however, comes at a price. Whenever you draw your Scheme after your terminal, you only get to play the terminal once that reshuffle. Had the Scheme been an actual second copy of the action, you’d have gotten two plays. Over the course of a game, the double terminal deck gets more plays of the terminal action than the Scheme/terminal deck. So typically, you favor a second terminal over a Scheme.<br />
<br />
However, when a card is more important to play early, where the chance of collision is higher, Scheme/terminal becomes the better option. Specific examples of terminals which benefit from a Scheme include {{Card|Jack of all Trades}}, {{Card|Sea Hag}}, and {{Card|Witch}}.<br />
<br />
=== King's Court Abuse ===<br />
<br />
{{Card|King's Court}} is definitely the king of Scheme combos and deserves its own section. Ordinary Schemes can be used for reliability, but King's Court takes it to the next level and pushes Scheme to the point of abusiveness. The key is that a KC Scheme lets you return three cards to the top of your deck, including the KC and the Scheme itself. So technically, you don’t even need anything else: KC/KC/Scheme/Scheme/Scheme lets you start every turn with 9 cards, guaranteed. But there’s no reason not to push the envelope. Replace that third Scheme with just about anything, and you can create ridiculous games:<br />
<br />
* {{Card|Possession}}: KC/KC/Scheme/Scheme/Possession is a war of attrition. For every turn your opponent takes, you take three with his deck. No matter how he builds his deck, there’s not much he can do to overcome the fact that you’re playing four times as many turns as he is.<br />
* {{Card|Saboteur}}: Saboteur is a weak card normally, but KC/KC/Scheme/Scheme/Saboteur just obliterates your opponent’s deck far faster than they can replace it. A triple Saboteur every turn can overcome quite a bit.<br />
* Most other [[attack|attacks]]: KC/KC/Scheme/Scheme/{{Card|Mountebank}} is not quite as deadly as Saboteur, but that will be of little comfort to your opponent. The problem with such attacks, though, is that the attack’s presence makes the combo a bit more difficult to set up.<br />
* {{Card|Bridge}}: We all know that KC/KC/Bridge/Bridge/Bridge is game over because it reduces costs by 9 and gives enough buys to buy out all the Provinces in one turn. Adding Scheme both helps set up the engine and makes it easier to set up the final death blow. [http://dominion.isotropic.org/gamelog/201201/06/game-20120106-111407-0114b461.html This game] by Mean Mr Mustard (with an {{Card|Apothecary}} added in) is a good demonstration of how to set up a KC/Scheme engine.<br />
* {{Card|Vault}}: KC/KC/Scheme/Scheme/Vault leads to a 12-card discard and a guaranteed Colony every turn.<br />
<br />
=== When Not to Buy ===<br />
<br />
Scheme isn’t a card you always want to buy. It’s typically a great addition to any engine and can potentially boost a Big Money deck but there are some specific times when you might want to avoid them.<br />
<br />
The one true counter: There is one card which absolutely destroys Scheme. I am referring of course to {{Card|Minion}}. Not only does it force you discard the nice things you top-decked, but because you are discarding your good cards, the pool you have to draw your new 4 card hand is weaker. Double Ouch.<br />
<br />
Discard attacks: While not enough to completely forgo Scheme, discard attacks do discourage it a little. First, you don’t want to top-deck too many cards because you’ll just have to ditch them. This is in particular bad for KC/KC/Scheme/Scheme/X combos. Second, you might want to hold on to Schemes when you get hit, but the blind draw on them could mean you end up discarding a better card from hand than what you draw, which creates a bit of a dilemma. If there are discard attacks around, more than 3 Schemes is never going to help, unless you're top-decking a {{Card|Moat}}. <br />
<br />
Already reliable engines: As I said before, Scheme sacrifices power for reliability. But when you have an already reliable engine, and particularly when you have engine components at the same price point, you can probably forgo Schemes altogether. Something like {{Card|Wharf}}/{{Card|Fishing Village}} is a good example.<br />
=== Synergies/Combos ===<br />
* {{Card|King's Court}}<br />
* {{Card|Conspirator}}: Normally, the correct way to play Scheme is to top-deck your other actions. In a Scheme/Conspirator deck you want to put back 2 Schemes every turn. This guarantees that every Conspirator you play is activated, and basically lets you buy {{Cost|4}} {{Card|Grand Market|Grand Markets}}.<br />
* {{Card|Outpost}}: Scheme/Outpost needs a third card to work, but Scheme effectively neutralizes the typical drawback of Outpost by ensuring your 3 card hand has what you need in it. {{Card|Menagerie}} and {{Card|Scrying Pool}} are particularly outstanding candidates, though any [[Villages|Village]]/[[Smithies|Smithy]] pair will do.<br />
* {{Card|Hunting Party}}: Hunting Parties let you set up some really fast combos that can reliably get a {{Card|Province}} per turn, until, of course you don’t draw a Hunting Party. Then your deck with a single Gold and a ton of green can’t do much of anything. And since you really only need one Silver in your deck, there is no lost opportunity cost for picking up a scheme when you fail to hit {{Cost|5}}. Scheme turns the already reliable and fast Hunting Party stack into a true juggernaut nearly immune to greening.<br />
* {{Card|Remake}}: Open Remake/Scheme and trim your deck super fast while still building up economy by consistently turning Estates into Silvers. Then as you transition into an engine, you already have a Scheme to help smooth it out.<br />
* [[Double Tactician]]: These kinds of decks, when properly set up can do some amazing things and lead to extremely fast games. But if you fail to draw a Tactician to play, you can easily find yourself playing catch up. Scheme will thoughtfully place that old Tactician right back on top for you to keep it going.<br />
* {{Card|Golem}}: Golem/Scheme/X, once set up, will, with high probability, allow you to play the same turn every game. Replace X with a killer attack and this is a good substitute for the abusive KC combos described above. Alternatively, Golem/Scheme/{{Card|Counting House}} is a major improvement on just Golem/Counting House. As with all cute Golem tricks, you should be wary of the fact that Golems take a long time to get and that there may be faster options. <br />
* {{Card|Scrying Pool}}: This card’s only weakness in an Action-heavy deck is that you might not play it every turn. Scheme solves that problem, and Scrying Pool returns the favor by drawing the Scheme back into hand.<br />
* {{Card|Monument}}: Want free {{VP}} every turn?<br />
* {{Card|Herbalist}}: Even the lowly Herbalist gets some use, because the Herbalist returns Treasure and the Scheme returns Actions. Pair the two up: {{Card|Gold}}/{{Card|Remodel}}, {{Card|Alchemist}}/{{Card|Potion}}. Or just return the Herbalist every turn, allowing you to return a Potion every turn, to buy up all the {{Card|Vineyard|Vineyards}}. <br />
* {{Card|Trading Post}}: Trading Post is a uniquely nice early game trasher that benefits strongly from Scheme. Ordinarily Trading Post drops precipitously in efficacy past the first few turns of the game, but Scheme can keep it relevant through the midgame. And as you transition into another engine, the Schemes can be switched over to, say, {{Card|Laboratory|Laboratories}}.<br />
* {{Card|Hermit}}: On turns when you don't buy anything, by choosing Scheme's effect to happen first, Hermit loses track of itself when the {{Card|Madman}} is gained, and given that this gaining is not contingent on Hermit self-trashing, you can essentially get infinite Madmen this way.<br />
* {{Card|Prince}}: By Princing a Scheme, you can essentially have a flexible "Prince-anything", as the Scheme's cantrip pays for the cost of playing the Action, and can change which Action you have Princed retroactively.<br />
* {{Card|Training}}: Turn your Scheme into {{Card|Treasury}} that doesn't have Victory card penalty.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Minion}}<br />
* Already reliable [[engine|engines]] (such as {{Card|Fishing Village}} or {{Card|Wharf}} engines))<br />
* Action-less games<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|SchemeOld|Scheme}} || {{CardVersionImage|SchemeDigitalOld|Scheme from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck. || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Scheme|Scheme}} || {{CardVersionImage|SchemeDigital|Scheme from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. This turn, you may put one of your Action cards onto your deck when you discard it from play. || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Pleticha || || || ||<br />
|-<br />
!Dutch<br />
| Gekonkel || || || ||<br />
|-<br />
!Finnish<br />
| Juoni || || || ||<br />
|-<br />
!French<br />
| Complot || || || ||<br />
|-<br />
!German<br />
| Komplott || {{CardVersionImage|Scheme German-HiG|German Version by Hans im Glück}} || || '''+1 Karte<br>+1 Aktion'''<br>Zu Beginn deiner Aufräumphase darfst<br>du eine deiner ausgespielten Aktions-<br>karten wählen. Wenn du die gewählte<br>Karte in dieser Aufräumphase ablegen<br>würdest, darfst du sie stattdessen auf<br>deinen Nachziehstapel legen. || HiG translation error: "... you may choose one of your played Action cards. If you would discard the chosen card this Clean-up, you may put it on your deck."<br />
|-<br />
!Italian<br />
| Macchinazione (lit. ''machination'') || || || ||<br />
|-<br />
!Japanese<br />
| 画策 (pron. ''kakusaku'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 このターン、場のアクションカードのうち1枚を捨て札にするとき、それを山札の上に置いてもよい。 ||<br />
|-<br />
!Russian<br />
| Схема (pron. ''skhyema'') || || || ||<br />
|-<br />
!Spanish<br />
| Confabulación || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:SchemeArt.jpg|thumb|right|354px|Official card art.]]<br />
Scheme had a minor functional change when Dominion was updated for its second edition. Previously, cards that were not discarded from play during Clean-up (such as [[Duration]]s) could be chosen by Scheme's effect; this is no longer possible.<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An old card. The premise was always the same, but the exact mechanism has varied a little. The important thing was not to have any weirdness with one-shots or duration cards or Throne Rooms played on duration cards. That's why it only works on cards that are discarded. Sometimes Scheme could work on itself, sometimes it couldn't, depending on what phrasing seemed simpler. It ended up working on itself; you can just be planning that Scheme for a while.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>23.28.245.139https://wiki.dominionstrategy.com/index.php/StorytellerStoryteller2020-02-04T23:44:00Z<p>23.28.245.139: /* Synergies and Combos */</p>
<hr />
<div>{{Infobox Card<br />
|name = Storyteller<br />
|cost = 5<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = '''+1 Action'''<br/>+{{Cost|1}}<br/>Play up to 3 Treasures from your hand. Then pay all of your {{Cost}} (including the {{Cost|1}} from this) and draw a card per {{Cost|1}} you paid.<br />
}}<br />
<br />
'''Storyteller''' is an [[Action]] from [[Adventures]]. It is a [[Lab variant]] that turns the {{Cost}} you've fielded so far this turn into card [[draw]]. It also lets you play up to 3 [[Treasure|Treasures]] first to rack up some {{Cost}}, which can allow for some interesting tricks with kingdom Treasures.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This lets you play Treasures in your Action phase. They go into play and produce {{Cost}}, just like Treasures played in the Buy phase. <br />
* Then Storyteller turns all of your {{Cost}} into +Cards; for each {{Cost|1}} you have you lose the {{Cost|1}} and get +1 Card. <br />
* For example if you had {{Cost|4}}, you lose the {{Cost|4}} and draw 4 cards. This makes you lose all {{Cost}} you have so far that turn, including the {{Cost}} you get from playing the Treasures, the +{{Cost|1}} Storyteller gives you directly, and any {{Cost}} you made earlier in the turn. <br />
* You can track that the Treasures have been "spent" by putting them under the Storyteller. <br />
* {{Cost|P}}, produced by {{Card|Potion|Potions}} from Alchemy, is not {{Cost}} and so is not lost and does not get you any cards.<br />
<br />
=== Other rules clarifications ===<br />
* Treasures that play other Treasures ({{Card|Venture}} and {{Card|Counterfeit}}) allow you to play more than three Treasures for Storyteller.<br />
<br />
== Strategy ==<br />
A special case of a deck where treasure is good but in which you'd like to cycle pretty quickly to use your key cards is a Feodum deck, with silver-gainers like {{Card|Trader}}, {{Card|Amulet}} or {{Card|Artificer}}. Indeed, as the silver density increases, you will have much more trouble playing the gainers you still want to play. That's where Storyteller comes in! As you get more silvers and Storytellers (with good trashing, a ST for 5-7 silvers should do — it was tested), you can play all of your STs with 3 silvers — a whopping +7 cards, enough to draw your other STs and your deck with it! Then use your gainers and buy a {{Card|Feodum}}. As a side note, a chain of Artificer (draw a Silver, discard two Silvers and a Feodum to topdeck a Silver) gains Silvers at {{Cost|2}} (even though really less powerful than to overbuy {{Event|Delve}}). Another advantage of ST is when your Silver-gainer is Amulet, whose only flaw as one is the number of reshuffle it misses, and that is corrected if you draw your whole deck each turn.<br />
<br />
Storyteller is one of the most unique cards in the whole Dominion game. At first glance it looks like and engine piece, i.e. I pay a bunch of money to draw cards. The problem with is is that it burns through your money, and so you have to have a larger deck just to get this engine going. Furthermore, your {{card| Gold}}s and {{card|Platinum}}s are more valuable for buying, than playing cards. So the best way to think of Storyteller is as a way to get out cards you that will help you later. Thus you forgo a turn to get extra curses out, or trash cards you don't want, or to cycle through your Travellers quicker.<br />
<br />
<br />
=== Preview Analysis ===<br />
''[http://forum.dominionstrategy.com/index.php?topic=12855.0 Original article] by WanderingWinder''<br />
<br />
First, a couple of notes for clarity: You don't have to play treasures if you don't want to, but you DO have to spend all the {{Cost}} you've collected over the course of the turn, including the money from the Treasures you're playing, the {{Cost}} from this card, as well as any you've made from previous Actions. <br />
<br />
''Full disclosure: I haven't tested or played with this card at all, so this is an article of conjecture and of theory-crafting not one built from experience.''<br />
<br />
The first thing I noticed when I saw this card was that it was another way, besides {{Card|Black Market}}, of getting Treasures in play during the Action phase. Now, some of the Black Market [[Combo|Combos]] - mostly draw-to-X variants, and {{Card|Tactician}}, - aren't "on" here. But some of them – {{Card|Quarry}}+[[gainer]], using {{Card|Horn of Plenty}} mid-turn - still do work.<br />
<br />
Anyway, these are only fringe benefits - the pet tricks I love and relish, but not, I am guessing, the bulk of what the card's work is. That, namely, is to turn cash into cards. {{Card|Copper|Coppers}} turn into [[cantrip|cantrips]], {{Card|Silver|Silvers}} turn into {{Card|Laboratory|labs}}, and {{Card|Gold|Golds}} turn into double labs. This is, in general, an improvement in every case. And all of this is on a card which is a cantrip by itself. The drawback, of course, is that if you are using this to draw your deck, you are sapping some of the money out of that deck. Still, this really gets your draw going quickly, which is especially potent in the early stages of the game.<br />
<br />
Most cards are fairly simple to play once they're in your deck - you just play all your [[Village (card category)|villages]] and [[non-terminal|non-terminals]] first, draw cards before non-draw, and go. But I expect this card will be very tricky to play during the mid- and late-game. You need to know exactly how much money to funnel into it to get the draw you need (need to know how much draw you need for that as well) while still making sure you have enough money left to buy what you need come end of turn. I also want to point out potential anti-synergies with [[Peddler variant|Peddler variants]] (and {{Card|Conspirator}} variants): it may look like this is non-terminal draw/[[sifter|sifting]] (and it is), and that cantrip-money-based decks seem to love that kind of card. Normally they do, but if you draw this card late in your turn, you might be forced into not playing it at all, because it would sap you of too much money. You can mitigate that some by simply feeding fewer/worse treasures into this, but it's not as much of a pure success as it might at first glance seem.<br />
<br />
Ultimately this IS a sifter, with a little bit of non-terminal draw thrown in. Discarding Coppers with this is like {{Card|Cellar}} plus a card; more expensive treasures get you a little more.<br />
<br />
What kinds of decks want this? Well, [[engine|engines]] would prefer other sifters once they are running, since this one costs economy, but Storyteller does help a lot in getting them running, and this is generally a higher-priority issue. It's worth noting that strong [[trasher|trashing]] will probably more or less obsolete the need for Storytelling.<br />
<br />
[[Terminal draw]] [[Big Money]] will obviously not like this. The same is true of [[slog|slogs]], since unlike other sifters, this can't get rid of non-Treasures. Decks which are somewhere between money decks and engines - decks where treasure is good but you'd really like to play a key action or a couple of key actions very often - seem like ideal homes for this card. Those decks exist now, but they rarely get a chance to shine, being squeezed by often-more-powerful engines and often-faster Big Money strategies. Perhaps Storyteller will allow them to shine more often. In general, you want your [[payload]] to be something which is happening at the end of your turn, and not interspersed in the middle. Treasure has this quality, but it’s not the only thing. Many mega-turn strategies like {{Card|Bridge}} and Horn Of Plenty don’t care about traditional money. They’ll work particularly nicely with Storyteller. <br />
<br />
As for strength, I am going to guess that this card will end up being powerful, but {{Cost|5}} is a price-point with a high bar. Ultimately, we're dealing with a situational card here, so on the right board, in the right spot, it will be something you want to jump on hard, but other times it will not have the impact required for its cost. In other words, the exact thing which is my favorite kind of card.<br />
<br />
=== Synergies and Combos===<br />
* {{Card|Forager}}<br />
* {{Card|Capital}}<br />
* {{Card|Artificer}}, {{Card|Vault}} and other discard for benefit will like the sheer amount of cards this can provide.<br />
* Cursers, Attack Cards, Travelers. Anything you want to cycle through quickly<br />
* Exotic Treasures, like {{Card|Idol}}, which gives you the boon when you really want it, {{Card|Crown}}, which can non terminally throne a terminal action, {{Card|Coin of the Realm}} can avoid missing a shuffle, etc<br />
<br />
=== Antisynergies ===<br />
* {{Card|Merchant}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|StorytellerOld|Storyteller}} || {{CardVersionImage|StorytellerDigitalOld|Storyteller from Goko/Making Fun}} || '''+1 Action'''. +{{Cost|1}}. Play up to 3 Treasures from your hand. Pay all of your {{Cost}}; +1 Card per {{Cost}} paid. || Adventures 1st Edition || April 2015<br />
|-<br />
| {{CardVersionImage|Storyteller|Storyteller}} || {{CardVersionImage|StorytellerDigital|Storyteller from Shuffle iT}} || '''+1 Action'''. +{{Cost|1}}. Play up to 3 Treasures from your hand. Then pay all of your {{Cost}} (including the {{Cost|1}} from this) and draw a card per {{Cost|1}} you paid. || Adventures [[Second Edition|2nd Edition]] || August 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch <br />
| Verteller || || || <br />
|-<br />
!Finnish <br />
| Tarinankertoja || || || <br />
|-<br />
!French <br />
| Conteuse (Note: explicitly feminine) || || || <br />
|-<br />
!German <br />
| Geschichtenerzähler (Note: explicitly masculine) ||{{CardLangVersionImage|German}}|| || '''+1 Aktion<br>+{{Cost|1}}'''<br>Spiele bis zu 3 Geldkarten aus deiner Hand aus. Zahle alle {{Cost|}} und du erhältst:<br>'''+1 Karte''' pro gezahltem {{Cost|}}.<br>(Du hast jetzt {{Cost|0}}).<br />
|-<br />
!Japanese <br />
| 語り部 (pron. ''kataribe'') || || || '''+1 アクション'''。 +{{Cost|1}}。 手札から3枚以下の財宝カードを使用する。その後、所持{{Cost}}をすべて支払い、払った{{Cost|1}}につき1枚カードを引く。<br />
|-<br />
!Russian <br />
| Сказочник (pron. ''skazochnik'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:StorytellerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=I tried paying {{Cost}} for cards long ago, in [[Prosperity]]. Prosperity at the time had a few ways to pay {{Cost}} for things. It didn't work out then, and in fact I dropped that sub-theme. In the intervening years I have done that type of thing as discarding cards or treasures, because it's simpler. A couple things in this set approached being something like Storyteller, and one day it congealed. I tried a few different sizes of it, including a [[Reserve]] version, before settling on this one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>23.28.245.139https://wiki.dominionstrategy.com/index.php/CapitalismCapitalism2019-11-21T17:36:27Z<p>23.28.245.139: /* Synergies and Combos */</p>
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<div>{{Infobox Project<br />
|name = Capitalism<br />
|cost = 5<br />
|set = Renaissance<br />
|illustrator = Martin Hoffmann<br />
|text = During your turns, Actions with +{{Cost}} amounts in their text are also Treasures.<br />
}}<br />
<br />
'''Capitalism''' is a [[Project]] from [[Renaissance]]. Once you've claimed this ability, on your turns [[Action]] cards that produce {{Cost}} acquire the [[Treasure]] [[Card type|type]]. This allows these Action cards to be played [[non-terminal]]ly during your [[Buy phase]] and to interact with cards that care about Treasures, such as {{Card|Mine}} and {{Card|Pirate Ship}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* To be affected, a card must have a +{{Cost}} amount in its text, not just a {{Cost}} amount - for example, Capitalism turns {{Card|Improve}} into a Treasure, but does not affect {{Card|Inventor}}.<br />
* Having Capitalism means you can play any number of Action cards with +{{Cost}} amounts in your Buy phase (without using up Action plays).<br />
* It also means that things that interact with Treasure cards also interact with those cards; for example, if you have Capitalism, you can use {{Card|Treasurer}} to gain an {{Card|Improve}} from the trash, since {{Card|Improve}} is a Treasure on your turns.<br />
* Any time you play an Action - Treasure card, it is both an Action and a Treasure, regardless of which phase it is.<br />
* Getting +1 Action in your Buy phase does not let you play other Action cards then.<br />
* Capitalism works on your turn, but affects cards everywhere; for example if you have Capitalism and play {{Card|Bandit}}, you could trash another player's {{Card|Improve}}, and it is not relevant if that player has Capitalism or not.<br />
<br />
== Cards that Capitalism affects ==<br />
Cards in italics have been [[Removed cards|removed]].<br />
<br />
* {{Cost|0}} {{Card|Abandoned Mine}}<br />
* {{Cost|1}} {{Card|Poor House}}<br />
* {{Cost|2}} {{Card|Duchess}}, {{Card|Embargo}}, {{Card|Herbalist}}, {{Card|Lighthouse}}, {{Card|Pawn}}, {{Card|Peasant}}, ''{{Card|Secret Chamber}}'', {{Card|Squire}}, {{Card|Tracker}}<br />
* {{Cost|3}} {{Card|Amulet}}, {{Card|Black Market}}, {{Card|Caravan Guard}}, {{Card|Cargo Ship}}, {{Card|Catapult}}, ''{{Card|Chancellor}}'', {{Card|Chariot Race}}, {{Card|Farmers' Market}}, {{Card|Fishing Village}}, {{Card|Forager}}, {{Card|Fortune Teller}}, {{Card|Gladiator}}, {{Card|Improve}}, {{Card|Merchant}}, {{Card|Oasis}}, {{Card|Secret Cave}}, {{Card|Steward}}, {{Card|Storeroom}}, {{Card|Swindler}}, {{Card|Trade Route}}, {{Card|Vassal}}, ''{{Card|Woodcutter}}''<br />
* {{Cost|4}} {{Card|Bard}}, {{Card|Baron}}, {{Card|Bishop}}, {{Card|Bridge}}, {{Card|Conclave}}, {{Card|Conspirator}}, {{Card|Cutpurse}}, {{Card|Death Cart}}, {{Card|Flag Bearer}}, {{Card|Horse Traders}}, {{Card|Ironmonger}}, {{Card|Ironworks}}, {{Card|Messenger}}, {{Card|Militia}}, {{Card|Mill}}, {{Card|Mining Village}}, {{Card|Miser}}, {{Card|Moneylender}}, {{Card|Monument}}, {{Card|Navigator}}, {{Card|Noble Brigand}}, {{Card|Nomad Camp}}, {{Card|Patron}}, {{Card|Pirate Ship}}, {{Card|Poacher}}, {{Card|Priest}}, {{Card|Sacrifice}}, {{Card|Salvager}}, {{Card|Scavenger}}, {{Card|Spice Merchant}}, {{Card|Tournament}}, {{Card|Villa}}<br />
* {{Cost|5}} {{Card|Artificer}}, {{Card|Bazaar}}, {{Card|City}}, {{Card|Count}}, {{Card|Courtier}}, {{Card|Dame Sylvia}}, {{Card|Emporium}}, {{Card|Festival}}, {{Card|Giant}}, {{Card|Haggler}}, {{Card|Harvest}}, {{Card|Jester}}, {{Card|Junk Dealer}}, {{Card|Legionary}}, {{Card|Mandarin}}, {{Card|Market}}, {{Card|Merchant Guild}}, {{Card|Merchant Ship}}, {{Card|Minion}}, {{Card|Mountebank}}, {{Card|Mystic}}, {{Card|Rogue}}, {{Card|Sacred Grove}}, {{Card|Storyteller}}, {{Card|Swamp Hag}}, {{Card|Tormentor}}, {{Card|Treasurer}}, {{Card|Treasury}}, ''{{Card|Tribute}}'', {{Card|Vault}}, {{Card|Wine Merchant}}<br />
* {{Cost|6}} {{Card|Goons}}, {{Card|Grand Market}}<br />
* {{Cost|7}} {{Card|Opulent Castle}}<br />
* {{Cost|8}} {{Card|Peddler}}<br />
* Other: {{Card|Mercenary}}, {{Card|Trusty Steed}}, {{Card|Soldier}}, {{Card|Treasure Hunter}}, {{Card|Hero}}, {{Card|Teacher}}<br />
<br />
== Strategy ==<br />
===Synergies and Combos===<br />
*{{card|Steward}}<br />
*{{card|Vassal}}<br />
*{{card|Mine}}<br />
*{{card|Poor House}} (when played as the last card in the Buy phase)<br />
*{{card|Death Cart}} becomes a cheap {{card|Platinum}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeLangVersionImage}} || {{LandscapeLangVersionImage|d=1}} || During your turns, Actions with +{{Cost}} amounts in their text are also Treasures. || Renaissance || November 2018 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 資本主義 (pron. ''zīběnzhǔyì'') || || ||<br />
|-<br />
!French<br />
| Capitalisme || || || Pendant vos tours, les cartes Action ayant dans leur texte un montant « +{{Cost}} » sont aussi des Trésors.<br />
|-<br />
!German<br />
| Kapitalismus ||{{LandscapeLangVersionImage|German}}|| ||Während deiner Züge sind Aktionskarten mit +{{Cost}}-Beträgen in ihrem Text auch Geldkarten.<br />
|-<br />
!Japanese<br />
| 資本主義 (pron. ''shihonshugi'') || || || あなたのターン中、指示文に「+{{Cost}}」と書いてあるアクションカードは、財宝カードでもある。<br />
|-<br />
!Russian<br />
| Капитализм (pron. ''kapitalizm'') || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:CapitalismArt.jpg|thumb|right|500px|Official card art.]]<br />
Capitalism and {{Card|Patron}} are the only [[card-shaped thing]]s to care about the text on cards.<br />
=== Secret History ===<br />
{{Quote<br />
|Text=There was a thing that made your {{Card|Silver|Silvers}} be {{Card|Peddler|Peddlers}} in your Action phase, then a thing that tried making your Treasures into Actions. It just isn't useful often enough. Once I hit on this, it was a question, should it be "+{{Cost}} amounts" or specific ones, e.g. "+{{Cost|2}} or +{{Cost|3}}." We tried it both ways.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19203.0 The Secret History of Dominion: Renaissance]<br />
}}<br />
{{Navbox Renaissance}}<br />
{{Navbox Cards}}</div>23.28.245.139