https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=Crlundy&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-29T10:51:54ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/File:Seaside2Polish.jpgFile:Seaside2Polish.jpg2024-02-29T22:00:39Z<p>Crlundy: Crlundy uploaded a new version of &quot;File:Seaside2Polish.jpg&quot;: Cover image from publisher's media kit</p>
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<div>[[Category:Box images]][[Category:Polish box images]]</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/File:NocturnePolish.jpgFile:NocturnePolish.jpg2024-02-29T21:59:23Z<p>Crlundy: Crlundy uploaded a new version of &quot;File:NocturnePolish.jpg&quot;: Cover image from publisher's media kit</p>
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<div>[[Category:Box images]][[Category:Polish box images]]</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/SorcererSorcerer2022-09-14T02:11:00Z<p>Crlundy: /* Other Rules clarifications */ Edited phrasing to mirror Sorceress</p>
<hr />
<div>{{Infobox Card<br />
|name = Sorcerer<br />
|cost = 5<br />
|set = Allies<br />
|type1 = Action<br />
|type2 = Attack<br />
|type3 = Wizard<br />
|illustrator = Harald Lieske<br />
|text = '''+1 Card'''<br>'''+1 Action'''<br>Each other player names a card, then reveals the top card of their deck. If wrong, they gain a Curse.<br />
}}<br />
<br />
'''Sorcerer''' is an [[Action]]-[[Attack]]-[[Wizard]] card from [[Allies]]. It is a [[cantrip]] [[curser]], but it only succeeds in handing out {{card|Curse}}s if your opponents can't guess what the top card of their deck is. This means that playing one Sorcerer will give your opponents protection against additional Sorcerers the same turn, unless you can tamper with their deck in some way in between. <br />
<br />
It is part of a [[split pile]] that it shares with the other Wizards: {{card|Student}}, {{card|Conjurer}}, and {{card|Lich}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Each other player names a card, and reveals the top card of their deck. <br />
* If it doesn't have that name, they gain a {{Card|Curse}}. <br />
* Whether or not it does, they return the card to the top of their deck. <br />
* So if you play Sorcerer twice in a turn, they will probably know the card for the 2nd play.<br />
=== Other Rules clarifications ===<br />
* If a player has no cards in their deck or discard pile, they do not gain a {{Card|Curse}}.<br />
<br />
== Strategy ==<br />
===External strategy articles===<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || '''+1 Card<br>+1 Action'''<br>Each other player names a card, then reveals the top card of their deck. If wrong, they gain a Curse. || Allies || March 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
! German<br />
| Hexenmeister ({{nowrap|lit. ''witches master''}}) || {{CardLangVersionImage|German}} || {{CardLangVersionImage|German|d=1}} || '''+1 Karte<br>+1 Aktion'''<br>Jeder Mitspieler nennt eine Karte und deckt dann die oberste Karte seines Nachziehstapels auf. Ist es nicht die genannte, nimmt er einen Fluch. || <br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=Sorcerer meanwhile is the counterpart to {{Card|Sorceress}}; it makes them play the guessing game instead of you.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21095.0 Allies Preview 4:Recursion]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text= Sorcerer went back and forth on being cumulative or not (via having them discard the card). In the end, not cumulative.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21129.msg888578#msg888578 The Secret History of Dominion: Allies]<br />
}}<br />
=== Wording ===<br />
After people asked if Sorcerer gives out a {{Card|Curse}} if another player has no card to reveal, Donald X. chimed in with this.<br />
{{Quote|Text=<br />
How people will interpret "wrong" there certainly matters more to me than, man, anything else. I don't care which way it goes, and the card doesn't clarify it, and the FAQ just mildly implies that no card will mean a {{Card|Curse}}.<br />
<br />
Sorcerer wanted to read well and be understood and it was, hooray, well done. The cards can't be little computer programs; that solves all complaints about unreal situations, at the expense of making the game unplayable. You get to decide, how much do you want friendly understandable wordings vs. ones that are clear in obscure situations. The move is to err on the side of friendly, and live with slightly different abilities sometimes to get both things at once.<br />
<br />
Matching {{Card|Sorceress}} is compelling. Again the key thing is what human players will think in a game irl, if it ever comes up. Sorceress suggests that they don't get a {{Card|Curse}}. It would be "If it's not the named card," and "no card" cannot be compared. For the moment, no {{Card|Curse}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/940221557186383882/949102512085008464 Dominion Discord, 2022]<br />
}}<br />
{{Navbox Allies}}<br />
{{Navbox Cards}}<br />
[[Category:Non-terminals]]<br />
[[Category:Handsize neutral]]<br />
[[Category:Cantrip]]<br />
[[Category:Opponent interaction]]<br />
[[Category:Offense]]<br />
[[Category:Attack]]<br />
[[Category:Junker]]<br />
[[Category:Cursers]]</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/SorceressSorceress2022-09-14T02:09:33Z<p>Crlundy: /* FAQ */ Added other rules clarifications section for case when you have no card to reveal</p>
<hr />
<div>{{Infobox Card<br />
|name = Sorceress<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Attack<br />
|type3 = Augur<br />
|illustrator = Hans Krill<br />
|text = '''+1 Action'''<br>Name a card. Reveal the top card of your deck and put it into your hand. If it's the named card, each other player gains a Curse.<br />
}}<br />
<br />
'''Sorceress''' is an [[Action]]-[[Attack]]-[[Augur]] card from [[Allies]]. It is a [[cantrip]] [[curser|cursing attack]] that only triggers when you can successfully guess the top card of your deck. It has similarities to {{card|Familiar}} (as a cantrip curser) as well as other cards that make you guess at the top card of your deck, like {{card|Mystic}} and {{card|Wishing Well}}.<br />
<br />
It is part of a [[split pile]] that it shares with the other Augurs: {{card|Herb Gatherer}}, {{card|Acolyte}}, and {{card|Sibyl}}.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Name a card; if the top card of your deck has that name, each other player gains a {{Card|Curse}}.<br />
* You put the card into your hand whether or not it had the name you chose.<br />
<br />
=== Other Rules clarifications ===<br />
* If you have no cards in your deck or discard pile, no-one gains a {{Card|Curse}}.<br />
<br />
== Strategy ==<br />
===External strategy articles===<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || '''+1 Action'''<br>Name a card. Reveal the top card of your deck and put it into your hand. If it's the named card, each other player gains a Curse. || Allies || March 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
! German<br />
| Meisterhexe<br>(lit. ''Master Witch'') || {{CardLangVersionImage|German}} || {{CardLangVersionImage|German|d=1}} || '''+1 Aktion'''<br>Nenne eine Karte. Decke die oberste Karte deines Nachziehstapels auf und nimm sie auf deine Hand. Ist es die genannte, nimmt jeder Mitspieler einen Fluch. || <br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
<br />
=== Preview ===<br />
{{Quote<br />
|Text=Sorceress is a guessing game, and if you're right you {{Card|Curse}} the other players.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21085.0 Allies Preview 2: Split piles]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Sorceress had its wording messed with but stayed basically the same.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21129.msg888578#msg888578 The Secret History of Dominion: Allies]<br />
}}<br />
{{Navbox Allies}}<br />
{{Navbox Cards}}<br />
[[Category:Non-terminals]]<br />
[[Category:Draw]]<br />
[[Category:Cantrip]]<br />
[[Category:Offense]]<br />
[[Category:Attack]]<br />
[[Category:Junker]]<br />
[[Category:Cursers]]</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/Guard_DogGuard Dog2022-06-29T18:31:00Z<p>Crlundy: /* Official FAQ */ Update to full FAQ (originally withheld to not spoil Berserker)</p>
<hr />
<div>{{Infobox Card<br />
|name = {{PAGENAME}}<br />
|cost = 3<br />
|type1 = Action<br />
|type2 = Reaction<br />
|illustrator = Julien Delval<br />
|text = '''+2 Cards'''<br>If you have 5 or fewer cards in hand, {{nowrap|'''+2 Cards'''}}.<br />
|text2 = When another player plays an Attack, you may first play this from your hand.<br />
}}<br />
<br />
'''{{PAGENAME}}''' is an [[Action]]-[[Reaction]] card from {{Set|Hinterlands|ed=2}}. It provides a small amount of [[terminal draw]], which increases if played from a small starting handsize, so it can help you recover from an opponent's [[handsize attack]]. It also allows you to play it immediately when an opponent plays any [[Attack]] card—this reaction ability ''won't'' protect your handsize from most handsize attacks, but can be a consolation prize for getting hit by other varieties of Attack. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you draw 2 cards, then count the cards in your hand; if it's 5 or fewer, you draw 2 more cards.<br />
* When another player plays an Attack card, you may play this before that Attack resolves; then the Attack still happens (unless you stop it another way, such as with a {{Card|Moat}} you just drew). So if another player plays {{Card|Berserker}}, and you respond with Guard Dog, you'll first draw 2 cards, then discard down to 3 cards in hand.<br />
* As usual playing it means putting it into play and following its instructions.<br />
* If you play this during another player's turn, you discard it from play during that turn's Clean-up.<br />
<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || '''+2 Cards'''<br>If you have 5 or fewer cards in hand, {{nowrap|'''+2&nbsp;Cards'''}}.{{divline}}When another player plays an Attack, you may first play this from your hand. || Hinterlands (Second Edition) || July 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German <br />
| Wachhund || || {{CardLangVersionImage|German|d=1}} || '''+2 Karten'''<br>Wenn du 5 oder weniger Hand&shy;karten hast: '''+2&nbsp;Karten'''.{{divline}}Wenn ein Mitspieler eine Angriffs&shy;karte spielt, darfst du zuerst diese Karte aus deiner Hand spielen. ||<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
<br />
=== Preview ===<br />
{{Quote|Text={{Card|Duchess}} had to be weak, since you could take one for free with a {{Card|Duchy}}. It was still too weak. Man, it could at least have only looked at your own top card, without letting your opponents do it too.<br />
<p>Guard Dog has no connection, and is another new Reaction. Okay so. If they play say {{Card|Witch}}, you can react to play your Guard Dog. If they play say {{Card|Militia}}, don't react, just save Guard Dog for your turn, and then you'll draw 2 extra cards. Of course there are also all the other ways you can get the 4 cards. It's another one that plays into the filtering theme.</p><br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21318.msg893813#msg893813 Hinterlands 2E Preview 2]<br />
}}<br />
=== Secret History ===<br />
<!--{{Quote|Text=<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=<br />
}}--><br />
<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/Update_PacksUpdate Packs2022-06-29T18:03:53Z<p>Crlundy: Add Hinterlands to the intro; other minor fixes</p>
<hr />
<div>The '''Update Packs''' are products containing the new cards available for the sets that have received fully overhauled [[second edition]]s: {{Set|Dominion|the Base set|ed=2}}, {{Set|Intrigue|Intrigue|ed=2}}, {{Set|Seaside|Seaside|ed=2}}, {{Set|Prosperity|Prosperity|ed=2}}, {{Set|Hinterlands|Hinterlands|ed=2}}. Each of first two pack contains the 7 cards added to the relevant set, as well as a new inlay to put in the first edition box.<br />
<br />
<br />
== Dominion: Update Pack ==<br />
{{Infobox Set<br />
|name = Dominion Update Pack<br />
|type = Update Pack<br />
<br />
|cards = 80<br />
|kingdomcards = 70 (7 Sets)<br />
|randomizers = 7<br />
|blankcards = 3<br />
|materials = 1 replacement inlay<br />
<br />
|release = October 2016<br />
<br />
|nocats = yes<br />
}}<br />
<br />
'''Note''': Second print: October 2021.<br />
<br />
=== Contents ===<br />
==== Kingdom cards ====<br />
* {{Cost|3}}: {{Card|Harbinger}}, {{Card|Merchant}}, {{Card|Vassal}}<br />
* {{Cost|4}}: {{Card|Poacher}}<br />
* {{Cost|5}}: {{Card|Bandit}}, {{Card|Sentry}}<br />
* {{Cost|6}}: {{Card|Artisan}}<br />
<br />
=== First-edition Kingdom cards to Remove ===<br />
The following cards included in the first edition should be [[Removed cards|removed]] when using the second edition update pack.<br />
* {{Cost|3}}: {{Card|Chancellor}}, {{Card|Woodcutter}}<br />
* {{Cost|4}}: {{Card|Feast}}, {{Card|Spy}}, {{Card|Thief}}<br />
* {{Cost|6}}: {{Card|Adventurer}}<br />
<br />
=== Cards Gallery ===<br />
{{CardImage|Harbinger}}{{CardImage|Merchant}}{{CardImage|Vassal}}{{CardImage|Poacher}}{{CardImage|Bandit}}{{CardImage|Sentry}}{{CardImage|Artisan}}<br />
=== Cards to remove ===<br />
{{CardImage|Chancellor}}{{CardImage|Woodcutter}}{{CardImage|Feast}}{{CardImage|Spy}}{{CardImage|Thief}}{{CardImage|Adventurer}}<br />
<br />
== Dominion: Intrigue Update Pack ==<br />
{{Infobox Set<br />
|name = Intrigue Update Pack<br />
|type = Update Pack<br />
<br />
|cards = 80<br />
|kingdomcards = 72 (7 Sets)<br />
|randomizers = 7<br />
|blankcards = 1<br />
|materials = 1 replacement inlay<br />
<br />
|release = October 2016<br />
<br />
|nocats = yes<br />
}}<br />
=== Contents ===<br />
==== Kingdom cards ====<br />
* {{Cost|2}}: {{Card|Lurker}}<br />
* {{Cost|4}}: {{Card|Diplomat}}, {{Card|Mill}}, {{Card|Secret Passage}}<br />
* {{Cost|5}}: {{Card|Courtier}}, {{Card|Patrol}}, {{Card|Replace}}<br />
=== First-edition Kingdom cards to remove ===<br />
The following cards included in the first edition should be [[Removed cards|removed]] when using the Intrigue second edition Update Pack.<br />
* {{Cost|2}}: {{Card|Secret Chamber}} <br />
* {{Cost|3}}: {{Card|Great Hall}}<br />
* {{Cost|4}}: {{Card|Coppersmith}}, {{Card|Scout}} <br />
* {{Cost|5}}: {{Card|Saboteur|oi=1}}, {{Card|Tribute}}<br />
<br />
=== Cards Gallery ===<br />
{{CardImage|Lurker}}{{CardImage|Diplomat}}{{CardImage|Mill}}{{CardImage|Secret Passage}}{{CardImage|Courtier}}{{CardImage|Patrol}}{{CardImage|Replace}}<br />
=== Cards to remove ===<br />
{{CardImage|Secret_Chamber}}{{CardImage|Great_Hall}}{{CardImage|Coppersmith}}{{CardImage|Scout}}{{CardImage|Saboteur|o=1}}{{CardImage|Tribute}}<br />
<br />
== Dominion: Seaside Update Pack ==<br />
{{Infobox Set<br />
|name = Seaside Update Pack<br />
|type = Update Pack<br />
<br />
|cards = 99+<br />
|kingdomcards = 90 (9 Sets)<br />
|randomizers = 9<br />
|blankcards = <br />
|materials = <br />
<br />
|release = June 2022<br />
<br />
|nocats = yes<br />
}}<br />
=== Contents ===<br />
<br />
==== Kingdom cards ====<br />
* {{Cost|3}}: {{Card|Astrolabe}}, {{Card|Monkey}}, {{Card|Sea Chart}}<br />
* {{Cost|4}}: {{Card|Blockade}}, {{Card|Sailor}}, {{Card|Tide Pools}}<br />
* {{Cost|5}}: {{Card|Corsair}}, {{Card|Pirate}}, {{Card|Sea Witch}}<br />
<br />
=== First-edition Kingdom cards to remove ===<br />
The following cards included in the first edition should be [[Removed cards|removed]] when using the Seaside second edition Update Pack.<br />
* {{Cost|2}}: {{Card|Embargo}}, {{Card|Pearl Diver}}<br />
* {{Cost|3}}: {{Card|Ambassador}}<br />
* {{Cost|4}}: {{Card|Navigator}}, {{Card|Pirate Ship}}, {{Card|Sea Hag}}<br />
* {{Cost|5}}: {{Card|Explorer}}, {{Card|Ghost Ship}}<br />
<br />
=== Cards Gallery ===<br />
{{CardImage|Astrolabe}}{{CardImage|Monkey}}{{CardImage|Sea Chart}}{{CardImage|Blockade}}{{CardImage|Sailor}}{{CardImage|Tide Pools}}{{CardImage|Corsair}}{{CardImage|Pirate}}{{CardImage|Sea Witch}}<br />
<br />
=== Cards to remove ===<br />
{{CardImage|Embargo}}{{CardImage|Pearl Diver}}{{CardImage|Ambassador}}{{CardImage|Navigator}}{{CardImage|Pirate Ship}}{{CardImage|Sea Hag}}{{CardImage|Explorer}}{{CardImage|Ghost Ship}}<br />
<br />
== Dominion: Prosperity Update Pack ==<br />
{{Infobox Set<br />
|name = Prosperity Update Pack<br />
|type = Update Pack<br />
<br />
|cards = 99+<br />
|kingdomcards = 90+ (9 Sets)<br />
|randomizers = 9<br />
|blankcards = <br />
|materials = <br />
<br />
|release = announced (to be released July 2022)<br />
<br />
|nocats = yes<br />
}}<br />
=== Contents ===<br />
==== Kingdom cards ====<br />
* {{Cost|3}}: {{Card|Anvil}}<br />
* {{Cost|4}}: {{Card|Clerk}}, {{Card|Investment}}, {{Card|Tiara}}<br />
* {{Cost|5}}: {{Card|Charlatan}}, {{Card|Collection}}, {{Card|Crystal Ball}}, {{Card|Magnate}}, {{Card|War Chest}}<br />
<br />
=== First-edition Kingdom cards to remove ===<br />
The following cards included in the first edition should be [[Removed cards|removed]] when using the Prosperity second edition Update Pack.<br />
* {{Cost|3}}: {{Card|Loan}}, {{Card|Trade Route}}<br />
* {{Cost|4}}: {{Card|Talisman}}<br />
* {{Cost|5}}: {{Card|Contraband}}, {{Card|Counting House}}, {{Card|Mountebank}}, {{Card|Royal Seal}}, {{Card|Venture}}<br />
* {{Cost|6}}: {{Card|Goons}}<br />
<br />
=== Cards Gallery ===<br />
{{CardImage|Anvil}}{{CardImage|Clerk}}{{CardImage|Investment}}{{CardImage|Tiara}}{{CardImage|Charlatan}}{{CardImage|Collection}}{{CardImage|Crystal Ball}}{{CardImage|Magnate}}{{CardImage|War Chest}}<br />
<br />
=== Cards to remove ===<br />
{{CardImage|Loan}}{{CardImage|Trade_Route}}{{CardImage|Talisman}}{{CardImage|Contraband}}{{CardImage|Counting_House}}{{CardImage|Mountebank}}{{CardImage|Royal_Seal}}{{CardImage|Venture}}{{CardImage|Goons}}<br />
<br />
== Dominion: Hinterlands Update Pack ==<br />
{{Infobox Set<br />
|name = Hinterlands Update Pack<br />
|type = Update Pack<br />
<br />
|cards = 99+<br />
|kingdomcards = 90+ (9 Sets)<br />
|randomizers = 9<br />
|blankcards = <br />
|materials = <br />
<br />
|release = announced (expected July 2022)<br />
<br />
|nocats = yes<br />
}}<br />
<br />
=== Contents ===<br />
==== Kingdom cards ====<br />
The existence of the update pack, and the names of six of the nine new cards, were revealed shortly before its official announcement by [[Seaside#Seaside_.26_Hinterlands|the recommended sets of 10 in the Seaside Second Edition rulebook]]. <br />
* {{Cost|3}}: {{Card|Guard Dog}}<br />
* {{Cost|4}}: {{Card|Nomads}}, {{Card|Trail}}, {{Card|Weaver}}<br />
* {{Cost|5}}: {{Card|Berserker}}, {{Card|Cauldron}}, {{Card|Souk}}, {{Card|Wheelwright}}, {{Card|Witch's Hut}}<br />
<br />
=== First-edition Kingdom cards to remove ===<br />
* {{Cost|2}}: {{Card|Duchess}}<br />
* {{Cost|3}}: {{Card|Oracle}}<br />
* {{Cost|4}}: {{Card|Noble Brigand}}{{Card|Nomad Camp}}{{Card|Silk Road}}<br />
* {{Cost|5}}: {{Card|Cache}}{{Card|Embassy}}{{Card|Ill-Gotten Gains}}{{Card|Mandarin}}<br />
<br />
=== Cards Gallery ===<br />
{{CardImage|Guard Dog}}{{CardImage|Nomads}}{{CardImage|Trail}}{{CardImage|Weaver}}{{CardImage|Berserker}}{{CardImage|Cauldron}}{{CardImage|Souk}}{{CardImage|Wheelwright}}{{CardImage|Witch's Hut}}<br />
<br />
=== Cards to remove ===<br />
{{CardImage|Duchess}}{{CardImage|Oracle}}{{CardImage|Noble Brigand}}{{CardImage|Nomad Camp}}{{CardImage|Silk Road}}{{CardImage|Cache}}{{CardImage|Embassy}}{{CardImage|Ill-Gotten Gains}}{{CardImage|Mandarin}}<br />
<br />
<br />
{{Template:Navbox expansions}}<br />
[[Category:Base]]<br />
[[Category:Intrigue]]<br />
[[Category:Seaside]]<br />
[[Category:Prosperity]]<br />
[[Category:Hinterlands]]<br />
[[Category:Official accessories]]</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/BerserkerBerserker2022-06-29T17:58:06Z<p>Crlundy: /* Trivia */ The art depicts Dale Yu.</p>
<hr />
<div>{{Infobox Card<br />
|name = {{PAGENAME}}<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Julien Delval<br />
|text = Gain a card costing less than this. Each other player discards down to 3 cards in hand.<br />
|text2 = When you gain this, if you have an Action in play, play this.<br />
}}<br />
<br />
'''{{PAGENAME}}''' is an [[Action]]-[[Attack]] card from {{Set|Hinterlands|ed=2}}. It is a [[gainer]] and a [[handsize attack]] that can be played immediately when you gain it if you already have another Action card in play. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you gain a Berserker, if you have an Action card [[in play]] you play the Berserker; this means it will go into play, and you'll gain a cheaper card and then the other players will discard down to 3&nbsp;cards in hand.<br />
* They can still use cards like {{Card|Moat}} then.<br />
* If you gain a Berserker with no Actions in play, however, you don't play it.<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || Gain a card costing less than this. Each other player discards down to 3&nbsp;cards in hand.{{divline}}When you gain this, if you have an Action in play, play this. || Hinterlands (Second Edition) || July 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German <br />
| Berserker || || {{CardLangVersionImage|German|d=1}} || Nimm eine Karte, die weniger kostet als diese. Jeder Mitspieler legt seine Handkarten bis auf&nbsp;3 ab.{{Divline}}Wenn du diese Karte nimmst: Falls du eine Aktionskarte im Spiel hast, spiele diese Karte. ||<br />
|}<br />
<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
<br />
The art depicts developer Dale Yu. He was previously depicted on {{Card|Navigator}}, which was [[removed]].<br />
<br />
=== Preview ===<br />
{{Quote|Text={{Card|Noble Brigand}} is a fixed {{Card|Thief}}, and yet still too weak. {{Card|Bandit}} turns out to be the actual fixed Thief.<br />
<p>Berserker is another Attack that attacks right away. But the Attack is more meaningful, and it comes with more stuff.</p><br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21321.msg893885#msg893885 Hinterlands 2E Preview 3]<br />
}}<br />
=== Secret History ===<br />
<!--{{Quote|Text=<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=<br />
}}--><br />
<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/PriestPriest2022-06-24T17:09:45Z<p>Crlundy: /* FAQ */ The Priest FAQ in the Renaissance rulebook on Rio Grande Games's site is updated to mention Sewers.</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Priest<br />
|cost = 4<br />
|set = Renaissance<br />
|type1 = Action<br />
|illustrator = Julien Delval<br />
|text = '''+{{Cost|2}}'''<br>Trash a card from your hand. For the rest of this turn, when you trash a card, {{nowrap|+{{Cost|2}}.}}<br />
}}<br />
<br />
'''Priest''' is an [[Action]] card from [[Renaissance]]. It is a [[trasher]] that gives {{Cost|2}} for each card trashed for the rest of the turn in which it's played. The benefit from Priests is cumulative and [[Throne Room variant|throneable]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you get +{{Cost|2}}, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card (from anywhere) will give you +{{Cost|2}}. <br />
* This is cumulative, even if the same Priest is played multiple times (such as with {{Card|Scepter}}). <br />
* For example if you play two Priests and trash two Coppers, you will get +{{Cost|6}} total: +{{Cost|2}} from each play of Priest, and +{{Cost|2}} that the first Priest gives you for the second Priest trashing a card. <br />
* The bonus works even if the card was not trashed from your hand; for example you will get +{{Cost|2}} for trashing an {{Card|Acting Troupe}} due to playing it, or for trashing a card from the [[Supply]] with {{Card|Lurker}} (from {{Set|Intrigue}}).<br />
* With {{Project|Sewers}}, the extra trashing from Sewers happens before the "For the rest of the turn" ability happens, so you don't get +{{Cost|2}} for that trash.<br />
<br />
== Strategy ==<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Priest|Priest}} || {{CardVersionImage|PriestDigital|Priest from Shuffle iT}} || style="padding:0px 20px;"| +{{Cost|2}}<br>Trash a card from your hand.<br> For the rest of this turn, when you trash a card, {{nowrap|+{{Cost|2}}.}} || Renaissance || November 2018 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 祭司 (pron. ''jìsī'') || || || || <br />
|-<br />
!French<br />
| Prêtre || || {{CardVersionImage|PriestFrench2022Digital|French language Priest 2021 from Shuffle iT}} || +{{Cost|2}}<br>Écartez une carte de votre main.<br>Pour la suite de votre tour, quand vous écartez une carte, {{nowrap|+{{Cost|2}}.}} || <br />
|-<br />
!German<br />
| Priester || {{CardVersionImage|PriestGerman|German language Priest 2019 by ASS}} || {{CardVersionImage|PriestGerman2022Digital|German language Priest 2022 from Shuffle iT}} || +{{Cost|2}}<br>Entsorge eine deiner Handkarten.<br>Für den Rest dieses Zuges, wenn du eine Karte entsorgst: {{nowrap|+{{Cost|2}}.}} || (2019)<br />
|-<br />
!Japanese<br />
| 司祭 (pron. ''shisai'') || || || +{{Cost|2}}<br> 手札1枚を廃棄する。<br>その後、このターン、カード1枚を廃棄するとき、{{nowrap|+{{Cost|2}}。}} || <br />
|-<br />
!Russian<br />
| Священник<br>(pron. ''svyashshyennik'') || || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PriestArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote|Text=Priest is a trasher, and rewards you for further trashing. Play Priest, get +{{Cost|2}}, trash a {{Card|Copper}}. Play a second Priest, get +{{Cost|2}}, trash a Copper, get a +{{Cost|2}} bonus from the first Priest. Play a third Priest, get +{{Cost|2}}, trash a {{Card|Silver}} (you ran out of Coppers), get +{{Cost|2}} from the first Priest and +{{Cost|2}} from the second Priest. See how it goes? Try to have enough stuff to feed them.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19008.0 Renaissance Previews #1: Mountain Village, Priest, Seer, Scholar, Experiment]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started out giving you an [[Artifact]] if you trashed a card costing {{Cost|3}} or more; the Artifact had you draw a card each time you trashed a card. Sometimes the Artifact felt really important, and it sucked to have to eat your deck to fight over it. I tried changing the condition to "if you trashed a card that hadn't been trashed yet," then dropped the Artifact, and switched to getting a bonus per trash right on the card. The bonus was +{{Cost|2}} first, but I also tried +1 Coffers for comparison. It gets rid of some tracking but I liked +{{Cost|2}} better.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19203.0 The Secret History of Dominion: Renaissance]<br />
}}<br />
=== Further development history ===<br />
{{Quote<br />
|Text=+1 Coffers is nice for handling the tracking. If they had been close I would have gone with the handled-tracking option. So, they weren't close. I can guess that +{{Cost|2}} was just more exciting, more potential for a bonanza.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg869986#msg869986 Interview with Donald X.]<br />
}}<br />
=== Retrospective ===<br />
{{Quote<br />
|Text=<br />
My feeling for some years was that "while this is in play" was better than "this turn," as evidenced by e.g. {{Card|Bridge Troll}} not matching {{Card|Bridge}}. But, focused on simplicity for [[Renaissance]], I decided that "this turn" was actually the simpler thing. People get tripped up by "while this is in play" in various ways. The card will normally be in play - I don't need to blame new cards for {{Card|Procession}}.<br />
<br />
<br />
If I had anticipated the {{Card|Sewers}} question, I would have looked harder at putting the "this turn" ability ahead of the trashing on Priest. It was something I considered, but it seemed simpler to have the +{{Cost|2}} at the top, and well I didn't anticipate the question.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19008.msg772186#msg772186 Renaissance Previews #1: Mountain Village, Priest, Seer, Scholar, Experiment]<br />
}}<br />
{{Navbox Renaissance}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/AdventuresAdventures2022-02-11T02:20:08Z<p>Crlundy: Fixed formatting</p>
<hr />
<div>{{Infobox Set<br />
|name = Adventures<br />
|type = Large Expansion<br />
<br />
|cards = 400<br />
|kingdomcards = 304<br />
|kingdomsets = 30<br />
|randomizers = 30<br />
|othercards=<br />
* 20 [[Event|Events]]<br />
* 5 {{Card|Treasure Hunter|Treasure Hunters}}<br />
* 5 {{Card|Warrior|Warriors}}<br />
* 5 {{Card|Hero|Heroes}}<br />
* 5 {{Card|Champion|Champions}}<br />
* 5 {{Card|Soldier|Soldiers}}<br />
* 5 {{Card|Fugitive|Fugitives}}<br />
* 5 {{Card|Disciple|Disciples}}<br />
* 5 {{Card|Teacher|Teachers}}<br />
|blankcards = 6<br />
|release = April 2015<br />
<br />
|mats = <br />
* 6 Tavern mats<br />
|tokens =<br />
* 60 Tokens<br />
<br />
|theme = <br />
* [[Reserve]] cards<br />
* Additional [[Duration]] cards<br />
* [[Event|Events]]<br />
* [[Adventures tokens|Tokens]]<br />
|coverartist = [[Lorraine Schleter]]<br />
|rulebook = https://www.riograndegames.com/wp-content/uploads/2015/01/Dominion-Adventures-Rules.pdf<br />
}}<br />
<br />
'''Adventures''' is the ninth expansion to [[Dominion]], released April 2015. It is a large expansion, with 400 cards, including 30 sets of new [[Kingdom]] cards. It adds more of the popular [[Duration]] cards, and introduces [[Event|Events]], as well as [[Reserve]] and [[Traveller]] cards, and a variety of [[Adventures tokens|tokens]] used to track the effects of various card and Event abilities.<br />
<br />
== Contents ==<br />
=== Kingdom cards ===<br />
There are 12 copies of {{Card|Port}}.<br />
* {{Cost|2}}: {{Card|Coin of the Realm}}, {{Card|Page}}, {{Card|Peasant}}, {{Card|Ratcatcher}}, {{Card|Raze}}<br />
* {{Cost|3}}: {{Card|Amulet}}, {{Card|Caravan Guard}}, {{Card|Dungeon}}, {{Card|Gear}}, {{Card|Guide}}<br />
* {{Cost|4}}: {{Card|Duplicate}}, {{Card|Magpie}}, {{Card|Messenger}}, {{Card|Miser}}, {{Card|Port}}, {{Card|Ranger}}, {{Card|Transmogrify}}<br />
* {{Cost|5}}: {{Card|Artificer}}, {{Card|Bridge Troll}}, {{Card|Distant Lands}}, {{Card|Giant}}, {{Card|Haunted Woods}}, {{Card|Lost City}}, {{Card|Relic}}, {{Card|Royal Carriage}}, {{Card|Storyteller}}, {{Card|Swamp Hag}}, {{Card|Treasure Trove}}, {{Card|Wine Merchant}}<br />
* {{Cost|6}}: {{Card|Hireling}}<br />
<br />
=== Events ===<br />
* {{Cost|0}}: {{Event|Alms}}, {{Event|Borrow}}, {{Event|Quest}}<br />
* {{Cost|1}}: {{Event|Save}}<br />
* {{Cost|2}}: {{Event|Scouting Party}}, {{Event|Travelling Fair}}<br />
* {{Cost|3}}: {{Event|Bonfire}}, {{Event|Expedition}}, {{Event|Ferry}}, {{Event|Plan}}<br />
* {{Cost|4}}: {{Event|Mission}}, {{Event|Pilgrimage}}<br />
* {{Cost|5}}: {{Event|Ball}}, {{Event|Raid}}, {{Event|Seaway}}, {{Event|Trade}}<br />
* {{Cost|6}}: {{Event|Lost Arts}}, {{Event|Training}}<br />
* {{Cost|7}}: {{Event|Inheritance}}<br />
* {{Cost|8}}: {{Event|Pathfinding}}<br />
<br />
=== Additional materials ===<br />
==== Upgrade cards ====<br />
* {{Cost|3*}}: {{Card|Soldier}}, {{Card|Treasure Hunter}}<br />
* {{Cost|4*}}: {{Card|Fugitive}}, {{Card|Warrior}}<br />
* {{Cost|5*}}: {{Card|Disciple}}, {{Card|Hero}}<br />
* {{Cost|6*}}: {{Card|Teacher}}, {{Card|Champion}}<br />
<br />
==== Mats ====<br />
* 6 [[Tavern mat]]s in each of the 6 player colors<br />
<br />
==== Tokens ====<br />
There is 1 set of 10 [[Adventures tokens|tokens]] in each of the 6 player colors.<br />
* +1 Action token<br />
* +1 Buy token<br />
* +1 Card token<br />
* +{{Cost|1}} token<br />
* –{{Cost|2}} cost token<br />
* Trashing token<br />
* –{{Cost|1}} token<br />
* –1 Card token<br />
* Journey token<br />
* {{Card|Estate}} token<br />
<br />
== Flavor text ==<br />
{{Quote|<br />
|Text=Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying "Gone Adventuring." Then you put up another sign, saying "Beware of Dog," in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/Game/1285-Dominion-Adventures Rio Grande Games]<br />
}}<br />
== Cards gallery ==<br />
=== Kingdom cards ===<br />
{{CardImage|Coin_of_the_Realm}}{{CardImage|Page}}{{CardImage|Peasant}}{{CardImage|Ratcatcher}}{{CardImage|Raze}}{{CardImage|Amulet}}{{CardImage|Caravan_Guard}}{{CardImage|Dungeon}}{{CardImage|Gear}}{{CardImage|Guide}}{{CardImage|Duplicate}}{{CardImage|Magpie}}{{CardImage|Messenger}}{{CardImage|Miser}}{{CardImage|Port}}{{CardImage|Ranger}}{{CardImage|Transmogrify}}{{CardImage|Artificer}}{{CardImage|Bridge_Troll}}{{CardImage|Distant_Lands}}{{CardImage|Giant}}{{CardImage|Haunted_Woods}}{{CardImage|Lost_City}}{{CardImage|Relic}}{{CardImage|Royal_Carriage}}{{CardImage|Storyteller}}{{CardImage|Swamp_Hag}}{{CardImage|Treasure_Trove}}{{CardImage|Wine_Merchant}}{{CardImage|Hireling}}<br />
=== Traveller upgrades ===<br />
====[[Page]] progression====<br />
{{CardImage|Treasure_Hunter}}{{CardImage|Warrior}}{{CardImage|Hero}}{{CardImage|Champion}}<br />
====[[Peasant]] progression====<br />
{{CardImage|Soldier}}{{CardImage|Fugitive}}{{CardImage|Disciple}}{{CardImage|Teacher}}<br />
<br />
=== Events ===<br />
{{EventImage|Alms}}{{EventImage|Borrow}}{{EventImage|Quest}}{{EventImage|Save}}{{EventImage|Scouting_Party}}{{EventImage|Travelling_Fair}}{{EventImage|Bonfire}}{{EventImage|Expedition}}{{EventImage|Ferry}}{{EventImage|Plan}}{{EventImage|Mission}}{{EventImage|Pilgrimage}}{{EventImage|Ball}}{{EventImage|Raid}}{{EventImage|Seaway}}{{EventImage|Trade}}{{EventImage|Lost_Arts}}{{EventImage|Training}}{{EventImage|Inheritance}}{{EventImage|Pathfinding}}<br />
<br />
== Impact ==<br />
Despite having fewer cards total than [[Dark Ages]], Adventures added the most unique cards of any set at that time, due to [[Traveller|Travellers]] and [[Event|Events]]. Though it has some simple cards, its complexity can be quite daunting to newer players, what with [[Reserve|Reserves]], Events, Travellers, and [[Adventures tokens|tokens]]. It has also led to the discovery of some extremely fast combo strategies (such as [[Combo: Royal Carriage and Bridge|Royal Carriage/Bridge]]), as well as a new baseline in fast [[Big Money]] strategies in {{Card|Gear}}. All in all, the reaction to the set so far has been positive, particularly with the introduction of Events.<br />
<br />
Structurally, Adventures was conceived in part as a sequel to [[Seaside]], with its focus on card abilities that affect multiple turns: it reintroduces Duration cards; introduces Reserve cards, a variant on the Duration theme; and tracks long-term effects with a [[Tavern mat|mat]] and [[Adventures tokens|tokens]] as some Seaside cards do. Adventures also introduces cards with unusual combinations of [[type|types]] that could have been used before but never were; these include the first [[Treasure]]–[[Attack]], [[Attack]]–[[Duration]], and [[Duration]]–[[Reaction]] cards. Following somewhat in [[Dark Ages]]' footsteps, the set also introduced some cards that broke previous written and unwritten rules, including permanent Durations, non-Supply cards with non-zero costs, a Treasure that gives +Action, a card that can be played when it's not your turn, and a card that turns {{Cost}} into another resource.<br />
<br />
=== Durations ===<br />
Seaside, serving as the introduction to Durations, for the most part stuck with fairly simple cards of this type, with half of them having solely [[vanilla]] effects. With Adventures, the boundaries of what can be done with Duration cards are explored. Some, like {{Card|Amulet}} and {{Card|Dungeon}}, are simply Duration variants of existing cards, while others are more exotic, like {{Card|Bridge Troll}} and {{Card|Haunted Woods}}. Durations are what most players liked most about Seaside, and Adventures effectively doubles their number, making it twice as likely that orange will be seen in any given Kingdom.<br />
<br />
=== Reserves ===<br />
The ability to set a card aside to call upon on any future turn dramatically expands a player's options every turn. Not only do players have all the cards in their hand to choose from now, but all the cards on their Tavern mat, as well. While Reserve cards can often be rather slow, and can suffer from the same problem as Durations with missing the [[reshuffle]], they can have quite powerful effects when called, and their slowness allows them to be cheaper than conventional cards with similar effects.<br />
<br />
=== Events ===<br />
[[Event|Events]] are the most substantial innovation Adventures introduces, drastically increasing the amount of options players have in a game of Dominion without taking up one of the Kingdom card slots in the supply. Therefore two games with the same Kingdom can play very differently depending on what Events are available. Some, like {{Event|Alms}} and {{Event|Borrow}}, can completely change opening turns; others, like {{Event|Lost Arts}} and {{Event|Pathfinding}}, can add tokens to piles to make some truly powerful cards; others still are just plain weird, yet still compelling, such as {{Event|Inheritance}}.<br />
<br />
=== Big Money ===<br />
Adventures has a number of cards that facilitate [[Big Money]] strategies:<br />
* {{Card|Treasure Hunter}} and {{Card|Hero}} - both of these {{Card|Page}} line cards can fill your deck with [[Treasure|Treasures]]<br />
* {{Card|Amulet}} - a good source of {{Card|Silver}}<br />
* {{Card|Gear}} - decent [[terminal draw]] that can set aside excess Treasure for next turn<br />
* {{Card|Magpie}} - a [[Lab variant]] specifically for Treasures<br />
* {{Card|Treasure Trove}} - fills your deck with {{Card|Gold}}<br />
* {{Event|Raid}} - can net you a lot of Silvers if you already have a fair few<br />
Other cards may play well with Big Money, but more playtime is needed to judge.<br />
<br />
=== Engines ===<br />
Adventures has a number of cards that facilitate [[engine]] strategies:<br />
* {{Card|Coin of the Realm}} - a cheap source of +Action to smooth out your engine<br />
* {{Card|Champion}} - makes an engine possible on almost any board<br />
* {{Card|Fugitive}}, {{Card|Disciple}} and {{Card|Teacher}} - the {{Card|Peasant}} line in general seems well suited to engines<br />
* {{Card|Ratcatcher}}, {{Card|Raze}}, {{Card|Amulet}} - all decent early-game [[trasher|trashers]]<br />
* {{Card|Port}} - a [[Village (card category)|village]] that comes with another village, leaving more buys for draw and [[payload]]<br />
* {{Card|Transmogrify}} - can turn any card in your hand into a missing engine part when needed<br />
* {{Card|Artificer}} - a [[Peddler variant]] that can gain engine parts to the top of your deck<br />
* {{Card|Bridge Troll}} - gives [[+Buy]] and [[cost reduction]]<br />
* {{Card|Giant}}, {{Card|Ranger}}, {{Event|Pilgrimage}} - When used in conjunction with each other, the one you don't need can flip the Journey token to be face up and the next can be used to reap a massive payload.<br />
* {{Card|Haunted Woods}} - +3 Cards is great at the start of your turn, and engines usually don't have anything left in hand to [[Top decker|top-deck]] during the Buy phase<br />
* {{Card|Lost City}} - a Lab variant and a village<br />
* {{Card|Royal Carriage}} - a [[Throne Room variant]] that can never be drawn dead, and can stack on important cards<br />
* {{Card|Wine Merchant}} - a decent payload card that does best in decks that can spare {{Cost|2}} every turn<br />
* {{Card|Hireling}} - increases your handsize for the rest of the game<br />
* {{Event|Alms}} - a fantastic [[gainer]] in Treasure-less decks<br />
* {{Event|Travelling Fair}} - a source of +Buy as well as a top-decker<br />
* {{Event|Bonfire}} - lets you use {{Card|Copper|Coppers}} while still trashing them<br />
* {{Event|Expedition}} - can serve as draw for an engine with extra {{Cost}}<br />
* {{Event|Ferry}} - makes important engine parts cheaper<br />
* {{Event|Mission}} - engines can make more use of a turn on which you can't buy cards<br />
* {{Event|Seaway}}, {{Event|Lost Arts}}, {{Event|Training}} and {{Event|Pathfinding}} - all of these can vastly improve an engine deck relying on many copies of key cards<br />
Other cards may play well with engines, but more playtime is needed to judge.<br />
<br />
== Theme ==<br />
* 9 new Duration cards, including one non-Supply card: {{Card|Champion}}, {{Card|Amulet}}, {{Card|Caravan Guard}}, {{Card|Dungeon}}, {{Card|Gear}}, {{Card|Bridge Troll}}, {{Card|Haunted Woods}}, {{Card|Swamp Hag}}, {{Card|Hireling}}<br />
* 9 Reserve cards, including one non-Supply card: {{Card|Coin of the Realm}}, {{Card|Teacher}}, {{Card|Ratcatcher}}, {{Card|Guide}}, {{Card|Duplicate}}, {{Card|Transmogrify}}, {{Card|Distant Lands}}, {{Card|Royal Carriage}}, {{Card|Wine Merchant}}<br />
* 5 Token cards, including one non-Supply card: {{Card|Teacher}}, {{Card|Ranger}}, {{Card|Bridge Troll}}, {{Card|Giant}}, {{Card|Relic}}<br />
* 3 cards with otherwise delayed or long-term effects: {{Card|Page}}, {{Card|Peasant}}, {{Card|Miser}}<br />
* 8 off-theme cards: {{Card|Raze}}, {{Card|Magpie}}, {{Card|Messenger}}, {{Card|Port}}, {{Card|Artificer}}, {{Card|Lost City}}, {{Card|Storyteller}}, {{Card|Treasure Trove}}<br />
There are also 20 Events, 11 of which use tokens: {{Event|Borrow}}, {{Event|Ferry}}, {{Event|Plan}}, {{Event|Pilgrimage}}, {{Event|Ball}}, {{Event|Raid}}, {{Event|Seaway}}, {{Event|Lost Arts}}, {{Event|Training}}, {{Event|Inheritance}}, {{Event|Pathfinding}}<br />
<br />
== Trivia ==<br />
[[Image:AdventuresArt.jpg|thumb|right|500px|Official box art.]]<br />
Adventures was the first expansion released after Donald X. stated he would no longer release expansions on a regular basis, making this the first "occasional" expansion. It is also the last expansion originally published under the [[second edition|first edition]]. <br />
<br />
[[Donald X]] has stated that Adventures started off as a "treasure chest" set that revisited themes from every previous expansion, but the only theme that both stood out and did not require the repeated inclusion of old tokens or other components was Duration cards. He has also stated that, in retrospect, Adventures could have been a spin-off game.<br />
<br />
The Adventures box art is one of the available backgrounds in [[Dominion Online]].<br />
=== In other languages ===<br />
* Dutch: Avonturen<br />
* Finnish: Seikkailut<br />
* French: Aventures<br />
* German: Abenteuer (note: identical to the German name for {{Card|Venture}})<br />
* Japanese: 冒険 (pron. ''bōken'')<br />
* Polish: W nieznane! (lit. ''into the unknown''; note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Приключения (pron. ''priklyucheniya'', lit. ''adventure'')<br />
<br />
=== Development timetable ===<br />
{{Quote<br />
|Text=I started Adventures in May 2014. The last changes (actually just wording tweaks) were November 2014. I was working on the rulebook in November.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg454950#msg454950 Interview with Donald X.]<br />
}}<br />
=== Teaser ===<br />
The weekend before previews, Donald X. posted a teaser of "bits of information about the expansion that don't actually tell you any cards."<br />
{{Quote<br />
|Text=Some things you will find in Dominion: Adventures:<br />
<br />
* 22 dividing lines<br />
* 8 big arrows<br />
* 7 cards with 3 [[type|types]]<br />
* 3 [[Treasure|Treasures]], including an [[Attack]] and a [[Village (card category)|village]]<br />
* 2 12-card piles, including a [[Victory]] card worth 0 {{VP}} the turn you buy it<br />
* +{{Cost|3}}, +{{Cost|4}}, and +{{Cost|5}}<br />
* a card that gives the 2nd player an advantage<br />
* a card you can play when it isn't your turn<br />
* a card that draws you 5 cards when {{Card|Throne Room|Throned}}<br />
* word counts: [[Supply]]: 15; Game: 4; Turn: 31; [[Adventures tokens|Token]]: 16.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12811.0 Adventures Teasers!]<br />
}}<br />
=== Release ===<br />
Adventures was the first expansion whose US edition was made in country, by Hasbro. Unfortunately, the initial print run was beset with a number of problems, such as miscut or damaged cards, as well as other changes, such as more flexible cards and a lack of gloss on the box, mat, and tokens; all of this led to a perceived drop in quality of the physical components of the set relative to previous products, though the actual gameplay of the set was well-received.<br />
<br />
=== Secret History ===<br />
{{Quote|Text=At some point, you've gotta call it a day. I mean what about the people with storage solutions? And well. As I have said repeatedly, there are good reasons to switch from expansions to spin-offs. You run out of simple things to do. You already have endless variety with 8 expansions. There are things you can do in spin-offs that you can't do in expansions.<br />
<br />
All that still stands. But I made a spin-off, and then took the Dominion part out; it's Kingdom Builder. And I made another spin-off, and took the Dominion part out; it's Temporum. At some point it was clear: even if I managed to make some spin-offs, I wasn't just going to crank out an endless series of them. So eventually I would make another Dominion expansion. The publishers and fans would want it, and I wouldn't be able to say, here's another spin-off instead. And one day in May 2014, I had nothing else going on, and it seemed like, well, maybe it's time to see what's left to do. And there was stuff to do, so I did it.<br />
<br />
Some people talk about a "treasure chest" expansion - more cards for each existing expansion. It doesn't really work. It's not much of a product if it requires you to own the other sets, so everything you'd need has to be included. Including all that stuff is not great - so much for {{VP}} [[Victory token|tokens]], [[coin token|coin tokens]], stuff that costs {{Card|Potion}}, stuff handing out [[Ruins]]. At the same time some mechanics just don't scream out their expansion - "choose one" for example shows up in a bunch of sets, it doesn't just say, oh this is an Intrigue card. In fact of all of the mechanics in the expansions, the only one that seemed satisfying to revisit and which didn't require components (except rulebook space) was duration cards.<br />
<br />
So, how about some new duration cards? There was plenty left to do there, and some of those cards could even be simple. So I made some up.<br />
<br />
Another source of early inspiration was the idea of someday making an online-only [[promo]]. It would have to be something you simply couldn't do physically. I came up with an obvious card idea I liked - a card which, each time you played it, gained +1 of something of your choice. Gradually individual copies of the card would become distinct and more powerful. Later I realized, wait, I could do something like that physically, by having piles of cards to upgrade into. And that sounded cool. So, new duration cards, this upgrading thing, okay, a starting point. And I had my lists of old ideas never tried, and tried a few promising ones.<br />
<br />
Initially I was thinking of the set as a full-on [[Seaside]] sequel. And what else did Seaside have? It had mats and tokens. I looked at what the possibilities were for these components. For mats one thing stood out: a mat you put cards on, where they would wait until you were ready to use them. I had done one of those in [[Dark Ages]], and it had been great, but hadn't made the set because you know, it needed the mat. For tokens, again connected to the online-only card concept, I thought, what about modifying cards? I couldn't modify individual cards, but I could modify piles - your cards from that pile are better. It had to be just your cards, because people are stingy. So, 6 copies of each token, in 6 colors to handle 6 players.<br />
<br />
So I made cards for the mat, initially the Castle mat, and cards that produced tokens, initially one-shot kingdom cards (plus a few other kinds of uses for tokens). And a good time was had by all.<br />
<br />
I was playtesting irl, but it seemed good to also have some external playtesters. My old playtesters mostly just played online, which wouldn't be possible this time, but a few had physical copies. So I let some of them know. I also looked on dominionstrategy.com for people who might playtest. I already had Matthew Engel, who had playtested {{Card|Prince}}. Now there were two things I wanted out of new people: playing ability, and owning the physical game. As it happened there had recently been a tournament, and there was a thread talking about a meet-up in Chicago. I looked for people who did well in the tournament who also said they had a copy of the game in the Chicago thread, and invited three people. So somehow, being willing to go to Chicago upped your chances of me asking you to playtest.<br />
<br />
Wei-Hwa Huang alerted Doug Zongker to the existence of the new set, and Doug offered to program the set on [[isotropic]] for us. This was fantastic; you get way more testing done online, since it goes so fast and you can do it whenever. Since we could play online, I invited a few more people from dominionstrategy, this time based just on playing ability.<br />
<br />
The mat worked great, the tokens were exciting, the new duration cards compelling. One day, real-life playtester Kevin White said, man the tokens took a while to get. You buy the one-shot, eventually shuffle it in and draw it, then play it and finally you have the token. Couldn't they be faster? Now they could have just been when-gain one-shots, a concept I tried out previously in Hinterlands. But if you trash a card when you gain it, well, why have the card? It's not doing anything except limiting how many times you can do this. You could just buy the token directly. That immediately sounded awesome. And then, if you can buy tokens directly, why not pay for other things? And thus the set got Events. And I needed new kingdom cards to replace the ones that turned into Events, and I needed more Events so there would be lots of Events.<br />
<br />
Initially I had no flavor concept beyond, maybe it's Seaside-ish. Later I had to actually focus the set's flavor. I tried a "castle" theme, because of the Castle mat, but it just felt like [[Dominion (base set)|generic Dominion]]. Then I tried Adventures and well these stories aren't all interesting. I changed the Castle mat to a Tavern mat to tie in with adventures in its mild way. And I made some cards specifically to pursue the Adventures flavor. Dominion doesn't have a lot of "top-down" cards but it did get a few this time.<br />
<br />
The set ballooned. With 20 Events and 8 upgrades eating up 60 cards, the options are to have fewer kingdom cards than usual, or more. I'm weak; I went for more. So the final set is 400 cards plus the mats and tokens.<br />
<br />
'''* Outtakes *'''<br />
<br />
I tried some old ideas that it seemed time to try. For a while there was a card that trashed another card for a mix of +1's equal to its cost. Then it didn't include +Card. Then I tried a mix of +Cards and +Actions, and then a straight, trash for +Buys card. Maybe there is something there, but not in this expansion. There was "Discard X {{Card|Silver}}s, +2X Cards." It somewhat survives as {{Card|Storyteller}}. I tried a {{Card|Throne Room}} that replays a card in play. It's dead unless there's a card giving +1 Action or better. That seemed insurmountable. Then I tried it again briefly in the {{Card|Disciple}} slot. I had a draw-up-to-7 card that let you discard cards first. It was totally fine but we rarely bought it and other stuff seemed more worth doing. Near the beginning there was a super-{{Card|Lookout}} - +3 Cards +1 Action, trash a card, discard a card, put a card from your hand on your deck. It was beloved and also cwazy. I watered it down some and then got rid of it.<br />
<br />
I tried a few old cards that seemed like they should get another chance, but which then failed again. One was an {{Card|Expand}} that hit the top of your deck, and could put the gained card back there. It always seemed reasonable to me, but no-one liked it. Intrigue had had gain a {{Card|Silver}} to hand, reveal the top card of your deck, if it's {{Card|Silver}} trash this. I tried a new version here: +{{Cost|2}}, Gain 2 {{Card|Silver}}s, reveal top, if it's {{Card|Silver}} trash this and gain a {{Card|Duchy}}. It was the kind of thing that casual players might turn out to adore but which playtesters tend not to. In some sense it lives on as {{Card|Treasure Trove}}.<br />
<br />
I tried an Action-Victory card that was cost {{Cost|5}}, trash a card from your hand, worth 13 {{VP}} minus 1 {{VP}} per 2 cards in your deck. "What huh," I hear you say. We had some fun playing around with it but it was too hard making it be fair but not awful both in 2-player games and 4-player games. Some versions could trash cards from supply piles, an old concept that has never worked out. When I was giving up on this, I tried a Victory card that was worth 1 {{VP}} per {{Card|Estate}} or {{Card|Gold}} you had, whichever was less. This was an old idea that I planned to try if I ever needed another {{VP}} card. It's uh not awful. It had no special joy though. Briefly I tried an Action-Victory card that put a card on your mat, and was worth {{VP}} based on the number of cards there. It just didn't give a new-enough experience; there's {{Card|Island}}. It sounded like it would be a strategy but it usually wasn't, it was usually {{Card|Island}} but maybe not worth the 2 {{VP}}. I tried a {{VP}} card that rewarded you for having the most of something, and stopped the game from ending until its pile was empty; man, who has the time to empty an extra pile these days. I tried a {{VP}} card that wanted you to have 3+ of as many cards as possible; it wasn't the same as {{Card|Fairgrounds}} but didn't have a good new feeling. I tried 1 {{VP}} per copy you have of the Action card you have the 2nd most copies of - you want a lot of two things. Man there isn't much to say about any of these. I tried a bunch of Victory cards, and in the end there's just {{Card|Distant Lands}}, which I had for most of the time, but I like it so hooray.<br />
<br />
A {{Card|Moat}} that worked from the Tavern mat did not work out; I did do {{Card|Champion}} though. There was a Reserve card that let you put cards on the Tavern mat when you gained them; just putting all of your {{VP}} on the Tavern mat was not really good times. I had a Reserve card that gave +1 Buy; it sounds totally worth having but it didn't work out. If it's just +1 Buy it's not enough; if it's more, you call it when you don't even care about the +1 Buy. I had the Reserve {{Card|Remodel}}-on-gain that turned into {{Card|Transmogrify}}.<br />
<br />
I tried a few versions of a {{Card|Thief}} variant as a Duration card. They trash a Treasure other than {{Card|Copper}} from play when they buy a card. It didn't work out. Then I tried a discard Attack that hit them at the start of their Buy phase. It's kind of interesting; it punishes you for not playing Actions, and also hurts a draw-your-whole-deck thing that ends up with its 7 {{Card|Copper}}s. But uh in practice it was a dud.<br />
<br />
In the {{Card|Amulet}} slot, I tried a Duration card that gave the other players a bonus of your choice at the start of their intervening turns - +1 Action or +{{Cost|1}}. I liked it in theory.<br />
<br />
I tried a Treasure - Duration. To not be wonky with cards like {{Card|Counterfeit}}, it had to have an "if this is in play" clause on the next turn's +{{Cost|2}}. That looks weird though. So then it had the penalty of leaving play if someone bought a {{Card|Province}}, which gave the "if this is in play" part meaning. Then it got a bonus instead, you could discard it from play to {{Card|Moat}} one Attack. And well. It was a dud, it showed up at the bottom of people's lists of cards sorted by how much they liked them. I did better Treasures.<br />
<br />
Another Duration card that was around for a while gave out {{Card|Gold}}s to people who bought the right type of card. You named a type, you know, and it worked for you on two turns but only on one turn for them. It's fun naming the type, trying to make it hard on the other players. I liked the friendly interaction. But in multiples it just scripted games; you did what the card told you to.<br />
<br />
I tried a drastically simpler variation on the {{Card|Peasant}} concept, where playing a card got you a token, or you traded in the card and 3 tokens for a particular card costing {{Cost|5}}, different each game. It was fine but didn't seem worth the tokens.<br />
<br />
When I introduced the -1 Card token, it was on a card that just gave +{{Cost|2}} and gave out the token and cost {{Cost|3}}. It was somewhat like {{Card|Fortune Teller}}; only, as with {{Card|Bridge Troll}} being a {{Card|Cutpurse}} that never misses, it was a {{Card|Fortune Teller}} that never missed. It moved to {{Card|Soldier}} and then I did {{Card|Relic}} instead.<br />
<br />
I very briefly tried several other tokens that went on piles. There was adding "Gain a {{Card|Silver}}" to a card, adding conventional trashing (rather than {{Event|Plan}}'s when-buy approach), there was "comes with a cheaper card" and "trash it and get an action costing {{Cost|3}} more." I tried "worth 1 {{VP}};" it just didn't play well. You have to charge a lot for it and then it's just a {{Card|Province}} that doesn't go in your deck that you can only buy one of.<br />
<br />
Turning a card into a {{Card|Witch}} has a certain charm but I never tried it, I wanted to go light on {{Card|Witch}}es. "Draw plus discard" makes you worry about timing more than an ideal amount. "Play it twice and trash it" sounded interesting but didn't play nice with too much of the set. Stuff like "+1 Card the first time you play one of these each turn" just doesn't translate well to a token; the tokens want to be small and clear. I considered shared tokens that modified piles, but people are stingy.<br />
<br />
There was an Event that shuffled all but 5 cards from your discard pile into your deck. A version of a concept that never worked in Hinterlands, unless you count {{Card|inn}}. It was no good but I added {{Card|Chancellor}} to it, Matthew's suggestion; {{Card|Chancellor}} had been another dud Event that had died much earlier. So then that was in the set for a while, being an obvious dud, and then {{Card|Alms}} replaced it, hooray.<br />
<br />
I tried an Event that attacked you if you didn't buy it. It just drained {{Cost|1}} each turn (it did give +1 Buy) or else trashed your top card, giving you a cheaper card of the same type or a {{Card|Curse}}. It seemed like a neat direction to go in but well. We have an established game here, established fans, and they are not so fond of attacks that they want the game hitting them every turn. It was pretty oppressive.<br />
<br />
I had an Event that moved a +{{Cost|2}} cost token that affected everyone. Man I think we got in one game of that. And we tried an Event that moved everyone's -{{Cost|2}} cost token at once; it was okay, in a pinch I could have used it. I tried a {{Card|Salvager}} - +1 Buy, trash an Action for +{{Cost|1}} per {{Cost|1}} it cost (only, the Event itself cost {{Cost|1}}). You use that on the last turn of the game and that's it. I tried a variant of {{Card|Quest}} that required trashing but gained {{Card|Duchy|Duchies}}, that was also just used on your last turn.<br />
<br />
Phew. Well there were an endless number of cards and also an endless number of outtakes, and now you know about them.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Retrospective ===<br />
{{Quote<br />
|Text= ...In retrospect I don't like how many different tokens Adventures has, it's annoying pawing through them looking for the boot or whatever. I should have tried to get more use out of a smaller set of tokens. But, with that approach, that kind of thing in the future is okay.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg793430#msg793430 Interview with Donald X.]<br />
}}<br />
=== Does Adventures have power creep? ===<br />
{{Quote<br />
|Text= <br />
I don't think there's a power creep issue with Adventures.<br />
<br />
Nothing pushes for power creep in Dominion - it won't sell sets, it's not good for the game. Designing cards doesn't entail fighting it. It's something with no reason to have it and I'm not trying to. So there's no reason to expect it and I don't see it.<br />
<br />
What power level should cards be? This depends on how fast you want the game to be, and how much luck you want it to have. The more powerful the cards are, the faster the game and the more luck. I aim for a power level that gives a game length and luck amount I like.<br />
<br />
Once you've established a good power level, ideally all cards are close to it. If a card is too weak, you don't play with it; if it's too strong, you don't play with other cards.<br />
<br />
There are some caveats:<br />
* It's nice once in a while to have an extra-narrow card, so that you can have the joy of winning with a card you usually can't win with. Originally I thought maybe 1 in 25 cards; now I think more like 1 in 100.<br />
* Some cards only compete within their category, or only with certain categories. A strong trasher makes you not buy the weaker trasher, and may shut out a weak card that pushes a non-trashing strategy, but may still leave you interested in a weak card-drawer (that's as good as the table offers).<br />
* Some categories are historically imperfect, in a way that I can't completely fix. I can make new cards weaker but don't want to make new cards that can never compete in those categories.<br />
* Cards can't have identical power levels; something will be the strongest in its category.<br />
<br />
The main set and {{Set|Intrigue}} both have more duds than later sets; {{Set|Seaside}} has more duds than later sets, but not as many as those two. Power creep isn't about the weakest cards though, it's about the strongest cards. These sets have some of the strongest cards in the game.<br />
<br />
Events do not have the same power level issues as kingdom cards. They affect game length and luck, and how good the 10 cards are, but strong Events can still leave everything playable. Like, maybe it feels like {{Event|Alms}} must be too strong, since you're likely to buy it at some point in any game with it. But it's entirely dependent on the 10 cards; it spices up the game while letting you play with whatever showed up. Ultimately it lets us have a fun game of Dominion, and it's okay that it improves things for everyone. It nudges the game length and luck level but not at the expense of kingdom cards.<br />
<br />
So then, when I look through Adventures, I see all these sweet cards, cards which I expect to see a fair amount of play, which are not duds, but which are not the tops in their categories. {{Card|Swamp Hag}} isn't the strongest {{Card|Witch}} and {{Card|Ratcatcher}} isn't the best trasher and so on. If we randomly divided cards up we would expect Adventures to have a few of the strongest cards, and maybe it does, but it's no outlier.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15033.msg584144#msg584144 Let's Discuss...Adventures!]<br />
}}<br />
<br />
== Recommended sets of 10 ==<br />
=== Adventures only ===<br />
{{Kingdom|Amulet|Distant Lands|Dungeon|Duplicate|Giant|Hireling|Port|Ranger|Ratcatcher|Treasure Trove|event1 = Scouting Party|imgwidth = 150|title = Gentle Intro}}<br />
{{Kingdom|Caravan Guard|Coin of the Realm|Haunted Woods|Lost City|Magpie|Peasant|Raze|Swamp Hag|Transmogrify|Wine Merchant|event1 = Mission|event2 = Plan|imgwidth = 150|title = Expert Intro}}<br />
=== Adventures & [[Dominion (base set)|Dominion]] ===<br />
{{Kingdom|Market|Merchant|Militia|Throne Room|Workshop|Dungeon|Gear|Guide|Lost City|Miser|event1 = Training|imgwidth = 150|title = Level Up}}<br />
{{Kingdom|Bandit|Bureaucrat|Gardens|Moneylender|Witch|Amulet|Duplicate|Giant|Messenger|Treasure Trove|event1 = Bonfire|event2 = Raid|imgwidth = 150|title = Son of Size Distortion}}<br />
=== Adventures & [[Intrigue]] ===<br />
{{Kingdom|Bridge Troll|Duplicate|Page|Raze|Royal Carriage|Conspirator|Courtier|Harem|Nobles|Swindler|event1 = Pilgrimage|imgwidth = 150|title = Royalty Factory}}<br />
{{Kingdom|Artificer|Distant Lands|Gear|Transmogrify|Wine Merchant|Bridge|Pawn|Shanty Town|Steward|Upgrade|event1 = Ball|event2 = Borrow|imgwidth = 150|title = Masters of Finance}}<br />
=== Adventures & [[Seaside]] ===<br />
{{Kingdom|Amulet|Dungeon|Haunted Woods|Page|Swamp Hag|Caravan|Fishing Village|Merchant Ship|Tactician|Treasure Map|event1 = Mission|imgwidth = 150|title = Prince of Orange}}<br />
{{Kingdom|Bridge Troll|Caravan Guard|Hireling|Lost City|Messenger|Ambassador|Embargo|Haven|Salvager|Smugglers|event1 = Expedition|event2 = Quest|imgwidth = 150|title = Gifts and Mathoms}}<br />
=== Adventures & [[Alchemy]] ===<br />
{{Kingdom|Magpie|Messenger|Port|Royal Carriage|Treasure Trove|Apprentice|Scrying Pool|Transmute|University|Vineyard|event1 = Plan|imgwidth = 150|title = Haste Potion}}<br />
{{Kingdom|Amulet|Bridge Troll|Caravan Guard|Peasant|Ratcatcher|Apothecary|Familiar|Golem|Herbalist|Philosopher's Stone|event1 = Save|event2 = Trade|imgwidth = 150|title = Cursecatchers}}<br />
=== Adventures & [[Prosperity]] ===<br />
{{Kingdom|Coin of the Realm|Dungeon|Messenger|Relic|Treasure Trove|Bishop|Counting House|Monument|Rabble|Vault|event1 = Inheritance|colony = 1|imgwidth = 150|title = Last Will and Monument}}<br />
{{Kingdom|Distant Lands|Giant|Hireling|Miser|Storyteller|Contraband|Expand|Hoard|King's Court|Peddler|event1 = Ball|event2 = Ferry|colony = 1|imgwidth = 150|title = Think Big}}<br />
=== Adventures & [[Cornucopia]] ===<br />
{{Kingdom|Artificer|Miser|Page|Ranger|Relic|Fairgrounds|Farming Village|Horse Traders|Jester|Menagerie|event1 = Travelling Fair|imgwidth = 150|title = The Hero's Return|id = herosreturn}}<br />
{{Kingdom|Peasant|Storyteller|Swamp Hag|Transmogrify|Wine Merchant|Fortune Teller|Hamlet|Horn of Plenty|Tournament|Young Witch|bane = Guide|event1 = Ferry|event2 = Seaway|imgwidth = 150|title = Seacraft and Witchcraft}}<br />
=== Adventures & [[Hinterlands]] ===<br />
{{Kingdom|Haunted Woods|Lost City|Page|Port|Wine Merchant|Develop|Farmland|Haggler|Spice Merchant|Trader|event1 = Raid|imgwidth = 150|title = Traders and Raiders}}<br />
{{Kingdom|Bridge Troll|Distant Lands|Giant|Guide|Ranger|Cartographer|Crossroads|Highway|Inn|Silk Road|event1 = Expedition|event2 = Inheritance|imgwidth = 150|title = Journeys}}<br />
=== Adventures & [[Dark Ages]] ===<br />
{{Kingdom|Amulet|Caravan Guard|Hireling|Peasant|Relic|Graverobber|Marauder|Procession|Rogue|Wandering Minstrel|event1 = Alms|shelters = 1|imgwidth = 150|title = Cemetery Polka}}<br />
{{Kingdom|Dungeon|Haunted Woods|Ratcatcher|Raze|Transmogrify|Cultist|Death Cart|Fortress|Knights|Rats|event1 = Lost Arts|event2 = Pathfinding|shelters = 1|imgwidth = 150|title = Groovy Decay}}<br />
=== Adventures & [[Guilds]] ===<br />
{{Kingdom|Artificer|Gear|Magpie|Miser|Storyteller|Doctor|Masterpiece|Merchant Guild|Soothsayer|Stonemason|event1 = Lost Arts|imgwidth = 150|title = Spendthrift}}<br />
{{Kingdom|Coin of the Realm|Duplicate|Guide|Ratcatcher|Royal Carriage|Advisor|Butcher|Candlestick Maker|Herald|Journeyman|event1 = Pathfinding|event2 = Save|imgwidth = 150|title = Queen of Tan}}<br />
=== Adventures & [[Empires]] ===<br />
{{Kingdom|Capital|Catapult|Charm|Crown|Farmers' Market|Coin of the Realm|Page|Relic|Treasure Trove|Wine Merchant|event1 = Banquet|landmark1 = Keep|imgwidth = 150|title = Area Control}}<br />
{{Kingdom|Archive|Encampment|Royal Blacksmith|Temple|Villa|Dungeon|Duplicate|Hireling|Peasant|Transmogrify|event1 = Mission|landmark1 = Bandit Fort|imgwidth = 150|title = No Money No Problems}}<br />
=== Adventures & [[Nocturne]] ===<br />
{{Kingdom|Conclave|Guardian|Pixie|Vampire|Werewolf|Bridge Troll|Giant|Messenger|Ratcatcher|Storyteller|event1 = Quest|imgwidth = 150|title = Monster Mash}}<br />
{{Kingdom|Blessed Village|Druid|Fool|Sacred Grove|Tracker|Caravan Guard|Guide|Haunted Woods|Hireling|Ranger|dboon1 = The Sky's Gift|dboon2 = The Field's Gift|dboon3 = The Sea's Gift|event1 = Pilgrimage|imgwidth = 150|title = Lost in the Woods}}<br />
=== Adventures & [[Renaissance]] ===<br />
{{Kingdom|Experiment|Improve|Recruiter|Seer|Silk Merchant|Hireling|Ranger|Raze|Swamp Hag|Transmogrify|event1 = Training|project1 = Piazza|imgwidth = 150|title = Progress}}<br />
{{Kingdom|Acting Troupe|Lackeys|Priest|Sculptor|Spices|Distant Lands|Duplicate|Haunted Woods|Royal Carriage|Storyteller|event1 = Ferry|project1 = Innovation|imgwidth = 150|title = Once Upon a Time}}<br />
<br />
=== Adventures & [[Menagerie (expansion)|Menagerie]] ===<br />
{{Kingdom|Destrier|Displace|Falconer|Sleigh|Stockpile|Magpie|Ranger|Ratcatcher|Relic|Royal Carriage|way1=Way of the Ox|event1=Pilgrimage|imgwidth=150|title = Horse Feathers}}<br />
{{Kingdom|Barge|Gatekeeper|Groom|Mastermind|Village Green|Amulet|Caravan Guard|Dungeon|Giant|Raze|event1=Toil|event2=Mission|imgwidth=150|title = Sooner or Later}}<br />
<br />
{{Navbox Adventures}}<br />
{{Navbox expansions}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/Template:Navbox_Dominion_communityTemplate:Navbox Dominion community2021-11-15T23:17:34Z<p>Crlundy: Fixed link to Temple Gates Games page due to renaming</p>
<hr />
<div>{{Navbox<br />
|name = Template:Navbox Dominion community<br />
|title = Dominion community<br />
<br />
|group1 = Digital clients<br />
|list1 = [[Dominion Online]] ([[Shuffle IT|Shuffle iT]] • [[Temple Gates Games]])<br>defunct: ''[[Androminion]] • [[Isotropic]] • [[Goko]] • [[Making Fun]]'' <br />
<br />
|group2 = Sites and venues<br />
|list2 = [[Dominion Strategy]] ([[Dominion Strategy Forum|Forums]]) • [[Dominion (Card Game) Discord Server|Discord]] • [[Tournaments]] • [[Dominion simulators]] • [[Dominion_Videos|Videos]] • [[Fan cards]]<br />
<br />
|group3 = People<br />
|list3 = [[Donald X.]] • [[Rio Grande Games]] ([[Jay Tummelson]]) • [[dougz|Doug Zongker]] • [[Valerie Putman]] • [[Dale Yu]]<br />
<br />
|group4 = Card rankings<br />
|list4 = [[Qvist rankings]] • [[Dominion Card Glicko]] • [[ThunderDominion Card Rankings]] • [[AdamH Card Ratings]]<br />
<br />
|group5 = Community in-jokes<br />
|list5 = [[Bad Advisor]] • [[Blue dog]] • [[Marin]] • [[Scout#Jokes|Scout jokes]] • [[Rrenaud's Law]]<br />
}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/Temple_Gates_GamesTemple Gates Games2021-11-15T23:17:07Z<p>Crlundy: Reworded the introduction to match the change in page name</p>
<hr />
<div>[[Image:DominionTGGLogo.png|thumb|right|450px|The TGG client's logo.]]<br />
[[Image:TGG_Screenshot2.png|thumb|right|450px|Gameplay]]<br />
<br />
'''Temple Gates Games''' developed the official implementation of [[Dominion]] for Steam and mobile app stores. The game is in early access.<br />
<br />
== Features ==<br />
All released cards are implemented on the Temple Gates Games client.<br />
<br />
Offline play against three difficulties of AI, or pass-and-play. The AI has been touted as a headlining feature of the client, claiming to be taught via neural networks, and receiving some press upon its announcement.<br />
<br />
Cross platform online play on Windows via Steam, Android via the Play Store, and iOS (currently iOS slots are limited), with asynchronous timing available and the ability to play multiple games simultaneously.<br />
<br />
Card gallery can be used to customize the kingdom. You can also ban cards there (5 bans). Cards banned state will be maintained for future games. In multiplayer, the creator determines the bans; in the future the intent is to respect all bans of players who join a multiplayer game.<br />
<br />
Tutorial to help new players learn the base game or different expansion mechanics.<br />
<br />
== Cost ==<br />
The base game is free to download and play. Each expansion can be purchased with a one-time payment.<br />
<br />
Purchases can be shared across platforms while online. Expansions from other platforms are only maintained for 7 days when offline.<br />
<br />
The developers are honoring purchases of expansions made through previous platforms ([[Goko]] and [[Making Fun]]) as cross-platform purchases, though those clients only ever implemented up to {{Set|Adventures}}.<br />
<br />
== Gameplay ==<br />
For unranked games the expansions used depend on what the table host owns and selects. People who join in do not need to own the expansions.<br />
<br />
For ranked games the system is TBD.<br />
<br />
Currently the client is only available in English and Japanese.<br />
<br />
== Praises and criticism ==<br />
<br />
=== Praise ===<br />
* AI Strength - far exceeds that found on [[Shuffle IT]]<br />
* Offline and Asynchronous Play - both firsts for Dominion implementations<br />
* Honoring of previous purchases - although Shuffle IT provided free expansions for a year after release for those who had purchased on Making Fun, Temple Gates is providing them as online products to those who had them.<br />
<br />
=== Criticism ===<br />
* Cost - There are objections to the model of one-time payments for a digital service. Additionally, it has been criticized for being large - when compared to [[Shuffle IT]], the total cost of expansions is equivalent to 2 years and 9 months of an all-expansions subscription.<br />
* Poor UI for engine decks - The default hand display does not support large hands, and so the hand rearranges over the course of a turn, and the play area does not support showing all played cards at once, so players often need to scroll to see what they have played. Additionally, there is no option to have a constantly visible log.<br />
* AI Strength - Compared to the promise of an AI that could beat top players, it has so far underdelivered. Experienced players are able to beat the hardest level of AI over 80% of the time, and it is uncompetitive on engine boards.<br />
* Lack of Online Features - Compared to Shuffle IT, the Temple Games client lacks many quality-of-life features for playing with other people, such as chat and the ability to spectate games.<br />
<br />
== Links ==<br />
<br />
[http://www.templegatesgames.com/press/sheet.php?p=Dominion Temple Gates Games Website]<br />
<br />
[https://discord.gg/RBddmRGJWA Temple Gates Games Discord server]<br />
<br />
{{Navbox Dominion community}}<br />
[[Category:Sites and venues]]</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/Temple_Gates_GamesTemple Gates Games2021-11-15T23:15:17Z<p>Crlundy: Crlundy moved page Dominion (Temple Gates Games) to Temple Gates Games without leaving a redirect: Renamed for consistency with other implementation pages, such as Shuffle iT and Making Fun</p>
<hr />
<div>[[Image:DominionTGGLogo.png|thumb|right|450px|The TGG client's logo.]]<br />
[[Image:TGG_Screenshot2.png|thumb|right|450px|Gameplay]]<br />
<br />
'''Dominion''' is an official implementation of [[Dominion]], produced by Temple Gates Games. It is available on Steam and various mobile app stores. The game is in ''early access''.<br />
<br />
== Features ==<br />
All released cards are implemented on the Temple Gates Games client.<br />
<br />
Offline play against three difficulties of AI, or pass-and-play. The AI has been touted as a headlining feature of the client, claiming to be taught via neural networks, and receiving some press upon its announcement.<br />
<br />
Cross platform online play on Windows via Steam, Android via the Play Store, and iOS (currently iOS slots are limited), with asynchronous timing available and the ability to play multiple games simultaneously.<br />
<br />
Card gallery can be used to customize the kingdom. You can also ban cards there (5 bans). Cards banned state will be maintained for future games. In multiplayer, the creator determines the bans; in the future the intent is to respect all bans of players who join a multiplayer game.<br />
<br />
Tutorial to help new players learn the base game or different expansion mechanics.<br />
<br />
== Cost ==<br />
The base game is free to download and play. Each expansion can be purchased with a one-time payment.<br />
<br />
Purchases can be shared across platforms while online. Expansions from other platforms are only maintained for 7 days when offline.<br />
<br />
The developers are honoring purchases of expansions made through previous platforms ([[Goko]] and [[Making Fun]]) as cross-platform purchases, though those clients only ever implemented up to {{Set|Adventures}}.<br />
<br />
== Gameplay ==<br />
For unranked games the expansions used depend on what the table host owns and selects. People who join in do not need to own the expansions.<br />
<br />
For ranked games the system is TBD.<br />
<br />
Currently the client is only available in English and Japanese.<br />
<br />
== Praises and Criticism ==<br />
<br />
=== Praise ===<br />
* AI Strength - far exceeds that found on [[Shuffle IT]]<br />
* Offline and Asynchronous Play - both firsts for Dominion implementations<br />
* Honoring of previous purchases - although Shuffle IT provided free expansions for a year after release for those who had purchased on Making Fun, Temple Gates is providing them as online products to those who had them.<br />
<br />
=== Criticism ===<br />
* Cost - There are objections to the model of one-time payments for a digital service. Additionally, it has been criticized for being large - when compared to [[Shuffle IT]], the total cost of expansions is equivalent to 2 years and 9 months of an all-expansions subscription.<br />
* Poor UI for engine decks - The default hand display does not support large hands, and so the hand rearranges over the course of a turn, and the play area does not support showing all played cards at once, so players often need to scroll to see what they have played. Additionally, there is no option to have a constantly visible log.<br />
* AI Strength - Compared to the promise of an AI that could beat top players, it has so far underdelivered. Experienced players are able to beat the hardest level of AI over 80% of the time, and it is uncompetitive on engine boards.<br />
* Lack of Online Features - Compared to Shuffle IT, the Temple Games client lacks many quality-of-life features for playing with other people, such as chat and the ability to spectate games.<br />
<br />
== Links ==<br />
<br />
[http://www.templegatesgames.com/press/sheet.php?p=Dominion Temple Gates Games Website]<br />
<br />
[https://discord.gg/RBddmRGJWA Temple Gates Games Discord server]<br />
<br />
{{Navbox Dominion community}}<br />
[[Category:Sites and venues]]</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/ArtisanArtisan2021-05-29T05:38:15Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Artisan<br />
|cost = 6<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Harald Lieske<br />
|text = Gain a card to your hand costing up to {{cost|5}}.<br>Put a card from your hand onto your deck.<br />
}}<br />
<br />
'''Artisan''' is an [[Action]] card from the [[second edition]] of the [[Base]] set. It is a potent [[gainer]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain comes from the [[Supply]] and is put into your hand. <br />
* You cannot use {{Cost}} to increase how expensive a card you gain; it always costs from {{Cost|0}} to {{Cost|5}}. <br />
* After gaining the card, you put a card from your hand onto your deck; that can be the card you just gained, or a different card.<br />
<br />
=== Other rules clarifications ===<br />
* Artisan cares about the costs of cards when you play the Artisan. For example, if you play {{Card|Highway}} and then Artisan, you can gain a {{Card|Gold}} since it now costs {{Cost|5}}.<br />
<br />
== Strategy ==<br />
Artisan is a strong but expensive gainer that lets you gain {{cost|5}} cards, which are often rather powerful, to your hand. While the topdecking requirement is typically a drawback because it decreases your hand size and slows down drawing your deck, it can sometimes be used to your advantage.<br />
<br />
Artisan has a rather high cost, being priced at {{cost|6}}. Because of the strength of its effect in many games, it can be worth thinking about whether there's a way to buy an early Artisan.<br />
<br />
Artisan shines in [[Kingdom|Kingdoms]] with strong [[Village (card category)|villages]] and draw. If you have plenty of draw, the downside of putting a card back on your deck doesn't hurt as much as usual, and multiple villages can allow you to play multiple Artisans per turn. Even without strong draw, villages can still make Artisan worth playing: decreasing your hand size by one is often worth gaining a {{cost|5}} and possibly playing it right away.<br />
<br />
If the gain-and-play strategy isn’t possible, it can still be worth using Artisan as the last Action card of your turn and putting something onto your deck to set up your next turn (which might be what you just gained). Even though this usually isn't as powerful as gain-and-play, it's still a great way to add strong cards to your deck quickly.<br />
<br />
Since Artisan can gain any {{cost|5}} card in the [[Supply]], it can sometimes be worth gaining {{Card|Duchy|Duchies}} or other [[Victory]] cards with it. Although this usually isn't the primary reason that you'll want to gain Artisan, it can often be a prudent move toward the end of the game and may be crucial if there isn’t a source of +Buy in the Kingdom enabling you to purchase multiple Victory cards in one turn.<br />
<br />
Artisan's topdecking ability synergizes with cards and effects that care about that top card, such as {{Card|Vassal}}.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Artisan|Artisan}} || {{CardVersionImage|ArtisanDigital|Artisan from Shuffle iT}} || Gain a card to your hand costing up to {{cost|5}}. Put a card from your hand onto your deck. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 藝術家 (pron. ''yìshùjiā'', lit. ''artist'') || || ||獲得一張價值至多{{Cost|5}}的卡片到手中,從手牌中選擇一張卡片放回牌庫頂。<br />
|-<br />
!Dutch <br />
| Ambachtsman (lit. ''craftsman'', explicitly masculine) || || ||<br />
|-<br />
!French<br />
| Artisan || || ||<br />
|-<br />
!German <br />
| Töpferei (lit. ''pottery'') || {{CardLangVersionImage|German}} || || Nimm eine Karte vom Vorrat auf die Hand, die bis zu {{Cost|5}} kostet. Lege eine Handkarte auf deinen Nachziehstapel.<br />
|-<br />
!Japanese <br />
| 陶芸家 (pron. ''tōgei-ka'', lit. ''potter'') || || {{CardVersionImage|ArtisanDigitalJapanese|Japanese language Artisan by Dominion Online}} || コスト{{Cost|5}}以下のカード1枚を手札に獲得する。手札1枚を山札の上に置く。<br />
|-<br />
!Polish<br />
| Rękodzielnik || || ||<br />
|-<br />
!Russian <br />
| Мастеровой (pron. ''mastyerovoy'') || || {{CardVersionImage|ArtisanDigitalRussian|Russian language Artisan by Dominion Online}} || Получите в руку карту не дороже {{Cost|5}}. Положите карту из руки на верх колоды.<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ArtisanArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=For a while this was, cost {{Cost|5}}, discard down to 2 cards in hand, gain a card costing up to {{Cost|5}}. The idea was that the ability was strong enough that it was worth jumping through hoops for. But in games without combos, it wasn't very good, and when you did have the combos, {{Card|Library}} was better. I gave it +{{Cost|1}} and still wasn't impressed. Meanwhile I had had a card in [[Empires]] (gain a {{Card|Gold}} to your hand, put a card from your hand on your deck, each other player gets +1{{VP}}) that hadn't worked out but had seemed promising, and I tried versions of it with different penalties. Finally one day I realized that costing {{Cost|6}} would be more fun than having a (second) penalty. Which means the set still has a card for {{Cost|6}}, hooray.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=16338.0 The Secret History of the Dominion 2nd Editions]<br />
}}<br />
=== Relevant outtakes ===<br />
{{Quote|Text=In the Artisan slot, I tried a reusable {{Card|Feast}}. It was {{Card|Feast}} but you could either trash it or discard down to one card. You know, I kind of liked it, but "better {{Card|Feast}}" wasn't such a claim to fame, and being strictly better than a dead card might still bug some people, and then I had a better idea.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=16338.0 The Secret History of the Dominion 2nd Editions]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/WitchWitch2021-05-29T05:35:30Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Witch<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Matthias Catrein<br />
|text = '''+2 Cards'''<br>Each other player gains a Curse.<br />
}}<br />
<br />
'''Witch''' is an [[Action]]-[[Attack]] card from the [[Base]] set. It is a [[curser]] that provides a small amount of [[terminal draw]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The Curses come from the [[Supply]] and are put into discard piles. <br />
* They are given out in turn order, which can matter when the Curse pile is low. <br />
* When the Curses are gone, you can still play Witch for +2 Cards.<br />
<br />
== Strategy ==<br />
Witch is a [[curser]] and [[terminal draw]] card from the [[Base]] set. It can be centralizing in many [[Kingdom|Kingdoms]], especially if trashing {{Card|curse|Curses}} is difficult. <br />
<br />
{{Card|Curse|Curses}} in your opponents’ decks serve two primary purposes: <br />
# {{Card|Curse|Curses}} are [[stop card|stop cards]] that reduce the average value of the cards in their deck. Adding more {{Card|curse|curses}} to your opponent’s deck makes it harder for them to draw through their deck. Lining up cards that benefit from being drawn together (e.g. {{Card|Village}}/{{Card|Smithy}}) becomes less likely.<br />
# {{Card|Curse|Curses}} give negative {{VP}} if they are not trashed by the end of the game.<br />
Because of this, Witch often leads to longer games. <br />
<br />
In the absence of [[Trasher|trashing]], an initial priority should be to deal out more {{Card|Curse|Curses}} than your opponents before the pile is empty. Purchasing an early Witch, ideally as your first {{Cost|5}} card, is a good way to ensure that you “win the {{Card|Curse}} split”: dealing out more {{Card|Curse|Curses}} than your opponents. A second Witch may help you distribute {{Card|Curse|Curses}} even faster. Games with Witch and no trashing are likely to be [[slog|slogs]].<br />
<br />
Even when trashing is available, Witch can still be an efficient way to slow down your opponents’ decks, unless the trashing is very strong (e.g. kingdoms with {{Card|Chapel}}). Getting control of your deck becomes more difficult if you need to trash {{Card|Curse|Curses}} as well as your starting cards. Many trashers, such as {{Card|Remodel}}, are bad at trashing {{Card|Curse|Curses}} and are better at trashing your {{Card|Estate|Estates}}. These trashers may be too slow to overcome an influx of {{Card|Curse|Curses}}.<br />
<br />
As a terminal draw card, Witch’s +2 Cards can be useful, but it is rarely used primarily for its draw. Early on, the drawing effect can help you afford more expensive cards and draw faster through your shuffle.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|WitchOld|Witch}} || {{CardVersionImage|WitchDigitalOld|Witch from Goko/Making Fun}} || '''+2 Cards'''. Each other player gains a Curse card. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Witch|Witch}} || {{CardVersionImage|WitchDigital|Witch from Shuffle iT}} || '''+2 Cards'''. Each other player gains a Curse. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 女巫 (pron. ''nǚwū'') || || || <br />
|- <br />
!Czech <br />
| Čarodějnice || || || <br />
|-<br />
!Dutch <br />
| Heks || || || <br />
|-<br />
!Finnish <br />
| Noita || || || <br />
|-<br />
!French <br />
| Sorcière || || || <br />
|-<br />
!German <br />
| Hexe || {{CardLangVersionImage|German}} || || '''+2 Karten'''<br>Jeder Mitspieler muss sich einen Fluch nehmen.<br />
|-<br />
!Hungarian <br />
| Boszorkány || || || <br />
|-<br />
!Italian <br />
| Strega || || || <br />
|-<br />
!Japanese <br />
| 魔女 (pron. ''majo'') || || || '''+2 カードを引く'''。 他のプレイヤーは全員、呪い1枚を獲得する。<br />
|-<br />
!Korean <br />
| 마녀 (pron. ''manyeo'') || || || <br />
|-<br />
!Norwegian <br />
| Heks || || || <br />
|-<br />
!Polish <br />
| Wiedźma || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Romanian <br />
| Vrăjitoare || || || <br />
|-<br />
!Russian <br />
| Ведьма (pron. ''vyed'ma'') || || {{CardLangVersionImage|Russian|d=1}} || '''+2 Карты.''' Каждый другой игрок получает Проклятие.<br />
|-<br />
!Spanish <br />
| Bruja || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:WitchArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=In the very first game of Dominion, this cost {{Cost|3}} but didn't draw you cards. It quickly shot up to 5, then gained the penalty of "pay one {{Cost|}}." That's how much people hated Witch. It stayed like that until around when development started. When I started doing more testing of the main set cards (as opposed to expansions), it was obvious that Witch was weak. First it lost the penalty, then gained +1 Card, then +2 Cards. It costs {{Cost|5}}; there is some tough competition there.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
=== 2-player vs multiplayer ===<br />
{{Quote<br />
|Text=<br />
Yes if you pass on Witch it might be for a trasher, though it may also be for a significant money card. It probably won't be for {{Card|Laboratory|Lab}}; a key thing is that when everyone has a lot of {{Card|Curse}}s fast, the +2 Cards on Witch sucks, and {{Card|Laboratory|Lab}} is no better.<br />
<br />
To be definitive we'd have to consider each attack and each non-attack you could get over it separately, plus the rest of the board, and time does not permit. For sure there are some non-attacks you will want over some attacks, and with Witch it's specifically because, your extra {{Card|Curse}}s aren't so many, Witch isn't great in your deck, and the other card you get can make up the difference. You still might get that Witch, there are all the circumstances where you get it. But it's not rare to not want it, once the other players have it (if the other players somehow pass on it, man, get it).<br />
<br />
For me the key thing is, that I want Witch less often in multiplayer than in 2-player, and prefer the amount I want it in multiplayer; I wish I'd scaled {{Card|Curse}}s differently.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20028.msg823018#msg823018 Improving play at 3+ players]<br />
}}<br />
{{Quote<br />
|Text=<br />
What I want is to not have to buy Witch; to have it be a reasonable option but not at all mandatory. A decision. Obv. it will vary from game to game and sometimes be the obvious superior move due to the rest of the board. But you know.<br />
<br />
In a 5-player game, with the current rules, if the other players buy Witch I do not have to. I like that. Witches are at a better power level in multiplayer. The situation to fix is the two player game. You can't fix that by changing the number of {{Card|Curse}}s in multiplayer.<br />
<br />
The initial idea was to have so many {{Card|Curse}}s that they would be unlikely to run out (and then balance the cards for that situation); you can only have so many cards though, and only want so much suffering, and no-one (else) needs to experience Witch Golden Decks. So there are fewer {{Card|Curse}}s, and that makes the card effect vary with the number of players and number of players buying Witch. I tried to balance it around 1 player buying it, but think N-1 buying players would have been better (I have not tried it though). The games I was actually playing were multiplayer and frequently had most players buying Witch; those were the situations I was actually seeing while balancing the card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15189.msg588908#msg588908 Multiplayer house rules?]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/SentrySentry2021-05-29T05:35:00Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name =Sentry<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Eric J. Carter<br />
|text = '''+1 Card'''<br>'''+1 Action'''<br>Look at the top 2 cards of your deck. Trash and/or discard any number of them. Put the rest back on top in any order.<br />
}}<br />
<br />
'''Sentry''' is an [[Action]] card from the [[second edition]] of the [[base]] set. It is a [[cantrip]] [[deck inspector]] that can [[trasher|trash]] or [[sifter|sift]] from the top of your deck.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you draw a card and get +1 Action. <br />
* Then you look at the top 2 cards of your deck. You can trash both, or discard both, or put both back in either order; or you can trash one and discard one, or trash one and put one back, or discard one and put one back.<br />
<br />
=== Other rules clarifications ===<br />
* You finish trashing any cards you choose to before you decide whether to discard any of the remaining cards.<br />
<br />
== Strategy ==<br />
Sentry is a remarkably powerful [[trasher]] and [[sifter]]. Sentry will be your first buy with {{Cost|5}} on most Kingdoms.<br />
<br />
Getting Sentry on one of your first two turns can be game changing. It is a trasher that does not decrease hand size. After playing {{card|Remodel}}, you are left with 2 fewer cards in hand than you started with. After playing {{Card|Chapel}} for the first time, you usually don’t have any cards left at all. Sentry lets you trash without losing momentum, and you can still buy a reasonable card after trashing your junk.<br />
<br />
This card can depend a lot on luck, especially if you open {{Cost|3}}/{{Cost|4}}. Seeing your Sentry after your second shuffle makes it much more likely that it hits your good cards. Despite these decreased odds, buying a Sentry on turns 3 or 4 is usually the correct move. One weakness of Sentry is that it cannot trash cards you have in your hand. Convenient ways to discard cards (e.g. {{Card|Forum}}, {{Card|Storeroom}}, {{Card|Oasis}}) can help you trash your remaining {{Card|Copper|Coppers}} and {{Card|Estate|Estates}}, as long as you draw back around to what you discarded. This is only reliable if you are close to drawing your deck. Usually, Sentry’s ability to trash correlates to how conveniently your cards are arranged in your shuffle.<br />
<br />
Trashing lets you see your good cards more often. In addition to trashing, Sentry lets you do this in the late game, by discarding your [[Victory]] cards or [[Treasure|Treasures]] to keep your deck rolling.<br />
<br />
Sentry can be a great addition to a money deck as well. Trashing is usually associated with an engine, since it usually slows down your first few turns, but Sentry lets you remove your Coppers and Estates with barely a loss of pace.<br />
<br />
In [[Base]]-only games, Sentry has a notable synergy with {{card|Vassal}}. In this case, you are happy to look at Actions, since you can line them up for your Vassals. This is a strong and reliable strategy, and can handle green cards unusually well, since your Sentries can bypass them. When playing this deck, you want to play with as few Treasures as possible, and get your {{Cost}} from Vassal and other action cards. Actions with [[+Buy]], like {{card|Market}} and {{card|Festival}}, are especially valuable.<br />
<br />
===Notable Synergies===<br />
* Cards that interact with the top of your deck, such as {{card|Vassal}}, {{card|Wishing Well}}, or even {{card|Zombie Mason}}.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.''<br />
*[http://dominionstrategy.com/2017/09/18/sentry-how-to-play-it-and-what-it-teaches-us-about-dominion/ 4est's 2017 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Sentry|Sentry}} || {{CardVersionImage|SentryDigital|Sentry from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. Look at the top 2 cards of your deck. Trash and/or discard any number of them. Put the rest back on top in any order. || Dominion [[Second Edition|2nd Edition]] || October 2016<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 哨兵 (pron. ''shàobīng'') || || ||<br />
|-<br />
!Dutch <br />
| Cipier (lit. ''jailer'') || || || <br />
|-<br />
!French<br />
| Sentinelle (explicitly feminine) || || ||<br />
|-<br />
!German <br />
| Torwächterin (lit. ''gatekeeper'', explicitly feminine) || {{CardLangVersionImage|German}} || || '''+1 Karte'''<br>'''+1 Aktion'''<br>Sieh dir die obersten 2 Karten deines Nachziehstapels an. Entsorge und/oder lege beliebig viele davon ab. Lege die übrigen Karten in beliebiger Reihenfolge auf deinen Nachziehstapel zurück.<br />
|-<br />
!Japanese <br />
| 番兵 (pron. ''banpei'', lit. ''sentinel'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 山札の上から2枚を見る。その中の好きな枚数を廃棄し、好きな枚数を捨て札にする。残りを好きな順番で山札の上に戻す。<br />
|-<br />
!Polish<br />
| Wartownik || || ||<br />
|-<br />
!Russian <br />
| Часовой (pron. ''chasovoy'') || || {{CardLangVersionImage|Russian|d=1}} || '''+1 Карта.''' '''+1 Действие.''' Посмотрите на 2 верхние карты вашей колоды. Выкиньте и/или сбросьте любое их число. Положите остаток назад на верх колоды в любом порядке.<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:SentryArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=One goal was to have another [[trasher]] in the main set; another was to have a [[cantrip]] {{Cost|5}}. This card just came from combining those things. It's a mini-{{Card|Cartographer}} that can also trash.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=16338.0 The Secret History of the Dominion 2nd Editions]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|Text=A turn one Sentry is too big of an advantage. Trashing a single card would have been good enough.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18610.msg756953#msg756953 Would you give a new player 1st edition cards?]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/MineMine2021-05-29T05:26:16Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Mine<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Claus Stefan<br />
|text = You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to {{Cost|3}} more than it.<br />
}}<br />
<br />
'''Mine''' is an [[Action]] card from the [[Base]] set. It is a [[trash for benefit]] card which allows you to trash your {{Card|Copper|Coppers}} to gain {{Card|Silver|Silvers}} and trash your {{Card|Silver|Silvers}} to gain {{Card|Gold|Golds}}. It can also trash and gain other [[Kingdom]] [[Treasure|Treasures]]. Since it gains the treasures directly to your hand, you get to use it immediately, and you get the benefit of the improved Treasure for the rest of the game. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You can, for example, trash a {{Card|Copper}} to gain a {{Card|Silver}}, or trash a {{Card|Silver}} to gain a {{Card|Gold}}. <br />
* The [[Treasure]] you gain comes from the [[Supply]] and is put into your hand; you can play it for the same turn. <br />
* If you do not have a Treasure to trash, you do not gain one.<br />
<br />
=== Other rules clarifications ===<br />
* The Treasure you gain does not need to cost exactly {{Cost|3}} more than the trashed Treasure; it can cost that much or less, and can even be another copy of the trashed Treasure.<br />
<br />
==First edition==<br />
In the first edition of Dominion, Mine's text did not include "you may": trashing a Treasure was mandatory if Mine was played. Donald X. Vaccarino revised the card because that offered no provision for keeping the player honest: if a player claimed that they had no Treasure in hand, and that was why they weren't activating Mine's ability, there was no way for their opponents to verify that this was the case. This rarely made a difference in gameplay, however.<br />
== Strategy ==<br />
<br />
Mine is rarely worth gaining, primarily due to its high [[opportunity cost]]: it’s an expensive card at {{Cost|5}}, a price point highly likely to offer something that will benefit your deck much more than Mine at any stage of the game. <br />
<br />
Although trashing your {{Card|Copper|Coppers}} is usually an important objective, the primary reason to do so is to [[thinning|thin]] your deck by reducing the density of [[stop card|stop cards]], allowing you to draw and play your powerful Action cards more frequently. Mine’s major weakness is that it doesn’t help with this goal, because it replaces {{Card|Copper}} with another [[Treasure]]. Swapping {{Card|Copper}} for {{Card|Silver}} or {{Card|Silver}} for {{Card|Gold}} increases your purchasing power slightly (analogous to gaining a {{Card|Peddler}}), but won’t do anything to help your deck run more smoothly. Mine is also very slow to enact these improvements: although you can at least play your new Treasure immediately, Mine only upgrades one Treasure at a time. Because this benefit is slow to accumulate, it has the greatest impact when Mine is acquired early; but as a [[payload]] card that doesn’t help with deck control, it’s a poor choice early on. Furthermore, as a [[terminal]] card, Mine competes for [[terminal space]] with other cards that are likely to have a much greater impact, such as [[draw]] cards like {{Card|Smithy}} or more effective [[Trasher|trashers]] like {{Card|Chapel}}.<br />
<br />
Mine might have a role to play when useful [[Kingdom]] Treasures such as {{Card|Supplies}} are in the game and gains are otherwise severely limited. Gaining {{Card|Ducat}} with Mine does provide a thinning effect, since you can trash an additional Copper; gaining {{Card|Stockpile}} works similarly, since the Stockpile is [[Exile|Exiled]] when you play it. Finally, with {{Project|Capitalism}}, Mine can gain certain Action cards, which is likely to be more powerful than gaining Treasures. <br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.''<br />
* [http://dominionstrategy.com/2012/07/09/dominion-mine/ 2012 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MineOld|Mine}} || {{CardVersionImage|MineDigitalOld|Mine from Goko/Making Fun}} || Trash a Treasure card from your hand. Gain a Treasure card costing up to {{Cost|3}} more; put it into your hand. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Mine|Mine}} || {{CardVersionImage|MineDigital|Mine from Shuffle iT}} || You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to {{Cost|3}} more than it. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese <br />
| 礦坑 (pron. ''kuàngkēng'') || || || || <br />
|- <br />
!Czech <br />
| Důl || || || || <br />
|-<br />
!Dutch <br />
| Mijn || || || || <br />
|-<br />
!Finnish <br />
| Kaivos || || || || <br />
|-<br />
!French <br />
| Mine || || || Vous pouvez écarter une carte Trésor de votre main. Recevez une carte Trésor coûtant jusqu'à {{Cost|3}} de plus || Erreur de traduction en Français : La Carte Trésor est reçu dans la main.<br />
|-<br />
!German <br />
| Mine || {{CardLangVersionImage|German}} || || Du darfst eine Geldkarte aus der Hand entsorgen. Nimm eine Geldkarte auf die Hand, die bis zu {{Cost|3}} mehr kostet. || <br />
|-<br />
!Hungarian <br />
| Bánya || || || || <br />
|-<br />
!Italian <br />
| Miniera || || || || <br />
|-<br />
!Japanese <br />
| 鉱山 (pron. ''kōzan'') || || || 手札の財宝カード1枚を廃棄してもよい。 それよりコストが最大{{Cost|3}}高い財宝カード1枚を手札に獲得する。||<br />
|-<br />
!Korean <br />
| 광산 (pron. ''gwangsan'') || || || || <br />
|-<br />
!Norwegian <br />
| Gruve || || || || <br />
|-<br />
!Polish <br />
| Kopalnia || {{CardLangVersionImage|Polish}} || || || <br />
|-<br />
!Romanian <br />
| Mină || || || || <br />
|-<br />
!Russian <br />
| Рудник (pron. ''rudnik'') || || {{CardLangVersionImage|Russian|d=1}} || Вы можете выкинуть Сокровище из руки. Получите в руку Сокровище не более чем на {{Cost|3}} дороже выкинутого. || <br />
|-<br />
!Spanish <br />
| Mina || || || || Doesn't have the 'up to' of 'Gain a Treasure card costing ''up to'' {{Cost|3}} more' (''Gana una carta de Tesoro que cueste {{Cost|3}} más.'' v. ''Gana una carta de Tesoro que cueste '''hasta''' {{Cost|3}} más.'')<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MineArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=Of the 10 Actions in the first game ever of Dominion, this has changed the least. It always cost {{Cost|5}}, and always let you trade {{Card|Copper}} for {{Card|Silver}} or {{Card|Silver}} for {{Card|Gold}}. The only difference is that now it phrases this as "gain a Treasure costing up to {{Cost|3}} more," as if someday there might be other treasures that this would also work with. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
=== Development ===<br />
{{Quote|Text=Another early principle was to not change cards that were working fine. For early cards in general, I simply didn't try alternate versions; the card had to be clearly weak or strong or bad in whatever way for me to change it. We bought Mine; it was always {{Cost|5}}. The one thing that changed about it was phrasing it as "costing up to {{Cost|3}} more" rather than "{{Card|Copper}} for {{Card|Silver}} or {{Card|Silver}} for {{Card|Gold}}," so as to include expansion Treasures.<br />
<br />
Another early principle was to not be so clear as to how good cards were. Mine seemed better then.<br />
<br />
There were enough cards to want to replace in the main set that I didn't get to Mine. And it certainly does fine work for new players.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/MarketMarket2021-05-29T05:23:37Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Market<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = '''+1 Card'''<br>'''+1 Action'''<br>'''+1 Buy'''<br>+{{Cost|1}}<br />
}}<br />
<br />
'''Market''' is an [[Action]] card from the [[Base]] set. It is a [[cantrip]], meaning that it gives +1 Card/+1 Action and does not prevent you from drawing or playing other action cards, and it also gives you +{{Cost|1}} and [[+Buy|+1 Buy]] - a little bit of everything. It is the first +1 Card/+1 Action/+{{Cost|1}} variant that players encounter in [[Dominion]]; Market gives +1 Buy, and later cards like {{Card|Tournament}}, {{Card|Peddler}}, {{Card|Highway}}, or {{Card|Treasury}} have different bonuses instead. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw a card and get +1 Action, +{{Cost|1}}, and +1 Buy.<br />
<br />
== Strategy ==<br />
<br />
Market is a {{Cost|5}} [[cantrip]] card that allows you to make extra purchases on your turn and gives +{{Cost|1}}. Market’s extra [[+Buy]] can be important if your deck can yield a lot of {{Cost}}, and it gives +{{Cost}} of its own without being a [[stop card]]. Market is usually good in kingdoms with good [[trashing]] but without strong [[draw]], where its [[cantrip money|cantrip economy]] allows you to generate {{Cost}} without having to rely on [[stop card]]s.<br />
<br />
As cantrips, Markets can chain themselves without much trouble. Playing several Markets in succession generates a decent amount of {{Cost}}, but usually the more important aspect of Market is that a Market stack gives many +Buys, allowing you to buy many cheap cards at once. While this chaining ability can be strong, having many extra Buys may not do much for your deck, and {{Cost|1}} is a relatively small amount of money. Furthermore, as a card costing {{Cost|5}} the [[opportunity cost]] of Market is usually high.<br />
<br />
Market usually shouldn’t be gained early in the game. Without desirable cheap cards (e.g. {{Card|Pixie}}, {{Card|Fool's Gold}}) and before you have strong [[payload]], you cannot utilize Market’s extra Buy efficiently. As such, buying a Market on your first two turns is generally a poor use of your [[opening]]. In the midgame, you should anticipate when an extra buy will allow you to gain extra cards and get Market shortly before this happens.<br />
<br />
=== Notable Synergies ===<br />
* [[Combo: Highway and Market]]<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.''<br />
* [http://dominionstrategy.com/2010/11/30/dominion-market theory's 2010 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MarketOld|Market}} || {{CardVersionImage|MarketDigitalOld|Market from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. '''+1 Buy'''. +{{Cost|1}}. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Market|Market}} || {{CardVersionImage|MarketDigital|Market from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. '''+1 Buy'''. +{{Cost|1}}. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 市集 (pron. ''shìjí'') || || || <br />
|- <br />
!Czech <br />
| Trh || || || <br />
|-<br />
!Dutch <br />
| Markt || || || <br />
|-<br />
!Finnish <br />
| Tori || || || <br />
|-<br />
!French <br />
| Marché || || || '''+1 Carte'''. '''+1 Action'''. '''+1 Achat'''. '''+{{Cost|1}}''' <br />
|-<br />
!German <br />
| Markt || {{CardLangVersionImage|German}} || || '''+1 Karte'''<br>'''+1 Aktion'''<br>'''+1 Kauf'''<br>'''+{{Cost|1}}'''<br />
|-<br />
!Hungarian <br />
| Piac || || || <br />
|-<br />
!Italian <br />
| Mercato || || || <br />
|-<br />
!Japanese <br />
| 市場 (pron. ''ichiba'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 '''+1 購入'''。 +{{Cost|1}}。<br />
|-<br />
!Korean <br />
| 시장 (pron. ''sijang'') || || || <br />
|-<br />
!Norwegian <br />
| Marked || || || <br />
|-<br />
!Polish <br />
| Targowisko || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Romanian <br />
| Piaţă || || || <br />
|-<br />
!Russian <br />
| Рынок (pron. ''rynok'') || || {{CardLangVersionImage|Russian|d=1}} || '''+1 Карта'''. '''+1 Действия'''. '''+1 Покупка'''. +{{Cost|1}}.<br />
|-<br />
!Spanish <br />
| Mercado || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MarketArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=This started out with a mere "+1 Buy" on that first evening of Dominion, and gradually accumulated the rest of the +'s over a couple evenings. If I left it at that you might think the first version was cheaper than 5, but no, it was 5. Before playing that first game, I had no idea what card costs should be, and my guesses were not always in the ballpark. Drawing Market meant you had fewer cards in hand to actually spend on that buy, so it obviously needed some money to go with it; and then there was another card that gave you a free {{Cost|}}, and I merged them. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/LibraryLibrary2021-05-29T05:23:09Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Library<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Harald Lieske<br />
|text = Draw until you have 7 cards in hand, skipping any Action cards you choose to; set those aside, discarding them afterwards.<br />
}}<br />
<br />
'''Library''' is an [[Action]] card from the [[Base]] set. It is a [[terminal draw]] card, meaning it provides +Cards but no +Action. Its ability to set aside Action cards means that it is unlikely to draw cards [[dead]], which makes it a little safer than {{Card|Smithy}}. However, since it draws up to 7 cards instead of drawing a fixed number of cards, it is great with cards like {{Card|Cellar}} and {{Card|Festival}} which decrease your handsize for a benefit. It is also a good counter to [[handsize attack|handsize attacks]] like {{Card|Militia}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You look at cards one at a time, putting each one into your hand or setting it aside, until you have 7 cards in hand; then you discard the set aside cards. <br />
* If you shuffle in the middle of doing this, you do not shuffle in the set aside cards. <br />
* Only Action cards can be set aside. You are not forced to set aside Action cards; that is just an option. <br />
* If you already have 7 cards in hand to start, you do not draw any cards.<br />
<br />
=== Other rules clarifications ===<br />
* If you have 6 or fewer cards in hand and your [[Adventures tokens|–1 Card token]] is on your deck, you remove the token, even if you have no cards in your deck and/or discard pile.<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2011/03/02/dominion-library/ Original article] by theory''<br />
<br />
Library is one of the most unusual of the +Cards Actions. Because you don’t draw a set number of cards, but rather up to 7, it responds poorly to {{Card|Throne Room}} but does quite well with small hands (normally a drawback). Preferably, you get your small hand through disappearing +2 Actions cards ({{Card|Festival}}, {{Card|University}}); indeed, the synergy between Festival and Library are so strong that when Donald X. moved Festival into the base set, he pulled Library in with it as well to keep them together. It’s theoretically true that Library works well with {{Card|Outpost}}, but the chance of drawing a +Actions with it in the 3-card hand is pretty small unless you’re {{Card|Haven|Havening}} cards between hands.<br />
<br />
Alternatively, Library is a fundamental “soft counter” to handsize-decreasing cards like {{Card|Militia}} and {{Card|Torturer}}. (In fact, its presence is often a strong deterrent to playing Militia, since it’s even better of a counter than {{Card|Moat}}.) Library can also be used effectively with discard-for-benefit cards ({{Card|Vault}}, {{Card|Secret Chamber}}, even {{Card|Haven}}), if you have enough +Actions to play it all: discard your cards, then redraw with the Library. And it’s possible — though unlikely — to use {{Card|Golem}} for this purpose (ideally by drawing {{Card|Tactician}}/Library).<br />
<br />
Its benefit of setting Action cards aside is a little less useful than it seems. Obviously it’s of most use when your deck is cluttered with terminal Actions … but then your deck is cluttered with terminal Actions. It’s more often better used as a way to discard the outmoded opening Actions (e.g., {{Card|Chapel}}, {{Card|Moneylender}}), or as part of an endgame desperate draw, hoping to get up to {{Cost|8}}. (Special note: often you’ll want to set aside useless non-terminals like {{Card|Great Hall}}; this is because it draws you a card, but without giving you the option of setting it aside or not.) Alternatively, it can be nice when combined with {{Card|Scrying Pool}}, since Library can draw all your non-Actions, and Scrying Pool picks up the Actions.<br />
<br />
Unsurprisingly, Library is quite terrible when your hand is already quite large. This means that not only does it anti-synergize with {{Card|Laboratory}}, it also anti-synergizes with itself unless you are drawing more disappearing +2 Actions. But at least you can set them aside, which can be quite useful if you’re running a rote {{Card|Smithy}}/[[Big Money]] strategy with Library in place of Smithy.<br />
<br />
=== Synergies/Combos ===<br />
* Cards which give +2 Actions but do not draw a card: {{Card|Festival}}, {{Card|University}}, {{Card|Native Village}}, {{Card|Nobles}}, {{Card|Squire}}, {{Card|Hamlet}}, {{Card|Fishing Village}}, and others.<br />
* Cards which decrease your handsize for a benefit: {{Card|Cellar}}, {{Card|Warehouse}}, {{Card|Vault}}, {{Card|Secret Chamber}}, {{Card|Black Market}}.<br />
* Opponents' handsize-decreasing attacks: {{Card|Militia}}, {{Card|Torturer}}, {{Card|Goons}}, {{Card|Ghost Ship}}, and others.<br />
* Actions which outlive their usefulness, such as early [[trasher|trashers]]. <br />
=== Antisynergies ===<br />
* Other handsize increasers such as {{Card|Caravan}}, {{Card|Tactician}}, {{Card|Laboratory}}, and even other terminal draw like {{Card|Smithy}}<br />
* Opponents' {{Card|Council Room|Council Rooms}}. <br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|LibraryOld|Library}} || {{CardVersionImage|LibraryDigitalOld|Library from Goko/Making Fun}} || Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Library|Library}} || {{CardVersionImage|LibraryDigital|Library from Shuffle iT}} || Draw until you have 7 cards in hand, skipping any Action cards you choose to; set those aside, discarding them afterwards. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese <br />
| 圖書館 (pron. ''túshūguǎn'') || || || || <br />
|- <br />
!Czech <br />
| Knihovna || || || || <br />
|-<br />
!Dutch <br />
| Bibliotheek || || || || <br />
|-<br />
!Finnish <br />
| Kirjasto || || || || <br />
|-<br />
!French <br />
| Bibliothèque || || || || <br />
|-<br />
!German <br />
| Bibliothek || {{CardVersionImage|Library German-ASS|German language Library}} || || Zieh, bis du 7 Karten auf der Hand hast; gezogene Aktionskarten darfst du dabei zur Seite legen und nach dem Ziehen ablegen. || HiG translation error : "Discard the set aside cards as soon as you have 7 cards in hand."<br/>ASS (1. Edition) translation error : "As soon as you have 7 cards in hand discard the set aside cards."<br />
|-<br />
!Greek <br />
| Βιβλιοθήκη (pron. ''vivliotheke'') || || || ||<br />
|-<br />
!Hungarian <br />
| Könyvtár || || || ||<br />
|-<br />
!Italian <br />
| Biblioteca || || || || <br />
|-<br />
!Japanese <br />
| 書庫 (pron. ''shoko'') || || || 手札が7枚になるように、好きなアクションカードを (何枚でも)飛ばしながら、1枚ずつカードを引く (飛ばすものは脇に置き、引き終えた後、捨て札にする)。||<br />
|-<br />
!Korean <br />
| 도서관 (pron. ''doseogwan'') || || || || <br />
|-<br />
!Norwegian <br />
| Bibliotek || || || || <br />
|-<br />
!Polish <br />
| Biblioteka || {{CardLangVersionImage|Polish}} || || || <br />
|-<br />
!Romanian <br />
| Bibliotecă || || || ||<br />
|-<br />
!Russian <br />
| Библиотека (pron. ''bibliotyeka'') || || {{CardLangVersionImage|Russian|d=1}} || Тяните карты до семи в руке, по желанию пропуская любые карты Действия. Пропущенные карты откладывайте в сторону и затем сбросьте их. || <br />
|-<br />
!Spanish <br />
| Biblioteca || || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:LibraryArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=When I nabbed Festival from the 6th expansion, I took Library with it, since to me they went together. Actually it was a 3-card package, but the other card did not make the grade. Library seemed like a fine card to have around, so why not. At one point it came under fire for having confusing text, and could conceivably have gotten booted. We fixed up the text and ended up deciding it wasn't too complicated after all. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/LaboratoryLaboratory2021-05-29T05:17:33Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Laboratory<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Julien Delval<br />
|text = '''+2 Cards'''<br>'''+1 Action'''<br />
}}<br />
<br />
'''Laboratory''' is an [[Action]] card from the [[Base]] set. It increases your handsize by giving you +2 cards, and then gives +1 Action so you can keep playing more Actions. Cards from other expansions which increase your handsize and give +1 Action, like {{Card|Hunting Party}} from [[Cornucopia]], are sometimes called [[Non-terminal draw|Lab variants]]. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw 2 cards and get +1 Action.<br />
<br />
== Strategy ==<br />
Laboratory is one of the stronger cards in the [[Base|Base set]], with a net effect of increasing your hand size by one. Drawing more cards into your hand is a good way to do more during your turn, and Laboratory does this without any support. <br />
<br />
However, it costs more than some other methods of draw: for example, compare a {{Card|Village}}-{{Card|Smithy}} pair to two Laboratories. The net effect of playing these cards is the same, increasing your hand size by two, but the total cost of two Laboratories is {{Cost|3}} more. At {{Cost|5}} apiece, getting enough {{cost}} in hand to buy them is also more difficult. Laboratory's biggest strength is that unlike [[Village (card category)|village]]/[[terminal draw]] setups, Laboratories work independently; if you draw your {{Card|Smithy}} without your {{Card|Village}}, you might be left without any Actions to continue your Action phase, but if you only draw one Laboratory in your starting hand, you can immediately play it and continue playing your other Action cards. Because of this flexibility, Laboratories can be safely added to most decks for extra consistency and draw. As such, Laboratory gets significantly stronger if you have a way to gain it in bulk, such as with {{Card|Artisan}}.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.''<br />
* [http://dominionstrategy.com/2011/02/09/dominion-laboratory/ theory's 2011 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|LaboratoryOld|Laboratory}} || {{CardVersionImage|LaboratoryDigitalOld|Laboratory from Goko/Making Fun}} || '''+2 Cards. +1 Action.''' || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Laboratory|Laboratory}} || {{CardVersionImage|LaboratoryDigital|Laboratory from Shuffle iT}} || '''+2 Cards. +1 Action.''' || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 實驗室 (pron. ''shíyànshì'') || || || <br />
|- <br />
!Czech <br />
| Laboratoř || || || <br />
|-<br />
!Dutch <br />
| Laboratorium || || || <br />
|-<br />
!Finnish <br />
| Laboratorio || || || <br />
|-<br />
!French <br />
| Laboratoire || || || <br />
|-<br />
!German <br />
| Laboratorium || {{CardLangVersionImage|German}} || || '''+2 Karten'''<br>'''+1 Aktion'''<br />
|-<br />
!Greek <br />
| Εργαστήριο (pron. ''ergasterio'') || || || <br />
|-<br />
!Hungarian <br />
| Laboratórium || || || <br />
|-<br />
!Italian <br />
| Laboratorio || || || <br />
|-<br />
!Japanese <br />
| 研究所 (pron. ''kenkyūjo'') || || || '''+2 カードを引く'''。 '''+1 アクション'''。<br />
|-<br />
!Korean <br />
| 실험실 (pron. ''silheomsil'') || || || <br />
|-<br />
!Norwegian <br />
| Laboratorium || || || <br />
|-<br />
!Polish <br />
| Laboratorium || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Romanian <br />
| Laborator || || || <br />
|-<br />
!Russian <br />
| Лаборатория (pron. ''laboratoriya'') || || {{CardLangVersionImage|Russian|d=1}} || '''+2 Карты.''' '''+1 Действие.'''<br />
|-<br />
!Spanish <br />
| Laboratorio || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:LaboratoryArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=A very early card that looked like this for forever. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/FestivalFestival2021-05-29T05:16:33Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Festival<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = '''+2 Actions'''<br>'''+1 Buy'''<br>+{{Cost|2}}<br />
}}<br />
<br />
'''Festival''' is an [[Action]] card from the [[Base]] set. It gives +2 actions, and so is a [[Village (Card type)|village]]. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You get +2 Actions, +1 Buy, and +{{Cost|2}}.<br />
<br />
== Strategy ==<br />
Festival fulfills multiple important roles in a deck-drawing engine, giving a [[Village (card category)|village]] effect of +2 Actions and also [[+Buy]] for extra gains. However, it is a [[stop card]], meaning that it does not draw any cards (unlike, e.g. {{Card|Village}}). If put into a deck that cannot effectively use the +Actions and +Buy, it is usually no better than a fancy {{Card|Silver}}.<br />
<br />
Festival synergizes well with [[draw-to-X]] cards like {{Card|Library}} by helping you to reduce handsize before playing your next draw card. A deck using Festival and Library will use as few [[Treasure]]s as possible (often none at all) in order to maximize card draw from Library—in this case, Festival’s +{{Cost|2}} and +1 Buy is the driving force that enables the deck’s buying power. This deck will still need to find a Library in the starting hand, however. Such a deck might be unreliable without trashing or removing non-Action card junk (e.g. {{Card|Copper|Coppers}} and {{Card|Estate|Estates}}).<br />
<br />
Festival is usually a decent or good source of economy. Being Action-based [[virtual coin]] also allows for useful interactions with many other Action cards, such as {{Card|Vassal}} and {{Card|Throne Room}}.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|FestivalOld|Festival}} || {{CardVersionImage|FestivalDigitalOld|Festival from Goko/Making Fun}} || '''+2 Actions'''. '''+1 Buy'''. +{{Cost|2}}. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Festival|Festival}} || {{CardVersionImage|FestivalDigital|Festival from Shuffle iT}} || '''+2 Actions'''. '''+1 Buy'''. +{{Cost|2}}. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 慶典 (pron. ''qìngdiǎn'', lit. ''celebration'') || || || <br />
|- <br />
!Czech <br />
| Jarmark || || || <br />
|-<br />
!Dutch <br />
| Festival || || || <br />
|-<br />
!Finnish <br />
| Juhlat || || || <br />
|-<br />
!French <br />
| Festival || || || <br />
|-<br />
!German <br />
| Jahrmarkt || {{CardLangVersionImage|German}} || || '''+2 Aktionen'''<br>'''+1 Kauf'''<br>'''+{{Cost|2}}'''<br />
|-<br />
!Hungarian <br />
| Fesztivál || || || <br />
|-<br />
!Italian <br />
| Fiera (lit. ''fair'') || || || <br />
|-<br />
!Japanese <br />
| 祝祭 (pron. ''shukusai'') || || || '''+2 アクション'''。 '''+1 購入'''。 +{{Cost|2}}。<br />
|-<br />
!Korean <br />
| 축제 (pron. ''chugje'') || || || <br />
|-<br />
!Norwegian <br />
| Festival || || || <br />
|-<br />
!Polish <br />
| Festyn (lit. ''picnic'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Romanian <br />
| Festival || || || <br />
|-<br />
!Russian <br />
| Ярмарка (pron. ''yarmarka'', Smart Ltd)<br>Фестиваль (pron. ''fyestival'', [[Dominion Online]]) || || {{CardLangVersionImage|Russian|d=1}} || '''+2 Действия'''. '''+1 Покупка'''. +{{Cost|2}}.<br />
|-<br />
!Spanish <br />
| Festival || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:FestivalArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=When the set went (back) up to 25 cards, it needed another Village-type card, and this was a simple one from the 6th expansion. It was originally called Circus. I think Dale suggested the name Festival. This is the only other name change that occurred during development (besides Bureaucrat / Militia). If I had it to do again, I might put a little more work into these names; a lot of them are fine - {{Card|Thief}} steals treasures, {{Card|Moat}} stops attacks, and while at first you figure, I guess the Thief can't swim, later you see the Moat art and realize it's not the kind of Moat that's swimmable - but some are odd - {{Card|Feast}} is a big {{Card|Workshop}} that only works once? See, you're talking shop at the feast. Names were just not an issue we looked at. Everything seemed fine because it had been called whatever for so long. It's the Raiders of the Lost Ark phenomenon. Raiders of the Lost Ark? Some thieves robbing a boat? But once you get used to it, it's Raiders, that movie. Anyway I have spent more time on expansion card names since. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/Council_RoomCouncil Room2021-05-29T05:15:47Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Council Room<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = '''+4 Cards'''<br>'''+1 Buy'''<br>Each other player draws a card.<br />
}}<br />
<br />
'''Council Room''' is an [[Action]] card from the [[Base]] set. It is a [[terminal card draw]], meaning it provides +Cards but no +Action. It also provides [[non-Attack interaction]] between players: the benefit to you is counterbalanced by a benefit to your opponent, making them draw a card. <br />
<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The other players draw a card whether they want to or not.<br />
<br />
== Strategy ==<br />
Council Room is a draw card similar to {{card|Smithy}}, but giving all players an extra card. Its [[+Buy]] offers some flexibility in building. <br />
<br />
With a [[Village (card category)|village]], Council Room makes for strong deck-drawing engines. Compared to a {{card|Village}} / Smithy engine, Council Room comes with a built-in +Buy.<br />
<br />
There are two main problems with engines that only use Council Room as draw:<br />
* Your opponents get to draw a card every time you play a Council Room. This free draw is very powerful - it’s as if they played a {{card|Laboratory}} before their turn started.<br />
* Since each Council Room draws so much, you need fewer of them to draw your deck (which is the goal of most engines). This increases the likelihood of a dud, caused by not finding your Council Room in your starting hand. You can try to avoid this second issue by just buying more Council Rooms, but this can leave you with lots of inefficient [[overdraw]].<br />
<br />
However, if your opponents are also playing Council Rooms, chances are you will start your turn with more than 5 cards in hand.<br />
<br />
Engines become more reliable when using Council Room as a supplement to other draw cards, for example Laboratory. In this case, duds are less likely, and your opponent is drawing fewer cards on your turn.<br />
<br />
You can mitigate the drawback of Council Room by playing with a [[handsize attack]], such as {{card|Militia}}. No matter how many Council Rooms you play, they'll still have to discard down to a 3 card hand. This does allow them to sift through bad cards and approach a reshuffle sooner, though, so the card draw is not completely counteracted.<br />
<br />
Council Room is also a strong [[Big Money]] enabler in the [[Base]] set: this strategy involves opening with two {{card|Silver|Silvers}}, then only buying [[Treasure]] cards and 1–2 Council Rooms before [[greening]]. Although powerful for newcomers to Dominion, this does not reach the full potential of Council Room.<br />
<br />
===Notable Synergies===<br />
* Hand size attacks, especially {{card|Ghost Ship}}.<br />
* Cheap spammable treasures, such as {{card|Fool%27s_Gold|Fool’s Gold}} or {{card|Coin of the Realm}}, make the +Buy more useful in the early game.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Council_RoomOld|Council Room}} || {{CardVersionImage|CouncilRoomDigitalOld|Council Room from Goko/Making Fun}} || '''+4 Cards'''. '''+1 Buy'''. Each other player draws a card. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Council_Room|Council Room}} || {{CardVersionImage|CouncilRoomDigital|Council Room from Shuffle iT}} || '''+4 Cards'''. '''+1 Buy'''. Each other player draws a card. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese || 議事廳 (pron. ''yìshì tīng'') || || || <br />
|- <br />
!Czech <br />
| Zasedání rady (lit. ''board meetings'') || || || <br />
|-<br />
!Dutch <br />
| Raadszaal || || || <br />
|-<br />
!Finnish <br />
| Raatihuone (lit. ''town hall'') || || || <br />
|-<br />
!French <br />
| Chambre du conseil || {{CardVersionImage|CouncilRoomFrench|French language Council Room}} || || <br />
|-<br />
!German <br />
| Ratsversammlung || {{CardVersionImage|CouncilRoomGerman|German language Council Room}} || || '''+4 Karten'''<br>'''+1Kauf'''<br>Jeder Mitspieler zieht eine Karte.<br />
|-<br />
!Hungarian <br />
| Tanácsterem || || || <br />
|-<br />
!Italian <br />
| Sala del Consiglio (lit. ''boardroom'') || || || <br />
|-<br />
!Japanese <br />
| 議事堂 (pron. ''gijidō'', lit. ''parliament building'') || || || '''+4 カードを引く'''。 '''+1 購入'''。 他のプレイヤーは全員、1枚カードを引く。<br />
|-<br />
!Korean <br />
| 회의실 (pron. ''hweisil'') || || || <br />
|-<br />
!Norwegian <br />
| Rådssal || || || <br />
|-<br />
!Polish <br />
| Sala obrad (lit. ''debate chamber'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Romanian <br />
| Sala de Consiliu || || || <br />
|-<br />
!Russian <br />
| Зал Совета (pron. ''zal sovyeta'') || || {{CardLangVersionImage|Russian|d=1}} || '''+4 Карты'''. '''+1 Покупка'''. Каждый другой игрок тянет карту.<br />
|-<br />
!Spanish <br />
| Sala del Consejo || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Council_RoomArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=Originally the 4th expansion had a "non-attack player interaction" sub-theme. It was easily the best expansion, and it became clear that I should split that sucker up. The main set got this card. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|Text=I don't like Council Room, I considered giving it the axe in 2E. I don't like those BM council room decks that make new players think building engines is for chumps...The friendly interaction is not the best, some players won't touch it because it gives someone else a card. {{Card|Lost City}} somehow does much better here, people are hesitant but really want their {{Card|Lost City|Lost Cities}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/502916671539904552 Dominion Discord, 2018]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/BanditBandit2021-05-29T05:15:10Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bandit<br />
|cost = 5<br />
|kingdom = Yes<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Julien Delval<br />
|text = Gain a Gold. Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest.<br />
}}<br />
<br />
'''Bandit''' is an [[Action]]–[[Attack]] card from the [[second edition]] of the [[base]] set. It is a [[trashing attack]] that targets your opponent's [[Treasure]] cards and gives you free {{card|Gold}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you gain a {{Card|Gold}} from the [[Supply]], putting it into your discard pile. <br />
* Then each other player, in turn order, reveals their top 2 cards, trashes one they choose that is a Treasure other than {{card|Copper}} (e.g. {{Card|Silver}} or {{Card|Gold}}), and discards the other revealed cards. A player who did not reveal a Treasure card other than Copper simply discards both cards.<br />
<br />
== Strategy ==<br />
Bandit’s primary role is to add {{card|Gold}} to your engine after you are successfully drawing your deck. Typically, when building an engine, you will spend your initial turns trashing your starting cards and buying draw cards. This often leads to a deck that draws itself reliably but doesn’t achieve much once drawn. Buying a Bandit at this point will jumpstart the process of adding [[payload]] to your deck, as the Bandit will add a {{card|Gold}} every turn thereafter, assuming you successfully draw your deck. If you have [[overdraw]], you can even gain the Gold and play it on that same turn.<br />
<br />
In order for Bandit to provide an ongoing benefit in this context, you need two things: <br />
# a way to keep adding additional draw cards to your deck so that you can still draw it after adding {{Card|Gold|Golds}} (which are [[stop card]]s)<br />
# a reason why adding many {{Card|Gold|Golds}} will be worthwhile, typically either [[+Buy]] or [[trash-for-benefit]] cards like {{card|Remodel}}<br />
Indeed, the combination of Bandit and {{Card|Remodel}} is one of the stronger forms of payload in the [[Base]] Dominion set, as it allows you to gain an extra {{card|Province}} each turn.<br />
<br />
Bandit’s attack is rarely an important part of the card, but it can be helpful if its odds of hitting a [[Treasure]] are high enough. Typically this means it’s useful in kingdoms with strong [[trasher|trashing]] and where Treasure is a major source of payload (as opposed to Action cards like {{card|Festival}}). In games with more than two players, Bandit can trash more Treasures than it gains. If multiple opponents are playing Bandits, using Treasure payload becomes less attractive.<br />
<br />
Despite the fact that gaining {{Card|Gold|Golds}} is a valuable thing to do in [[Big Money|money]] strategies, Bandit is only occasionally the best [[terminal]] Action to use in a money-oriented deck. This is because Bandit makes no {{Cost}} and draws no cards, so it worsens your current turn in exchange for a benefit that won’t be experienced until the next time you shuffle your deck. Cards with more immediate benefits should often be preferred.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bandit|Bandit}} || {{CardVersionImage|BanditDigital|Bandit from Shuffle iT}} || Gain a Gold. Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese<br />
| 強盜 (pron. ''qiángdào'') || || ||獲得一張黃金,其他玩家展示牌庫頂的兩張牌,移除其中一張非銅幣的錢幣卡,棄掉剩下的卡片。<br />
|-<br />
!Dutch <br />
| Bandiet || || || Pak een Goud. Iedere andere speler toont de 2 bovenste kaarten van zijn trekstapel, vernietigt getoonde geldkaarten met uitzondering van Koper, en legt de rest af.<br />
|-<br />
!French<br />
| Brigand || || ||<br />
|-<br />
!German <br />
| Banditin (Note: explicitly feminine) || {{CardLangVersionImage|German}} || || Nimm ein Gold vom Vorrat. Jeder Mitspieler deckt die obersten 2 Karten seines Nachziehstapels auf, entsorgt eine aufgedeckte Geldkarte nach seiner Wahl – außer Kupfer – und legt den Rest ab.<br />
|-<br />
!Japanese <br />
| 山賊 (pron. ''sanzoku'') || || || 金貨1枚を獲得する。他のプレイヤーは全員、山札の上から2枚を公開し、銅貨以外の公開した財宝カード1枚を廃棄し、残りを捨て札にする。<br />
|-<br />
!Polish<br />
| Bandyta || || ||<br />
|-<br />
!Russian <br />
| Бандит (pron. ''bandit'') || || {{CardLangVersionImage|Russian|d=1}} || Получите Золото. Каждый другой игрок раскрывает 2 верхние карты своей колоды, выкидывает раскрытую карту Сокровища (не Медь) и сбрасывает остальные раскрытые карты.<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:BanditArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=This of course replaces {{Card|Thief}}. You gain a Gold so that it's always doing something useful. It doesn't trash Coppers, so it both doesn't have that huge penalty, and can't threaten new players with eating all of their Treasures.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=16338.0 The Secret History of the Dominion 2nd Editions]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/Throne_RoomThrone Room2021-05-29T05:13:46Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Throne Room<br />
|cost = 4<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Harald Lieske<br />
|text = You may play an Action card from your hand twice.<br />
}}<br />
<br />
'''Throne Room''' is an [[Action]] card from the [[Base]] set. It allows you to play another Action card from your hand twice, as if you had a {{Card|Village}} and two copies of that Action card. <br />
<br />
Cards similar to Throne Room are often called [[Throne Room variant|Throne Room variants]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Playing an Action card from your hand is optional. If you do play one, you resolve it completely, then play it a second time. <br />
* You cannot play other cards in-between (unless told to by the card, such as with {{Card|Vassal}} or Throne Room itself). <br />
* Playing Action cards with Throne Room is just like playing Action cards normally, except it does not use up Action plays for the turn. For example if you start a turn by playing Throne Room on {{Card|Village}}, you would draw a card, get +2 Actions, draw another card, and get +2 Actions again, leaving you with 4 Actions. <br />
* If you Throne Room a Throne Room, you may play an Action card twice, then may play another Action card twice; you do not play one Action card four times.<br />
<br />
=== Other rules clarifications ===<br />
* If you use Throne Room to play a [[Duration]] card, the Throne Room also stays in play until you discard the Duration card. This enables you to track the fact that the Duration card was played multiple times. Even if only one play of the Duration card is keeping it in play, such as using Throne Room on {{Card|Gear}} and only setting aside cards one of the times, Throne Room stays in play with it. If the Duration card leaves play without being discarded, such as by being trashed with {{Event|Bonfire}}, even if the Duration card is not done doing things, Throne Room is discarded the turn the Duration card leaves play.<br />
* Throne Room plays a card twice; it does not double the effects of a card. It is possible that the card played by Throne Room does different things each time it's played.<br />
<br />
==First edition==<br />
In the first edition of Dominion, using Throne Room's ability was mandatory if Throne Room was played. [[Donald X. Vaccarino]] revised the card because that offered no provision for keeping the player honest: if a player claimed that they had no Actions in hand, and that was why they weren't activating Throne Room's ability, there was no way for their opponents to verify that this was the case.<br />
<br />
The first-edition card text could sometimes have adverse effects in a chain of stacked Throne Rooms and draw cards: if you Throne Room a Throne Room, by the time you play the second Throne Room a second time, you might have Actions in hand that you don't want to play. Under the first-edition card text, you would be forced to play one of them (twice) anyway; in the second edition, you don't have to if you don't want to. <br />
<br />
== Strategy ==<br />
Throne Room is a flexible card that can be a source of [[Village (card category)|+Actions]], [[draw]], or [[payload]]. Throne Room depends on having other [[Action]] cards in hand, so it's better when your deck has a high density of Action cards. Therefore, Throne Room is less good early in the game, in games where you can't get rid of your starting cards, and in games without Action payload.<br />
<br />
Throne Room is an unusual source of +Actions. Using Throne Room to play an Action card twice nets you one more Action than you would have if you played two copies of that Action card. For example, playing two {{card|Laboratory|Laboratories}} leaves you with the same number of Actions you started with (netting +0 Actions). Throne Room playing Laboratory nets you +1 Action—if you started with 1 Action, you would end with 2. Playing two copies of a [[terminal]] Action such as {{card|Smithy}} costs 2 Actions; Throne Room playing a Smithy draws the same number of cards but costs only 1 Action.<br />
<br />
Using Throne Room to play a Throne Room does not increase the number of Action cards you can double-play, but it does grant +1 net Action. For example, using Throne Room to play Throne Room to play two {{Card|Laboratory|Laboratories}} grants +3 net Actions. Chaining Throne Rooms in this way is especially useful with [[terminal draw]] cards. You can start a turn by playing Throne Room playing Throne Room playing {{Card|Smithy}}, at which point you draw 6 cards and then can duplicate one more Action card from your hand. If you can play a non-terminal Action, you can continue playing more Action cards after that. You can even continue the chain of alternating Throne Rooms and terminal Actions. Throne Room is a very efficient source of +Actions in decks with strong non-terminal cards like {{Card|Laboratory}}. With mostly terminal Actions, Throne Room is more awkward. You generally need two Throne Rooms and a terminal draw card in your starting hand to be able to fully exploit your deck’s capabilities, and your deck is more fragile as a result. For that reason, Throne Room benefits from an alternative source of +Actions, especially one that carries over to the next turn, such as [[Villagers]] or {{card|Fishing Village}}.<br />
<br />
Throne Room can duplicate the on-play effect of any Action card, so it varies in strength based on the Action cards in the kingdom. Using Throne Room on cheaper Action cards such as {{card|Merchant}} or {{card|Village}} is okay, but Throne Room is even stronger when you can use it to double-play cards such as {{card|Artisan}} and {{Card|Laboratory}} that are both more expensive to gain and more impactful on play. Some cards have effects that don’t stack, e.g. draw-to-X cards such as {{card|Library}}) and certain [[Attack]]s (e.g. {{card|Militia}}), so using Throne Room on them has little to no value. Throne Room plays an Action card twice, but it doesn't put two copies in play; so cards with valuable while-in-play text such as {{card|Highway}} are not ideal Throne Room targets. Strong [[Duration]] cards such as {{card|Wharf}} can be good targets for Throne Room, but be aware that the Throne Room will stay in play with the Duration card, meaning that you can’t play the Throne Room on the next turn.<br />
<br />
Throne Room offers a lot of flexibility, both during a single turn and throughout the game. Within a single turn, you can use early Throne Rooms to help you draw your deck, and later ones to amplify your Action payload. As the game progresses, you can adjust the number of Throne Rooms you use on drawing cards to adapt to the number of [[stop card]]s in your deck. Throne Rooms also allow you to pivot strategies more easily as the game proceeds. For instance, playing multiple {{Card|Witch|Witches}} early in the game allows you to attack your opponents more quickly, but {{Card|Witch}} becomes much less useful after the {{Card|Curse}} pile empties. Using Throne Room, you can duplicate the Attack of a single {{Card|Witch}} early on, and then choose to play Throne Room with other cards later, allowing you to avoid having to gain multiple {{Card|Witch|Witches}}. In games with an important Action card whose pile might empty, Throne Room can allow you to play additional copies, enabling you to prioritize other objectives over ensuring you get enough copies of that card.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Throne_RoomOld|Throne Room}} || {{CardVersionImage|ThroneRoomDigitalOld|Throne Room from Goko/Making Fun}} || Choose an Action card in your hand. Play it twice. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Throne_Room|Throne Room}} || {{CardVersionImage|ThroneRoomDigital|Throne Room from Shuffle iT}} || You may play an Action card from your hand twice. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 王座 (pron. ''wángzuò'', lit. ''throne'') || || || <br />
|- <br />
!Czech <br />
| Trůnní sál || || || <br />
|-<br />
!Dutch <br />
| Troonzaal || || || <br />
|-<br />
!Finnish <br />
| Valtaistuinsali || || || <br />
|-<br />
!French <br />
| Salle du Trône || || || <br />
|-<br />
!German <br />
| Thronsaal || {{CardVersionImage|ThroneRoomGerman|German language Throne Room}} || || Du darfst eine Aktionskarte aus der Hand zweimal ausspielen. <br />
|-<br />
!Greek <br />
| Αίθουσα του θρόνου (pron. ''aithousa tou thronou'') || || || <br />
|-<br />
!Hungarian <br />
| Trónterem || || || <br />
|-<br />
!Italian <br />
| Sala del Trono || || || <br />
|-<br />
!Japanese <br />
| 玉座の間 (pron. ''gyokuza no ma'') || || || 手札のアクションカード1枚を2度使用してもよい。<br />
|-<br />
!Korean <br />
| 알현실 (pron. ''alhyeonsil'') || || || <br />
|-<br />
!Norwegian <br />
| Tronsal || || || <br />
|-<br />
!Polish <br />
| Sala tronowa || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Romanian <br />
| Sala tronului || || || <br />
|-<br />
!Russian <br />
| Тронный Зал (pron. ''tronnyy zal'') || || {{CardLangVersionImage|Russian|d=1}} || Вы можете сыграть карту Действия из вашей руки дважды.<br />
|-<br />
!Spanish <br />
| Salón del Trono || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Throne_RoomArt.jpg|thumb|right|354px|Official card art.]] <br />
=== Secret History ===<br />
{{Quote|<br />
|Text=For most of its life this card cost {{Cost|3}}. My feeling was that you didn't want to buy two on turns 1 and 2, and probably didn't want to buy one on either of those turns (except with the {{Card|Feast}} combo). Later in the game it doesn't matter as much whether it costs {{Cost|3}} or {{Cost|4}}. So why not {{Cost|3}}? In general, if a card can be cheaper, I make it cheaper. I want the cards as cheap as possible without breaking the game, rather than as expensive as possible without going unplayed. So, I knew Throne Room was good, but it seemed like {{Cost|3}} was okay.<br />
<br><br />
Well late in development there was a game where no-one fought me for the Throne Rooms and I had a turn where I chained 6 of them. "I play Throne Room. First I Throne Room a Throne Room; for that one first I Throne Room a Smithy, then a Throne Room; for that one first I Throne Room a Throne Room..." I had a big cloud of actions on the table (we use a binary tree in these ridiculous situations). It's not just powerful; it's messy. I thought, hmm, maybe this could stand being 4 after all. It makes it just a bit harder to get a million of them; you don't go, "Market, buy two Throne Rooms" nearly as often. There was some worry that now there weren't enough {{Cost|3}}'s, but we decided we could live with just having four. There's Silver at {{Cost|3}}, so it's fine to sometimes deal out a random 10 and not get a {{Cost|3}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Throne Room should of course say "you may."<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/SmithySmithy2021-05-29T04:58:11Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Smithy<br />
|cost = 4<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = '''+3 Cards'''<br />
}}<br />
<br />
'''Smithy''' is an [[Action]] card from the [[Base]] set. It is a [[terminal]], meaning it provides no +Action; its ability to increase your hand size by drawing 3 cards is useful both in [[money strategies]] and [[engine]] decks. Similar cards from other expansions, which also give +Cards but no +Action, are sometimes generally referred to as [[terminal draw|Smithies]]. <br />
<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw 3 cards.<br />
<br />
== Strategy ==<br />
Smithy is a [[draw]] card that increases your net [[hand size]] by 2. However, since it is a [[terminal]] [[Action]], it may draw other [[Action]] cards [[dead]] if your deck lacks a [[Village (card category)|village]] that you can play first.<br />
<br />
Draw is among the most important effects in Dominion. It is one of the main methods of achieving [[deck control]], which in turn increases the value of your [[payload]] cards by allowing you to play them more often. Most good [[engine]]s need to be able to draw cards in order to play more Actions and set up desired [[collision]]s; similarly, [[money strategies]] greatly appreciate larger hand sizes, which can more easily hit higher pricepoints.<br />
<br />
Smithy forms one component of the basic engine that most players first encounter: the {{Card|Village}}/Smithy engine. With {{Card|Village}} supplying +Actions, you can play multiple Smithies in a turn, and given enough of these pairs you can draw your deck, so [[build]]ing can consist of simply adding more and more pairs in the midgame to support an increasing amount of payload. Compared to {{Card|Laboratory}}-based draw, {{Card|Village}}/Smithy-based draw is slightly more likely to [[dud]], as you need to be able to play {{Card|Village|Villages}} before your Smithies. If your deck is not [[thinning|thinned]] and/or can't [[sifting|sift]] through [[junk]], you are less likely to be able to draw everything. If you know that you are likely to draw other Actions dead, it may be wise to avoid playing Smithy as the final or only Action of your turn, instead leaving those Actions to be played next turn. <br />
<br />
Smithy’s value in the [[opening]] is both [[Kingdom]]- and luck-dependent. The primary thing to note about opening with Smithy is that it’s likely to trigger an early [[reshuffle]]: in many games you will have a 12-card deck at the end of turn 2, and two 5-card hands plus the 3 cards drawn by Smithy guarantee that you’ll trigger a shuffle early (assuming you don’t [[bottomdeck]] Smithy). This can work out unfavorably: for example, if you open with Smithy/{{Card|Silver}}, are unable to afford a good card turn 3, and play Smithy on turn 4, the Smithy will trigger a shuffle including your turn 3 hand and purchase(s). This will also cause Smithy to miss the shuffle, along with whatever else you have in hand or in play, likely forcing a mediocre hand for turn 5. If, however, you are able to play your Smithy on turn 3 and also purchase a {{cost|5}} card, you’ll trigger a favorable early shuffle and are very likely to be able to play both on turn 5. It can be worth opening with Smithy if there is an early high pricepoint that you would like to hit, such as for {{Project|Crop Rotation}}.<br />
<br />
There are two things that may make Smithy look less attractive: limited [[terminal space]] and superior draw options. If there is an important terminal such as {{Card|Mountebank}} and no villages available, skipping Smithy is reasonable. If an entirely different style of draw is stronger due to better payload options or reliability, e.g. [[draw-to-X]] with {{Card|Festival}}/{{Card|Library}}, you will also be less likely to gain Smithies. If there is another terminal draw card with an additional benefit, such as {{Card|Council Room}}, you might also choose to gain a few of those instead of or alongside your Smithies.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|SmithyOld|Smithy}} || {{CardVersionImage|SmithyDigitalOld|Smithy from Goko/Making Fun}} || '''+3 Cards''' || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Smithy|Smithy}} || {{CardVersionImage|SmithyDigital|Smithy from Shuffle iT}} || '''+3 Cards''' || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 鐵匠 (pron. ''tiějiàng'', lit. ''blacksmith'') || || || <br />
|- <br />
!Czech <br />
| Kovárna || || || <br />
|-<br />
!Dutch <br />
| Smidse || || || <br />
|-<br />
!Finnish <br />
| Takomo (lit. ''forge'') || || || <br />
|-<br />
!French <br />
| Forgeron || || || <br />
|-<br />
!German <br />
| Schmiede || {{CardLangVersionImage|German}} || || '''+3 Karten'''<br />
|-<br />
!Greek <br />
| Σιδεράς (pron. ''sidheras'', lit. ''smith'') || || || <br />
|-<br />
!Hungarian <br />
| Kovácsműhely || || || <br />
|-<br />
!Italian <br />
| Fucina || || || <br />
|-<br />
!Japanese <br />
| 鍛冶屋 (pron. ''kajiya'', lit. ''blacksmith'') || || || '''+3 カードを引く'''。<br />
|-<br />
!Korean <br />
| 대장장이 (pron. ''daejangjang-i'') || || || <br />
|-<br />
!Norwegian <br />
| Smie || || || <br />
|-<br />
!Polish <br />
| Kuźnia || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Romanian <br />
| Fierar || || || <br />
|-<br />
!Russian <br />
| Кузница (pron. ''kuznitsa'') || || {{CardLangVersionImage|Russian|d=1}} || '''+3 Карты'''.<br />
|-<br />
!Spanish <br />
| Herrería || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:SmithyArt.jpg|thumb|right|354px|Official card art.]] <br />
=== Secret History ===<br />
{{Quote|Text=Another early card that never changed. It wasn't one of the first 10 cards though. At the beginning I was worried that drawing your whole deck would be bad. Soon I realized it was in fact fun. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/RemodelRemodel2021-05-29T04:57:41Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Remodel<br />
|cost = 4<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = Trash a card from your hand.<br>Gain a card costing up to {{Cost|2}} more than it.<br />
}}<br />
<br />
'''Remodel''' is an [[Action]] card from the [[Base]] set. When played, it makes you trash a card from your hand, and gain a card costing up to {{Cost|2}} more, thus improving your deck by {{Cost|2}}; it's one of the first [[trash-for-benefit]] cards that players encounter when learning [[Dominion]], and similar cards from future expansions, such as {{Card|Expand}}, are sometimes called the "[[Trasher#Remodelers|Remodel family]]". <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You cannot trash the Remodel itself, since it is not in your hand after you play it. <br />
* If you do not have a card to trash, you do not gain one. <br />
* If you do gain a card, it comes from the [[Supply]] and is put into your discard pile. <br />
* The gained card does not need to cost exactly {{Cost|2}} more than the trashed card; it can cost that much or less, and can even be another copy of the trashed card. <br />
* You cannot use {{Cost}} to increase how expensive of a card you gain.<br />
<br />
== Strategy Article ==<br />
Remodel is a flexible [[trasher]] and [[gain|gainer]].<br />
<br />
Remodel doesn't reduce your deck size like {{card|Chapel}} or {{card|Sentry}}, but it can replace your starting cards or [[junk|junk cards]] with better cards. Out of those, Remodel is best at trashing {{card|Estate|Estates}}. Usually there's a desirable [[Kingdom]] card you can gain, such as {{card|Village}} or {{card|Throne Room}}, but even gaining a {{card|Silver}} is fine. It is less common to be able to gain a good card when trashing a {{Cost|0}} card such as {{card|Copper}} or {{card|Curse}}. Sometimes there is a decent {{Cost|2}} kingdom card that you're happy to gain, such as {{card|Pawn}}. Usually, you will prefer to trash your Coppers in another way, such as with {{card|Moneylender}}.<br />
<br />
Near the end of the game, Remodel can turn {{Cost|6}} cards (often {{card|Gold}}) into {{card|Province|Provinces}}. Losing the Gold is often harmful, but having the capacity to gain an extra Province or two with Remodel on the last turn of the game is powerful. In the presence of efficient Gold gainers, like {{card|Bandit}}, Remodel trashing Gold to gain Provinces can be a sustainable [[greening]] strategy. Remodel can also be used to trash a Province into another Province (which is called [[milling]] a Province). This doesn't gain any {{VP}}, but it gives you more control over the end of the game. For example, if there are two Provinces left in the pile and you're down by no more than 5{{VP}}, you can Remodel Province into Province and then buy the last Province to win.<br />
<br />
Remodel has other uses that are more situational. Once you're done trashing Coppers, you can use Remodel to trash your Moneylender into something valuable. Once Curses are empty, you can trash your {{card|Witch}} and gain a stronger card. Midgame, you can trash a Silver and gain a {{Cost|5}} engine piece, such as {{card|Festival}} or {{card|Laboratory}}. You can trash a Silver or other unneeded {{Cost|3}} card to {{card|Duchy}} for more {{VP}}. It's rarely efficient to Remodel a card in multiple steps (e.g. Curse to Estate to {{Cost|4}} card), but sometimes it is the best thing to do.<br />
<br />
Remodel is best in Kingdoms where you have good uses for it throughout the game: trashing Estates early and gaining Provinces late. Remodel makes it more difficult to afford expensive cards, so you should avoid opening Remodel if there are important {{Cost|5}} cards to get. But Remodel can be valuable to add midgame, especially if you still have Estates to trash or have an efficient Gold gainer. Remodel is at its weakest in kingdoms with other strong Estate trashers (such as Chapel) and strong payload (such as {{card|Bridge}}).<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|RemodelOld|Remodel}} || {{CardVersionImage|RemodelDigitalOld|Remodel from Goko/Making Fun}} || Trash a card from your hand. Gain a card costing up to {{Cost|2}} more than the trashed card. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Remodel|Remodel}} || {{CardVersionImage|RemodelDigital|Remodel from Shuffle iT}} || Trash a card from your hand. Gain a card costing up to {{Cost|2}} more than it. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 重建 (pron. ''chóngjiàn'') || || || <br />
|- <br />
!Czech <br />
| Přestavba || || || <br />
|-<br />
!Dutch <br />
| Verbouwing || || || <br />
|-<br />
!Finnish <br />
| Muutostyö || || || <br />
|-<br />
!French <br />
| Rénovation || || || <br />
|-<br />
!German <br />
| Umbau || {{CardLangVersionImage|German}} || || Entsorge eine Karte aus deiner Hand. Nimm eine Karte, die bis zu {{Cost|2}} mehr kostet als die entsorgte Karte.<br />
|-<br />
!Hungarian <br />
| Átépítés || || || <br />
|-<br />
!Italian <br />
| Miglioria || || || <br />
|-<br />
!Japanese <br />
| 改築 (pron. ''kaichiku'') || || || 手札1枚を廃棄する。それよりコストが最大{{Cost|2}}高いカード1枚を獲得する。<br />
|-<br />
!Korean <br />
| 개조 (pron. ''gaejo'') || || || <br />
|-<br />
!Norwegian <br />
| Ombygging || || || <br />
|-<br />
!Polish <br />
| Przebudowa || {{CardLangVersionImage|Polish}} || || Wyrzuć na śmietnisko dowolną kartę z ręki. Dodaj kartę os koszcie większym maksymalnie o {{Cost|2}} od kosztu wyrzuconej karty.<br />
|-<br />
!Romanian <br />
| Remodelare || || || <br />
|-<br />
!Russian <br />
| Реконструкция (pron. ''ryekonstruktsiya'') || || {{CardLangVersionImage|Russian|d=1}} || Выкиньте карту из руки. Получите карту стоимостью не более чем на {{Cost|2}} дороже выкинутой.<br />
|-<br />
!Spanish <br />
| Remodelar || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:RemodelArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=Another very early card with no story. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/PoacherPoacher2021-05-29T04:54:24Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Poacher<br />
|cost = 4<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Joshua Stewart<br />
|text = '''+1 Card'''<br>'''+1 Action'''<br>+{{cost|1}}<br>Discard a card per empty supply pile.<br />
}}<br />
<br />
'''Poacher''' is an [[Action]] card from the [[second edition]] of the [[base]] set. It is a [[Peddler variant]], but it gets weaker late in the game by making you [[discard]] from your hand if any [[Supply]] piles have been emptied.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw your one card before discarding. <br />
* If there are no empty piles, you do not discard. If there is one empty pile, you discard one card; if there are two empty piles, you discard two cards, and so on. This includes all Supply piles, including {{Card|Curse|Curses}}, {{Card|Copper|Coppers}}, Poacher itself, etc. <br />
* If you do not have enough cards to discard, just discard the rest of your hand.<br />
<br />
=== Other rules clarifications ===<br />
* [[Non-Supply]] piles, such as {{Card|Spoils}}, do not matter to Poacher.<br />
<br />
== Strategy ==<br />
Poacher is a useful card to increase your {{Cost}} output early in the game. Its price of {{Cost|4}} makes it more affordable than similar cards like {{Card|Market}}, and its drawback usually doesn’t manifest until much later in the game. As a [[Peddler_variant|Peddler variant]], Poacher should be viewed as a way to add [[payload]] to your deck without increasing how much [[draw]] you need. However, unlike most [[cantrip]]s, you shouldn’t get too many of them, or else you’ll have to start discarding a lot of cards as soon as one pile is emptied. If this is likely to happen early in the game (e.g., because {{Card|Witch}} will be handing out the {{Card|Curse|Curses}} quickly), Poacher may look less attractive than usual from the beginning.<br />
<br />
[[Opening]] with Poacher is generally good if buying a {{Cost|5}} card such as {{Card|Sentry}} is a priority. The most straightforward comparison for Poacher is to {{Card|Silver}}. With a Poacher/{{Card|Silver}} opening, you are about as likely to generate {{Cost|5}} on turn 3 or turn 4 as with a {{Card|Silver}}/{{Card|Silver}}, at around 91%. The advantage of Poacher is that it’s not another [[stop card]] in your deck like a second {{Card|Silver}} would be, and so getting [[deck control]] should be slightly easier.. You generally shouldn’t take Poacher over a [[trasher]] (such as {{Card|Moneylender}}), but it can be especially useful if you open with it alongside a cheaper trasher such as {{Card|Chapel}}.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Poacher|Poacher}} || {{CardVersionImage|PoacherDigital|Poacher from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. +{{cost|1}}. Discard a card per empty supply pile. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 盜獵者 (pron. ''dàoliè zhě'') || || ||<br />
|-<br />
!Dutch <br />
| Wilddief || || || <br />
|-<br />
!French<br />
| Braconnier || || ||<br />
|-<br />
!German <br />
| Wilddiebin (Note: explicitly feminine) || {{CardLangVersionImage|German}} || || '''+1 Karte'''<br>'''+1 Aktion'''<br>'''+{{Cost|1}}'''<br>Lege pro leerem Vorratsstapel eine Handkarte ab.<br />
|-<br />
!Japanese <br />
| 密猟者 (pron. ''mitsuryō-sha'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 +{{Cost|1}}。 空のサプライ1山につき1枚捨て札にする。<br />
|-<br />
!Polish<br />
| Kłusownik || || ||<br />
|-<br />
!Russian <br />
| Браконьер (pron. ''brakonyer'') || || {{CardLangVersionImage|Russian|d=1}} || '''+1 Карта'''. '''+1 Действие'''. +{{Cost|1}}. Сбросьте по одной карте за каждую пустую стопку Резерва.<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PoacherArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=This is in a player interaction slot, vacated by {{Card|Spy}}. I thought of having some [[vanilla]] bonuses with the penalty of discarding a card per empty pile. The vanilla bonuses had to be essentially fair at the price of the card, since you might never empty a pile until the game was over. So really it required a vanilla card I hadn't made yet. Well there was one of those, and it was +1 Card +1 Action +{{Cost|1}} for {{Cost|4}}. So there it is. Avoiding making that card all these years finally paid off.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=16338.0 The Secret History of the Dominion 2nd Editions]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/MoneylenderMoneylender2021-05-29T04:50:48Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Moneylender<br />
|cost = 4<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = You may trash a Copper from your hand for +{{Cost|3}}.<br />
}}<br />
<br />
'''Moneylender''' is an [[Action]] card from the [[Base]] set. When played, it lets you [[trash]] a {{Card|Copper}} from your hand and gives you +{{Cost|3}} if you do. It is similar to [[terminal Silver|terminal Silvers]], since it gives you {{cost|2}} more than you would have had from just playing the Copper; however, it also gets the Coppers out of your deck so you can draw your better cards more often. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You only get the +{{Cost|3}} if you actually trashed a {{Card|Copper}}.<br />
<br />
== Strategy ==<br />
<br />
Moneylender provides a mix of economy and [[trash|trashing]]. Many cards that trash from your hand can leave you generating little money on that turn, but Moneylender gives you a money boost when it trashes. Moneylender allows you to remove the {{Card|Copper|Coppers}} from your deck while still allowing you to purchase the more expensive and powerful cards.<br />
<br />
Though Moneylender gives +{{Cost|3}}, you have to trash a {{Card|Copper}} instead of getting to play it, so the net economy you get is similar to {{Card|Silver}}.<br />
<br />
Moneylender trashes only one card at a time, and often compares unfavorably to trashers that can trash multiple cards at once, such as {{Card|Chapel}}. Moneylender also cannot trash {{Card|Estate|Estates}}, and often benefits from being played alongside other cards that can, such as {{Card|Remodel}}. The other trasher can then also trash the Moneylender once you have finished trashing your {{Card|Copper|Coppers}}.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.''<br />
* [http://dominionstrategy.com/2010/12/13/dominion-moneylender/ theory's 2010 article]<br />
<br />
== Versions ==<br />
==First edition==<br />
In the first edition of Dominion, Moneylender's text did not include "you may": trashing a Copper was mandatory if Moneylender was played. [[Donald X. Vaccarino]] revised the card because that offered no provision for keeping the player honest: if a player claimed that they had no Coppers in hand, and that was why they weren't activating Moneylender's ability, there was no way for their opponents to verify that this was the case. This rarely made a difference in gameplay—if a player didn't want to trash a Copper, they simply refrained from playing Moneylender.<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MoneylenderOld|Moneylender}} || {{CardVersionImage|MoneylenderDigitalOld|Moneylender from Goko/Making Fun}} || Trash a Copper card from your hand. If you do, +{{Cost|3}}. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Moneylender|Moneylender}} || {{CardVersionImage|MoneylenderDigital|Moneylender from Shuffle iT}} || You may trash a Copper from your hand for +{{Cost|3}}. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 錢莊 (pron. ''qiánzhuāng'', lit. ''money laundering'') || || || <br />
|- <br />
!Czech <br />
| Lichvář || || || <br />
|-<br />
!Dutch <br />
| Geldschieter || {{CardVersionImage|Geldschieter|Dutch language Moneylender}} || || Je mag een koperkaart vernietigen. Als je dat doet, heb je deze beurt '''+{{Cost|3}}'''.<br />
|-<br />
!Finnish <br />
| Koronkiskuri || || || <br />
|-<br />
!French <br />
| Prêteur sur gages || || || <br />
|-<br />
!German <br />
| Geldverleiher || {{CardLangVersionImage|German}} || || Du darfst ein Kupfer aus der Hand entsorgen.<br>Wenn du das tust: '''+{{Cost|3}}'''.<br />
|-<br />
!Greek <br />
| Τοκογλύφος (pron. ''tokoglyfos'') || || || <br />
|-<br />
!Hungarian <br />
| Uzsorás (lit. ''usurer'') || || || <br />
|-<br />
!Italian <br />
| Usuraio (lit. ''usurer'') || || || <br />
|-<br />
!Japanese <br />
| 金貸し (pron. ''kanekashi'') || || || +{{Cost|3}}のために、手札の銅貨1枚を廃棄してもよい。<br />
|-<br />
!Korean <br />
| 대금업자 (pron. ''daegeum-eobja'') || || || <br />
|-<br />
!Norwegian <br />
| Pengeutlåner || || || <br />
|-<br />
!Polish <br />
| Lichwiarz || {{CardLangVersionImage|Polish}} || || Wyrzuć z ręki na śmietnisko kartę Miedziaka, otrzymać +{{Cost|3}}<br />
|-<br />
!Romanian <br />
| Cămătar (lit. ''usurer'') || || || <br />
|-<br />
!Russian <br />
| Ростовщик (pron. ''rostovshshik'') || || {{CardLangVersionImage|Russian|d=1}} || Вы можете выкинуть карту Меди из руки, тогда +{{Cost|3}}.<br />
|-<br />
!Spanish <br />
| Prestamista || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MoneylenderArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=An old card that I don't think ever changed. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Moneylender should of course say "you may."<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/MilitiaMilitia2021-05-29T04:49:46Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Militia<br />
|cost = 4<br />
|kingdom = Yes<br />
|type1 = Action<br />
|type2 = Attack|illustrator = Matthias Catrein<br />
|text = +{{Cost|2}}<br>Each other player discards down to 3 cards in hand.<br />
}}<br />
<br />
'''Militia''' is an [[Action]] and [[Attack]] card from the [[Base]] set. It is the first [[handsize attack]] that most players encounter when learning [[Dominion]], making opponents discard down to three cards in hand. It is also a [[terminal silver]], meaning that it gives +{{Cost|2}} but no +Action. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Players with 3 or fewer cards in hand do not discard any cards. Players with more cards discard until they only have 3.<br />
<br />
=== Other rules clarifications ===<br />
* When attacked by Militia, you do not have to let players see all the cards you discard, just the one you leave on top of your discard pile.<br />
<br />
== Strategy ==<br />
Militia is a [[terminal silver]] and a [[handsize attack|discard attack]], meaning it provides you with extra economy while simultaneously slowing down your opponents’ turns. Generally, Militia is a strong attack. Purchasing one early on to slow down your opponents will often help you out in the long run, especially if you plan to eventually build an engine that will allow you to play it every turn. Most decks will contain exactly one Militia, as the attack does not stack.<br />
<br />
Militia is most impactful in [[Kingdom|Kingdoms]] with strong trashing but weak draw, where your opponents are more likely to have to discard useful cards and less likely to be able to operate effectively with a reduced hand size. Militia is sometimes skippable in Kingdoms with strong draw and weak [[Village (card category)|villages]], where the attack is relatively unimpactful and Militia is an inefficient use of [[terminal space]]. Strong [[junker|junking attacks]] can also make Militia skippable, as your opponents can simply discard the junk to the Militia attack.<br />
<br />
In the early game Militia is often a strong purchase. Making an opponent discard a single {{Card|Copper}} can be enough to ensure that they can’t afford what they wanted to buy. <br />
<br />
After the opening, Militia’s effectiveness depends on your opponents’ deck composition. Decks that have cleaned out their junk cards, usually in the form of {{Card|Estate}} or {{Card|Copper}} trashing, are more likely to have to discard something important. Similarly, decks that rely on having many of the same card in hand (e.g. {{Card|Silver}}-flooding [[Big Money|money]] decks) are also particularly susceptible. Decks built around [[rush]] strategies are typically unaffected by the discard attack as they typically don’t bother to trash their starting cards. Militia’s effect on [[engine|engines]] varies, but it can be quite impactful if there is not a good way to ensure reliability (such as [[duration draw]]), because it increases the chance that your opponents’ engine will [[dud]] and increases the amount of draw necessary to fully draw their deck. <br />
<br />
Militia synergizes with effects that draw cards for your opponents. For example, {{Card|Council Room}} or {{Card|Governor}} can provide you with very strong draw, at the expense of extra draw for your opponents; playing Militia afterwards helps nullify this downside by having them discard back down to 3 cards. <br />
<br />
Militia has a few counters, some more obvious than others. [[Attack immunity]] cards such as {{Card|Moat}} can block its attack, leaving your opponents unaffected. Some counters can even provide your opponents with some benefit when you play Militia. Your opponents’ {{Card|Village Green}} can be played if you use Militia while they have it in hand to discard, and [[draw-to-x|draw-to-X]] cards such as {{Card|Library}} let the opponent discard below-average cards and replace them with cards from their deck.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MilitiaOld|Militia}} || {{CardVersionImage|MilitiaDigitalOld|Militia from Goko/Making Fun}} || +{{Cost|2}}. Each other player discards down to 3 cards in his hand. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Militia|Militia}} || {{CardVersionImage|MilitiaDigital|Militia from Shuffle iT}} || +{{Cost|2}}. Each other player discards down to 3 cards in hand. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 義勇軍 (pron. ''yìyǒngjūn'', lit. ''volunteer army'') || || || <br />
|- <br />
!Czech <br />
| Milice || || || <br />
|-<br />
!Dutch <br />
| Militie || || || <br />
|-<br />
!Finnish <br />
| Nostoväki || || || <br />
|-<br />
!French <br />
| Milice || || || <br />
|-<br />
!German <br />
| Miliz || {{CardLangVersionImage|German}} || || '''+{{Cost|2}}'''<br>Jeder Mitspieler muss Karten ablegen, bis er 3 Karten auf der Hand hat.<br />
|-<br />
!Greek <br />
| Πολιτοφυλακή (pron. ''politofylake'') || || || <br />
|-<br />
!Hungarian <br />
| Polgárőrség || || || <br />
|-<br />
!Italian <br />
| Milizia || || || <br />
|-<br />
!Japanese <br />
| 民兵 (pron. ''minpei'') || || || +{{Cost|2}}。 他のプレイヤーは全員、手札が3枚になるように捨て札にする。<br />
|-<br />
!Korean <br />
| 민병대 (pron. ''minbyeongdae'') || || || <br />
|-<br />
!Norwegian <br />
| Hird || || || <br />
|-<br />
!Polish <br />
| Milicja || {{CardLangVersionImage|Polish}} || || +{{Cost|2}}. <br> Każdy z pozostałych graczy odrzuca karty, aż będzie miał ich 3 na ręce.<br />
|-<br />
!Romanian <br />
| Gardă (lit. ''guard'') || || || <br />
|-<br />
!Russian <br />
| Ополчение (pron. ''opolchyeniye'', lit. ''home guard'') || || {{CardLangVersionImage|Russian|d=1}} || +{{Cost|2}}. Каждый другой игрок сбрасывает до трёх карт в руке.<br />
|-<br />
!Spanish <br />
| Milicia || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MilitiaArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=I already told the story of this one under {{Card|Bureaucrat}}. If you skipped ahead to get to the Militia story, go back. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|Text=For Militias, it's a thought, that maybe they should check handsize and hit 2 cards, instead of "down to 3." I'd rather encourage you to get two Militias for that {{Card|Council Room}} deck. I'd rather have something like {{Event|Expedition}} not hosed as much.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/562707792088006656/563187199869321226 Dominion Discord, 2019]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/GardensGardens2021-05-29T04:47:02Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Gardens<br />
|cost = 4<br />
|kingdom = Yes<br />
|type1 = Victory<br />
|illustrator = Matthias Catrein<br />
|text = Worth '''1'''{{VP}} per 10 cards you have (round down).<br />
}}<br />
<br />
'''Gardens''' is a [[Victory]] card from the [[Base]] set. It is worth 1 {{VP}} for every 10 cards in your deck, so it is worth a lot of points when your deck is filled with lots of cards and worth very little if you have [[trash|trashed]] most of your deck. <br />
<br />
It is the simplest of the "scaling" [[alt-VP]] cards—i.e., those that are worth victory points scaled in proportion to some property of your deck.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* For example, if you have 37 cards at the end of the game, each copy of Gardens you have is worth 3{{VP}}. <br />
* Use 8 copies of Gardens in a 2-player game, 12 copies for 3 or more players.<br />
<br />
=== Other rules clarifications ===<br />
* Gardens counts all the cards you have, including cards you have in play, cards that are set aside, and cards on your [[mat]]s.<br />
<br />
== Strategy ==<br />
<br />
Gardens is the first example of [[alt-VP]] that most Dominion players will experience. Alt-VP generally provides an advantage to engine strategies versus more [[Treasure]]-oriented strategies through an indirect mechanism: While the simpler, Treasure-oriented strategy can often get an early lead on {{Card|Province|Provinces}}, the engine strategy often tries to compensate by getting additional non-Province sources of {{VP}} such as {{Card|Duchy|Duchies}} after building their deck to a state where they are gaining more than one card per turn. This is because buying Provinces may risk causing the game to end before the engine player has regained a points lead, so the engine player needs to diversify their sources of {{VP}}. In this context, Gardens provides another source of {{VP}}, which is particularly valuable in engine decks with [[gainer]]s like {{Card|Workshop}} which both lead to large decks and allow for the easy acquisition of Gardens.<br />
<br />
That being said, the advantage to engine strategies that Gardens provides is typically not very large. Gardens is often just a Duchy that costs {{Cost|4}}. In some engines with heavy trashing, Gardens can result in even fewer {{VP}} than Duchy. Thus, Gardens is primarily valuable in engines that feature very large numbers of gains or where Gardens costing {{Cost|4}} allows it to be gained significantly more easily than Duchy.<br />
<br />
Occasionally, Gardens is a centralizing card that enables a non-engine strategy called a [[rush]]. In the {{Set|Base set}}, this is typified by the [[Combo:_Workshop_and_Gardens|Workshop-Gardens rush]]. To play this strategy, you try to first gain all the {{Card|Workshop|Workshops}}, then gain all the Gardens, and finally end the game with a {{VP}} lead by emptying a third pile (often {{Card|Estate}}). This strategy is very rarely the strongest available strategy because Workshop is a weak gainer. Many Workshop variants perform similarly, but there are a few like {{card|Groom}} which can make this strategy very powerful.<br />
<br />
Even more rarely, Gardens can be centralizing for strategies that aren’t rushes, most notably [[Combo:_Beggar_and_Gardens|Beggar-Gardens]], where players try to make Gardens worth more {{VP}} than Province.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.''<br />
* [http://dominionstrategy.com/2010/12/16/dominion-gardens/ theory's 2010 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|GardensOld|Gardens}} || {{CardVersionImage|GardensDigitalOld|Gardens from Goko/Making Fun}} || Worth 1{{VP}} for every 10 cards in your deck (rounded down). || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Gardens|Gardens}} || {{CardVersionImage|GardensDigital|Gardens from Shuffle iT}} || Worth '''1'''{{VP}} per 10 cards you have (round down). || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese <br />
| 花園 (pron. ''huāyuán'') || || || || Gardens is mislabeled as an [[Action]].<br />
|- <br />
!Czech <br />
| Zahrady || || || ||<br />
|-<br />
!Dutch <br />
| Tuinen || || || ||<br />
|-<br />
!Finnish <br />
| Puutarha (note: singular) || || || ||<br />
|-<br />
!French <br />
| Jardins || || || ||<br />
|-<br />
!German <br />
| Gärten || {{CardVersionImage|Gardens German-ASS|German language Gardens}} || || Wert 1{{VP}} für je 10 Karten (abgerundet) im eigenen Kartensatz || ASS (1. Edition) translation error : added "at end of game"<br />
|-<br />
!Greek <br />
| Κήποι (pron. ''kepoi'') || || || ||<br />
|-<br />
!Hungarian <br />
| Park (lit. ''park'') || || || ||<br />
|-<br />
!Italian <br />
| Giardini || || || ||<br />
|-<br />
!Japanese <br />
| 庭園 (pron. ''teien'') || || || あなたのカード10枚 (端数切り捨て)につき '''1'''{{VP}}。||<br />
|-<br />
!Korean <br />
| 정원 (pron. ''joeng-won'') || || || ||<br />
|-<br />
!Norwegian <br />
| Park (lit. ''park'') || || || ||<br />
|-<br />
!Polish <br />
| Ogrody || {{CardLangVersionImage|Polish}} || || Ta karta jest warta '''{{VP|1}}''' za każde 10 kart twojej talii (zaokrąglając w dół). ||<br />
|-<br />
!Romanian <br />
| Grădini || || || ||<br />
|-<br />
!Russian <br />
| Сады (pron. ''sady'') || || {{CardLangVersionImage|Russian|d=1}} || Приносит 1{{VP}} за каждые 10 карт, которые у вас есть (с округлением вниз). ||<br />
|-<br />
!Spanish <br />
| Jardines || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:GardensArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=Originally the main set had a {{Card|Vineyard|different special victory card}}. I swapped this in, taking it from the 6th expansion, because this one was less narrow - there are more "tables" (sets of 10 kingdom cards) that make Gardens a viable strategy. At one point Valerie put this on a list of cards she thought could leave the main set, but I defended it and she didn't fight it. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/BureaucratBureaucrat2021-05-29T04:35:45Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bureaucrat<br />
|cost = 4<br />
|kingdom = Yes<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Matthias Catrein<br />
|text = Gain a Silver onto your deck. Each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).<br />
}}<br />
<br />
'''Bureaucrat''' is an [[Action]]-[[Attack]] card from the [[Base]] set. It is a [[gainer]] which lets you gain {{Card|Silver}} cards without buying them, and puts them on top of your deck so you can use them next turn; it also slows down your opponents by making them put [[Victory]] cards from their hands back on top of their deck. However, it gives you no {{Cost|}} to spend on the turn you play it. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* A player with no cards in their deck will have the card they put on top become the only card in their deck.<br />
<br />
== Strategy ==<br />
<br />
Bureaucrat is an extremely weak card. It does two things: it attacks your opponent and it gains a {{card|Silver}} to the top of your deck. The Attack is weak and is often only a minor annoyance. It does nothing for most of the game if your opponent is able to trash their {{Card|Estate|Estates}}. Furthermore, although gaining Silvers can be helpful, it is usually best not to have them on top of your deck. You would rather have drawing cards, such as {{card|Laboratory}}, on the top of your deck and payload cards, such as Silver, at the bottom where you can draw them later in your turn. Playing a Bureaucrat also often hurts your current turn by taking up space in your hand and using an Action but not providing any benefit until the next turn, when you draw the Silver. Since good turns now lead to better turns later, cards that do not improve your current turn can be difficult to justify.<br />
<br />
Bureaucrat is a card that is only worth getting in a few scenarios. The main use is when you can draw your deck, play the Bureaucrat, and then play another card to draw the Silver that turn. In that instance, Bureaucrat can be a relatively efficient way to increase your deck’s {{Cost}}. Alternatively, on a very weak board, gaining many Silvers can be worth it, and the top-decking can actually be helpful. Furthermore, your opponent is likely to be unable to trash their Estates and will be adding Victory cards to their deck gradually, so the attack will have more opportunities to succeed. However, even in these contexts, there is almost always some better card than Bureaucrat to be playing.<br />
<br />
===Trivia===<br />
It's technically possible to use repeated Bureaucrat plays to 'pin' your opponent indefinitely in a position where they can never do anything on their turns because they're forced to repeatedly topdeck and then draw the same 5 [[Victory]] cards. In practice, this is almost never a viable strategy.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.''<br />
* [http://forum.dominionstrategy.com/index.php?topic=1854 Titandrake's 2012 article]<br />
<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|BureaucratOld|Bureaucrat first edition}} || {{CardVersionImage|BureaucratDigitalOld|Bureaucrat from Goko / Making Fun}} || Gain a Silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards). || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Bureaucrat|Bureaucrat second edition}} || {{CardVersionImage|BureaucratDigital|Bureaucrat from Shuffle iT}} || Gain a Silver onto your deck. Each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards). || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 官員 (pron. ''guānyuán'', lit. ''administrator'') || || || 獲得一張銀幣,將銀幣放置在你的牌堆頂,其他所有人展示一張手上的分數卡,將它放到各自牌堆頂(或是展示手牌沒有分數卡)。<br />
|-<br />
!Czech <br />
| Úředník (lit. ''official'') || || || <br />
|-<br />
!Dutch <br />
| Bureaucraat || || || <br />
|-<br />
!Finnish <br />
| Byrokraatti || || || <br />
|-<br />
!French <br />
| Bureaucrate || || || <br />
|-<br />
!German <br />
| Bürokrat || {{CardVersionImage|Bureaucrat German-ASS|German version by ASS}} || || Nimm ein Silber und lege es auf deinen Nachziehstapel.<br>Jeder Mitspieler muss eine Punktekarte aus seiner Hand aufdecken und sie auf seinen Nachziehstapel legen. Spieler, die keine Punktekarte auf der Hand haben, müssen ihre Kartenhand vorzeigen. <br />
|-<br />
!Hungarian <br />
| Hivatalnok (lit. ''clerk'') || || || <br />
|-<br />
!Italian <br />
| Burocrate || || || <br />
|-<br />
!Japanese <br />
| 役人 (pron. ''yakunin'', lit. ''government official'') || || || 銀貨1枚を山札の上に獲得する。他のプレイヤーは全員、手札の勝利点カード1枚を公開し、山札の上に置く (勝利点カードがない場合、 手札を公開する)。<br />
|-<br />
!Korean <br />
| 관료 (pron. ''gwanlyo'') || || || <br />
|-<br />
!Norwegian <br />
| Byråkrat || || || <br />
|-<br />
!Polish <br />
| Urzędnik (lit. ''official'') || {{CardLangVersionImage|Polish}} || || Dodaj kartę Srebrniki - połóż ją na wierzchu swojej talii. Każdy z pozostałych graczy odkrywa kartę zwycięstwa z ręki i kładzie ją na wierzchu swojej talii (lub odkrywa rękę bez kart zwycięstwa. <br />
|-<br />
!Romanian <br />
| Birocrat || || || <br />
|-<br />
!Russian <br />
| Чиновник (pron. ''chinovnik'', lit. ''official'') || || {{CardLangVersionImage|Russian|d=1}} || Получите Серебро на верх вашей колоды. Каждый другой игрок раскрывает карту Победы из руки и кладёт её на верх своей колоды (или раскрывает руку без карт Победы). <br />
|-<br />
!Spanish <br />
| Burócrata || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:BureaucratArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Card Art ===<br />
{{Quote<br />
|Text=The art depicts the artist, [[Matthias Catrein]].<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=Okay there's a long story here.<br />
<br />
For a long time the main set had an attack that read "trash the top card of each other player's deck." As related in the BGN interview, it had 3 big problems: 1) adds way too much randomness, 2) can result in everyone stuck with a 5-card deck, 3) is otherwise weak. When it left during development, I tried replacing it with an expansion card called {{Card|Militia}}: "Each other player reveals their top card. If no-one revealed Copper, trash those cards. Otherwise, gain a Silver card." This fixed the weird-game-state problem of the previous card, and was less random, but still could make for some really unfun moments. Also it had a weird interaction with {{Card|Moat}}, the way Moat worked at the time. It made you need to resolve the attack in slo-mo. Anyway it was no good. We quickly playtested a bunch of variations on Militia and the previous card, before I realized we could go with a discard-based attack instead, and that would make Valerie a lot happier - she hated the Militia variants.<br />
<br />
The main set already had a discard-based attack. I had started with a 3rd expansion card, Bureaucracy: "+{{Cost|2}}. Each other player puts a card from his hand on top of his deck." So it turns out there's a basic problem with discard-based attacks in Dominion. Consider "each other player discards a card." If that gets played once against you in a round, it tends to do nothing at all. Twice and it ranges from mildly annoying to annoying. Three times and it's devastating. It just nukes your turn. Now, you can get the effect three times by say having each opponent in a 4-player game play it once. You don't even need {{Card|Village|Villages}} and {{Card|Throne Room|Throne Rooms}}. This effect naturally ranges from incredibly weak to incredibly broken.<br />
<br />
There are solutions of course. My first solution was to go with "each other player discards down to 3 cards." That card, with +{{Cost|2}}, made it into the set with the name Bureaucracy.<br />
<br />
Now that I needed an attack to replace Militia, I took Bureaucracy a different direction. I kept the Silver-gaining of Militia, but had it go on top of your deck to make it more interesting, and went with a discard effect that only hit Victory cards, as another way to limit how devastating the discard can be. I used the "on top of your deck" part of the original Bureaucracy to make it more different from the card then called Bureaucracy. We already had art commissioned for a card called Militia, so this card was called Militia.<br />
<br />
The original Bureaucracy had a flavor justification - putting a card back is like, you know, red tape. Bureaucracy. Slowing you down. So at this point the titles of the two cards were reversed. So we swapped them. Then, the other attacks were all guys, so Bureaucracy became Bureaucrat. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
=== Why did Bureaucrat survive the second edition? ===<br />
Donald X. has stated that if there was a third edition, Bureaucrat would be a strong contender for being removed.<br />
{{Quote<br />
|Text=<br />
It's as simple as, I only replaced 6 cards. Those cards again: {{Card|Thief}}, {{Card|Spy}}, {{Card|Chancellor}}, {{Card|Woodcutter}}, {{Card|Feast}}, {{Card|Adventurer}}.<br />
<br />
Power level was not the be-all end-all. People buy {{Card|Feast}}; it just doesn't change the game at all. They buy {{Card|Woodcutter}}; having +Buy will do that, but the whole point to the original card was to be simple, and I thought I had enough vanilla cards without it.<br />
<br />
Bureaucrat is better-to-have-exist than the replaced cards. And the incentive was to just make the most important changes.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18153.msg742114#msg742114 The Dominion Cards Lists 2017 Edition: $4 Cards, Part 1 (Bottom Half)]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/WorkshopWorkshop2021-05-29T04:34:16Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Workshop<br />
|cost = 3<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Christof Tisch<br />
|text = Gain a card costing up to {{Cost|4}}.<br />
}}<br />
<br />
'''Workshop''' is an [[Action]] card from the [[Base]] set. It is a [[gainer]], meaning it allows you to gain cards without buying them; it is limited to cards costing up to {{Cost|4}}. Other cards with similar abilities are known as [[Gainer#Workshop variants|Workshop variants]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The card you gain comes from the [[Supply]] and is put into your discard pile. <br />
* You cannot use {{Cost}} to increase how expensive of a card you gain; it always costs from {{Cost|0}} to {{Cost|4}}.<br />
<br />
=== Other rules clarifications ===<br />
* Workshop cares about the costs of cards when you play the Workshop. For example, if you play {{Card|Highway}} and then Workshop, you can gain a {{Card|Duchy}} since it now costs {{Cost|4}}.<br />
<br />
== Strategy ==<br />
Workshop is at its best when there are strong {{Cost|3}} and {{Cost|4}} cards that you want a lot of. Typically these cards are [[cantrip|cantrips]] (e.g. {{Card|Merchant}}) or [[Village (card category)|villages]] (e.g. {{Card|Village}} or {{Card|Throne Room}}). However, even when it's good, Workshop is still often a poor choice in the opening, because it is a [[terminal]] stop card that provides no {{Cost}}. This is a major drawback given that affording {{Cost|5}} cards such as {{Card|Sentry}} in the opening is a common goal. <br />
<br />
In the absence of strong targets for Workshop, it’s usually not worth going for. Using Workshop to gain {{Card|Silver|Silvers}} is slow to benefit you, and you’re probably better off just buying the Silver to begin with and using it to buy better cards. <br />
<br />
Workshop is weak compared to other up-to-{{Cost|4}} [[Gainer|gainers]]. {{Card|Ironworks}}, {{Card|Inventor}}, and {{Card|Groom}} are all examples of Workshop variants that have Workshop’s effect plus an extra bonus for {{Cost|4}}, and the bonuses these cards provide give these other variants more use cases than Workshop. However, Workshop can be valuable when it is the only way to gain multiple cards per turn, allowing you to gain engine pieces faster than an opponent with no Workshops and only a single Buy per turn. In such single-Buy [[Kingdom|Kingdoms]], the ability to build faster and gain an {{Card|Estate}} or two near the end of the game can be decisive.<br />
<br />
=== Notable synergies ===<br />
* Villages and good cantrips costing {{Cost|4}} or less<br />
* Cost reduction, e.g. {{Card|Highway}} and {{Project|Canal}}<br />
* Cheap [[alt-VP]], e.g. {{Card|Gardens}} and {{Card|Silk Road}}: Gardens is most valuable in a big deck, and Workshop makes gaining Gardens easy. Rarely, Workshop may be enough to enable a [[rush]], aiming to [[three-pile ending|pile out]] these cheap alt-VP cards and Workshop.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|WorkshopOld|Workshop}} || {{CardVersionImage|WorkshopDigitalOld|Workshop from Goko/Making Fun}} || Gain a card costing up to {{Cost|4}}. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Workshop|Workshop}} || {{CardVersionImage|WorkshopDigital|Workshop from Shuffle iT}} || Gain a card costing up to {{Cost|4}}. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 工作室 (pron. ''gōngzuòshì'') || || || <br />
|- <br />
!Czech <br />
| Dílna || || || <br />
|-<br />
!Dutch <br />
| Werkplaats || || || <br />
|-<br />
!Finnish <br />
| Työpaja || || || <br />
|-<br />
!French <br />
| Atelier || || || <br />
|-<br />
!German <br />
| Werkstatt || {{CardLangVersionImage|German}} || || Nimm dir eine Karte die bis zu {{Cost|4}} kostet <br />
|-<br />
!Hungarian <br />
| Műhely || || || <br />
|-<br />
!Italian <br />
| Officina || || || <br />
|-<br />
!Japanese <br />
| 工房 (pron. ''kōbō'') || || || コスト{{Cost|4}}以下のカード1枚を獲得する。<br />
|-<br />
!Korean <br />
| 작업장 (pron. ''jag-eobjang'') || || || <br />
|-<br />
!Norwegian <br />
| Verksted || || || <br />
|-<br />
!Polish <br />
| Warsztat || {{CardLangVersionImage|Polish}} || || Dodaj kartę kosztującą nie więcej niż {{Cost|4}}.<br />
|-<br />
!Romanian <br />
| Atelier || || || <br />
|-<br />
!Russian <br />
| Мастерская (pron. ''mastyerskaya'') || || {{CardLangVersionImage|Russian|d=1}} || Получите карту не дороже {{Cost|4}}.<br />
|-<br />
!Spanish <br />
| Taller || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:WorkshopArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=The very first version of this card was "+1 Action. -1 Buy. Gain a card costing up to 3." Hey, "-1 Buy," what's up with that? I was trying to design a card explicitly for a moneyless deck. It worked too - once in a while. Most games it was unplayable. Everyone hated it but me. Eventually I relented and dropped the -1 Buy. That version was still too narrow and well you know what it looks like now. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
=== Donald X.'s opinion ===<br />
{{Quote|Text= Workshop is great, you heard it here. It's +{{Cost|4}} +1 Buy that you can't combine. That's not exciting when you're trying to hit {{Cost|8}} or even {{Cost|5}}, but it's fantastic when you want {{Cost|4}}'s. You want {{Cost|4}}'s so often. Villages are the big thing, then other strong cantrips.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/VillageVillage2021-05-29T04:30:33Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Village<br />
|cost = 3<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Claus Stephan<br />
|text = '''+1 Card'''<br />'''+2 Actions'''<br />
}}<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''This page is about the card from the [[Base|Base game]]. For the class of related cards with similar effects, see [[Village (card category)]].''<br />
<br />
Village is an [[Action]] card from the [[Base]] set; it gives +2 Actions when you play it, increasing the number of [[terminal]] Action cards you can play in a turn. <br />
<br />
Several other cards that provide +2 Actions also have the word "village" in their names, and the general category of cards that have the effect of increasing the number of terminal Action cards you can play in a turn is often collectively referred to as [[villages]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw a card and get +2 Actions.<br />
<br />
=== Other rules clarifications ===<br />
* "+2 Actions" increases the number of [[Action]] cards you can play this turn; you do not have to play other Action cards right away, and playing them is not part of playing Village.<br />
<br />
== Strategy ==<br />
Village is an important card for [[engine|engines]], as it is one of the simplest and cheapest ways to enable a) playing [[terminal draw]] cards like {{Card|Smithy}} while retaining the ability to play any Action cards they draw, and b) playing multiple [[terminal]] cards per turn, allowing you to use more than one terminal [[payload]] card. <br />
<br />
You should only add Villages to your deck when you need to increase your [[terminal space]], or the maximum number of terminals you can play in one turn. Your terminal space is directly related to the number of Villages or [[Village (card category)|Village-like cards]] you play, and importantly has no benefit in and of itself; you need to take advantage of increased terminal space by playing more terminals. It follows that you need to line up your Villages and terminals in the same hand for this to occur. This is more likely when you have good [[deck control]] via [[thinning]] and/or [[draw]], and/or multiple Villages and terminals. <br />
<br />
As the only net benefit of playing a Village is increased terminal space, it is almost always a mistake to gain a Village during the opening turns; better to wait until you have at least a couple of terminals in your deck. Later in the game, as you build, you should aim to add Villages to increase your terminal space so that it matches your expected terminals per turn. If you’re drawing your deck, this usually means adding one Village for every terminal. If you’re not, you can sometimes get away with being overterminaled, or having more terminals than your villages can support, as you might not draw all your terminals. <br />
<br />
Village should typically be avoided in [[Big Money|money]] strategies, in which you don’t plan to obtain enough deck control to reliably line it up with your terminal Actions.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|VillageOld|Village}} || {{CardVersionImage|VillageDigitalOld|Village from Goko/Making Fun}} || '''+1 Card'''. '''+2 Actions'''. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Village|Village}} || {{CardVersionImage|VillageDigital|Village from Shuffle iT}} || '''+1 Card'''. '''+2 Actions'''. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Chinese <br />
| 村莊 (pron. ''cūnzhuāng'') || || || <br />
|- <br />
!Czech <br />
| Vesnice || || || <br />
|-<br />
!Dutch <br />
| Dorp || || || <br />
|-<br />
!Finnish <br />
| Kylä || || || <br />
|-<br />
!French <br />
| Village || || || <br />
|-<br />
!German <br />
| Dorf || {{CardLangVersionImage|German}} || || '''+1 Karte''' <br> '''+2 Aktionen'''<br />
|-<br />
!Hungarian <br />
| Falu || || || <br />
|-<br />
!Italian <br />
| Villaggio || || || <br />
|-<br />
!Japanese <br />
| 村 (pron. ''mura'') || || || '''+1 カードを引く'''。 '''+2 アクション'''。<br />
|-<br />
!Korean <br />
| 마을 (pron. ''ma-eul'') || || || <br />
|-<br />
!Norwegian <br />
| Landsby || || || <br />
|-<br />
!Polish <br />
| Wioska || {{CardLangVersionImage|Polish}} || || '''+1 karta <br> +2 akcje'''<br />
|-<br />
!Romanian <br />
| Sat || || || <br />
|-<br />
!Russian <br />
| Деревня (pron. ''dyeryevnya'') || || {{CardLangVersionImage|Russian|d=1}} || '''+1 Карта'''. '''+2 Действия'''.<br />
|-<br />
!Spanish <br />
| Aldea || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:VillageArt.jpg|thumb|right|354px|Official card art.]]<br />
In common lingo, people may refer to any card which gives +2 actions as "[[Villages|a village]]", calling the {{Card|Village}} card a "[[Vanilla]] Village", to distinguish it from the [[Villages|many other cards]] which give +2 actions and some other bonus.<br />
=== Card art ===<br />
The art for the [[Dark Ages]] card {{Card|Pillage}} is based on Village, as is (in part) that of the [[Alchemy]] card {{Card|Scrying Pool}}.<br />
=== Secret History ===<br />
{{Quote|Text=This got better and better during the very early days of the game. One of my friends always went for Village and could not win a game. So over the first few weeks I gradually improved it to its current level. It's cool to see people arguing about whether it's too good or not and well I guess to keep that interesting I should avoid commenting myself. *whistles* |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/VassalVassal2021-05-29T04:26:37Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Vassal<br />
|cost = 3<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Julien Delval<br />
|text = +{{cost|2}}<br>Discard the top card of your deck. If it is an Action card, you may play it.<br />
}}<br />
'''Vassal''' is an [[Action]] card from the [[second edition]] of the [[base]] set. If the top card of your deck is an Action, Vassal can play it; otherwise, the top card is discarded. Either way, it gives +{{Cost|2}}, making it sometimes a [[terminal silver]], and sometimes a sort of [[Peddler variant]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If the card is an Action card, you can play it, but do not have to. <br />
* If you do play it, you move it into your play area and follow its instructions; this does not use up one of your Action plays for the turn.<br />
<br />
=== Other rules clarifications ===<br />
* If you discard an Action that moves itself when it is discarded, such as {{Card|Faithful Hound}} or {{Card|Village Green}}, you may still play the Action card but won't be able to move it into play.<br />
<br />
== Strategy ==<br />
There are two cases where Vassal is a useful card. The first is when [[trashing]] is very strong so you can play an [[engine]] that is entirely or almost entirely composed of Action cards. The second is when you intend to get several cards that manipulate or inspect the top card of the deck, such as {{Card|Sentry}}, so that Vassal can be played only when it will hit an Action card. In either of these cases, it is common to avoid purchasing {{Card|Silver}} and instead purchase a Vassal or two at the start of the game to increase the {{Cost}} output of your deck. Early in the game, these Vassals will fail to hit Action cards but will help you to [[cycle]] past low-value cards like {{Card|Copper}} and {{Card|Estate}}. Later, they will hopefully often hit [[cantrips]], providing the benefits of Silver without being a [[stop card]]. This only works if you play your Vassals early enough in your turn, before drawing your deck. If [[Village (card category)|villages]] are difficult to obtain, you should be careful not to gain too many Vassals, as playing them will risk ending your turn prematurely if they hit non-Action cards or [[terminal]] Actions. At the end of the game, it often becomes difficult to make Vassals hit Action cards because your deck fills up with [[Victory]] cards, so Vassal rewards [[greening]] over a small number of turns.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date !! Notes<br />
|-<br />
| {{CardVersionImage|Vassal|Vassal}} || {{CardVersionImage|VassalDigital|Vassal from Shuffle iT}} || +{{cost|2}}. Discard the top card of your deck. If it is an Action card, you may play it. || Dominion [[Second Edition|2nd Edition]] || October 2016 || <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 家臣 (pron. ''jiāchén'', lit. ''counselor'') || || ||<br />
|-<br />
!Dutch<br />
| Vazal || || || <br />
|-<br />
!French<br />
| Vassal || || ||<br />
|-<br />
!German <br />
| Vasall || {{CardLangVersionImage|German}} || || '''+{{Cost|2}}'''<br>Lege die oberste Karte deines Nachziehstapels ab. Ist es eine Aktionskarte, darfst du sie ausspielen.<br />
|-<br />
!Japanese <br />
| 家臣 (pron. ''kashin'') || || || +{{Cost|2}}。 山札の一番上のカードを拾て札にする。 それがアクションカードの場合、 場に出して使用してもよい。<br />
|-<br />
!Polish<br />
| Wasal || || ||<br />
|-<br />
!Russian <br />
| Подданный (pron. ''poddanny'', lit. ''subject'') || || {{CardLangVersionImage|Russian|d=1}} || +{{Cost|2}}. Сбросьте верхнюю карту вашей колоды. Если это карта Действия, то можете сыграть её.<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:VassalArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=This is the new {{Card|Herald}}. Herald is +1 Card +1 Action, so Vassal is +{{Cost|2}}; a mirror image of what I did for {{Card|Harbinger}}. Originally it left the card on top, but discarding it is usually better and made the text simpler.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=16338.0 The Secret History of the Dominion 2nd Editions]<br />
}}<br />
=== Why is playing a card optional? ===<br />
{{Quote|Text=<br />
There's no story; I put you-may on Vassal, and there it is. I looked for discussion of that and didn't find any. I guess I was in a generous mood that day.<br />
<br />
It was always you-may, but the first version left the card on top; a main reason to change that was, if you play Vassal and it misses, it's a bummer that the next one is locked into missing too. And if it's not an action, often you'd like to discard the card anyway. So, it discards it. I did not anticipate {{Card|Faithful Hound}}, which is confusing there. Obv. it could have only discarded unplayed cards, to clear that up.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg822851#msg822851 Interview with Donald X.]<br />
}}<br />
=== Donald X.'s opinion ===<br />
{{Quote|Text= The Vassal deck is good times. The tricky part is that just any {{VP}} at all and it crumbles. You want to be aiming to just have that one big turn. And then you know, it's a super-cheap {{Card|Grand Market}} without the +Buy and with less control and that a {{Card|Contraband}} on {{Card|Grand Market}} doesn't stop you from getting and I could go on.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
=== Errata ===<br />
Vassal has weird interactions with {{Card|Faithful Hound}} and {{Card|Village Green}}, and it was asked it it would get errata to work more like {{Event|Gamble}}.<br />
{{Quote|Text= Uh maybe. But, separate from that, my plan is to change the rules so that you can't play a card if you can't put it into play, except for replaying cards (since otherwise players would hate me for killing {{Card|Throne Room|Throne}} / {{Card|Horse}} etc.).<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg870884#msg870884 Interview with Donald X.]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/MerchantMerchant2021-05-29T04:24:15Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Merchant<br />
|cost = 3<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Joshua Stewart<br />
|text = '''+1 Card'''<br>'''+1 Action'''<br>The first time you play a Silver this turn, +{{Cost|1}}.<br />
}}<br />
<br />
'''Merchant''' is an [[Action]] card from the [[second edition]] of the [[base]] set. It is a [[cantrip]] that gives you extra money if you are able to play a {{card|Silver}} after it.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play Merchant, you draw a card and get +1 Action. <br />
* If you end up playing a Silver later in the turn, it comes with +{{Cost|1}}. <br />
* If you play more than one Merchant, each gives you +{{Cost|1}} when you play that first Silver; but if you play more than one Silver, you only get the +{{Cost|1}} for the first Silver.<br />
<br />
=== Other rules clarifications ===<br />
* If you play Merchant after you play a {{Card|Silver}} (this is possible with expansions), you do not get +{{Cost|1}} for the {{Card|Silver}} you already played; you also do not get +{{Cost|1}} if you play another {{Card|Silver}} since it's not the first one you played.<br />
* If you play the same Merchant multiple times, such as with {{Card|Throne Room}}, each of the plays will give you +{{Cost|1}} when you play the first {{Card|Silver}}.<br />
<br />
== Strategy ==<br />
Merchant is a [[Peddler variant]], a [[cantrip]] which gives an extra {{Cost|1}}. In order to get the extra {{Cost|1}}, however, it must be combined with a {{Card|Silver}}. As a cheap cantrip, Merchant is typically a passable, if sometimes unreliable, source of {{Cost}}.<br />
<br />
It is common when building an [[engine]] to get 1-2 {{Card|Silver|Silvers}} in the early game in order to increase the likelihood of hitting higher price points. Later, however, buying more {{Card|Silver|Silvers}} is often a bad idea, because they are [[stop card]]s which interfere with your ability to draw your deck. Merchant becomes a card that you can obtain cheaply to increase your economy without harming your deck’s draw capabilities, so you will often choose to buy one on turns when you can only afford something cheap. It is also a common target for [[gainers]] like {{Card|Workshop}} and a good low-cost card to get with an extra [[Buy]]. Once you are drawing a substantial portion of your deck, you will likely find it easy to line up your Merchants with {{Card|Silver}}, and Merchants become a reliable source of {{Cost}}.<br />
<br />
Merchant is generally much less useful in a [[Big Money|money]] strategy due to a lack of [[deck control]], but can be a reasonable purchase in those focused on flooding the deck with {{Card|Silver}}, where the chance of colliding the two cards becomes sufficiently high.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date !! Notes<br />
|-<br />
| {{CardVersionImage|Merchant|Merchant}} || {{CardVersionImage|MerchantDigital|Merchant from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. The first time you play a Silver this turn, +{{Cost|1}}. || Dominion [[Second Edition|2nd Edition]] || October 2016 || <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 商人 (pron. ''shāngrén'') || || ||'''+1 卡片''' '''+1 行動''' 此回合第一次打出銀幣的時候+{{Cost|1}}。<br />
|-<br />
!Dutch <br />
| Koopman || || ||<br />
|-<br />
!French<br />
| Marchand || || ||<br />
|-<br />
!German <br />
| Händlerin (Note: explicitly feminine) || {{CardLangVersionImage|German}} || || '''+1 Karte'''<br>'''+1 Aktion'''<br>Spielst du in diesem Zug das erste Mal ein Silber aus: +{{Cost|1}}<br />
|-<br />
!Japanese <br />
| 商人 (pron. ''shōnin'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 このターン初めて銀貨を使用するとき、+{{Cost|1}}。<br />
|-<br />
!Polish<br />
| Kupiec || || ||<br />
|-<br />
!Russian <br />
| Купец (pron. ''kupyets'') || || {{CardLangVersionImage|Russian|d=1}} || '''+1 Карта'''. '''+1 Действие'''. Первый раз, когда вы играете Серебро в этот ход, +{{Cost|1}}.<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MerchantArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=A card that rewards you for having some {{Card|Silver}}s. I tried something that gave the +{{Cost|1}} on having an Action in play (and another version that wanted an Action in hand), and that was nice, but I didn't want something too much like {{Card|Conspirator}}. So, {{Card|Silver}}. Then for a long time it said "the next time" instead of "the first time." "First" is simpler except with {{Card|Black Market}}, {{Card|Storyteller}}, and {{Card|Villa}}. Simpler is better and people with just the main set do not have those cards (a [[promo]], a card from the [[Adventures|9th expansion]], a card from the [[Empires|10th expansion]]).<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=16338.0 The Secret History of the Dominion 2nd Editions]<br />
}}<br />
=== Donald X.'s opinion ===<br />
{{Quote|Text= It's easy enough to connect that you tend to get some. It doesn't stand out but I mean it gets in on the action, and sometimes you have to worry, man do I have enough {{Card|Silver}}s for this, I'm not drawing my deck, maybe I need another {{Card|Silver}}.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
=== Wording ===<br />
{{Quote|Text= <br />
Merchant really really wants to be not confusing, being in the main set. So, changing it to "the next time" is not to be done lightly. Normally for casual players, Merchant works perfectly, they are not somehow playing it off of playing a {{Card|Silver}}. So there's that; I don't like to make cards more confusing to deal with exotic cases. But, it might be a better wording; I don't really know if casual players would ask "wait how could I already have played {{Card|Silver}}" or what.<br />
<br />
There's also e.g. "once this turn, if you have a {{Card|Silver}} in play, +{{Cost|1}}." If I had cleverly had separate phases for "play treasures" and "buy cards" (it's as easy as ATBNC!) then it could just be timed for the B phase.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[https://discord.com/channels/212660788786102272/285903840660946954/835424150943170580 Dominion Discord, 2021]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/HarbingerHarbinger2021-05-29T04:14:23Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Harbinger<br />
|cost = 3<br />
|kingdom = Yes<br />
|type1 = Action<br />
|illustrator = Martin Hoffmann<br />
|text = '''+1 Card'''<br>'''+1 Action'''<br>Look through your discard pile. You may put a card from it onto your deck.<br />
}}<br />
<br />
'''Harbinger''' is an [[Action]] card from the [[second edition]] of the [[base]] set. It is a [[cantrip]] that lets you move a card of your choice from your discard pile to your deck, allowing you to reuse that card without waiting for your next [[reshuffle]].<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First draw a card and get +1 Action; then look through your discard pile, and you may put a card from it on top of your deck. <br />
* Putting a card on top is optional.<br />
<br />
== Strategy ==<br />
<br />
Harbinger is usually a weak card. As a [[cantrip]], it is often innocuous to add to your deck, but its extra effect is rarely impactful.<br />
<br />
In general, you want to be drawing as much of your deck as possible each turn. In the ideal case, this means shuffling at the end of each turn, resulting in an always-empty discard pile. In games where you can draw your whole deck—which is many of them—Harbinger is nearly useless. But it is often better than nothing, so if you only have {{Cost|3}} and there is not a better card available, you might as well grab a Harbinger.<br />
<br />
On the other hand, in kingdoms with weak draw and/or thinning where money-based strategies are more viable, you’re a lot more likely to have a discard pile, which means that Harbinger may do something useful for you. Unfortunately, in games like this Harbinger faces competition from Silver at the same price point, and Silver is a good card for money-centric games. It’s also an action card, so if you’re playing with terminal draw you have a chance of drawing it dead.<br />
<br />
The best case for Harbinger is a junker [[slog]]. Junker slogs occur when there are strong [[junking attack|junkers]] (such as {{Card|Witch}} or {{Card|Mountebank}}) and no easy way to get rid of the junk or otherwise get deck control. In these games, you will have a big deck, won't be seeing much of it in a given turn, and have key cards that you want to play as often as possible—all good signs for Harbinger. It's usually worth picking up a few, because they will help you play the key attacks more than your opponent.<br />
<br />
=== Notable Synergies ===<br />
* Junkers, especially Mountebank<br />
* {{Card|Advisor}} and {{Card|Envoy}} - when playing with these, you are likely to have good cards in your discard pile for Harbinger to topdeck.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date !! Notes<br />
|-<br />
| {{CardVersionImage|Harbinger|Harbinger}} || {{CardVersionImage|HarbingerDigital|Harbinger from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. Look through your discard pile. You may put a card from it onto your deck. || Dominion [[Second Edition|2nd Edition]] || October 2016 || <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 先鋒 (pron. ''xiānfēng'', lit. ''herald'') || || ||<br />
|-<br />
!Dutch <br />
| Voorbode || || ||<br />
|-<br />
!French<br />
| Présage || || ||<br />
|-<br />
!German <br />
| Vorbotin (Note: explicitly feminine) || {{CardLangVersionImage|German}} || || '''+1 Karte'''<br>'''+1 Aktion'''<br>Sieh deinen Ablagestapel durch. Du darfst eine Karte daraus auf deinen Nachziehstapel legen.<br />
|-<br />
!Japanese <br />
| 前駆者 (pron. ''zenku-sha'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 捨て札置き場のカードをすべて見る。 その中の1枚を山札の上に置いてもよい。<br />
|-<br />
!Polish<br />
| Zwiastun || || ||<br />
|-<br />
!Russian <br />
| Предвестник (pron. ''pryedvyestnik'') || || {{CardLangVersionImage|Russian|d=1}} || '''+1 Карта'''. '''+1 Действие'''. Посмотрите на ваш сброс. Вы можете положить карту оттуда на верх колоды.<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:HarbingerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=One day I thought, do I have any published cards that are really different from everything else in the set, that I could make new very simple versions of? I found two good candidates: {{Card|Scavenger}} (from [[Dark Ages]]) and {{Card|Herald}} (from [[Guilds]]). The Scavenger part I liked was getting a card from your discard pile; so Harbinger does that, with +1 Card +1 Action instead of +{{Cost|2}}, and without the {{Card|Chancellor}} part (phew). This was called Courier for a while, but people complained about there being both Courier and {{Card|Courtier}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=16338.0 The Secret History of the Dominion 2nd Editions]<br />
}}<br />
=== Donald X.'s thoughts on Harbinger being weak ===<br />
{{Quote|Text= You buy this when you don't want {{Card|Silver}}, then see it endlessly miss. It can totally be good though, I mean you aren't always drawing your deck every turn, and always have cards you'd rather draw than other cards.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/MoatMoat2021-05-29T04:13:37Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Moat<br />
|cost = 2<br />
|type1 = Action<br />
|type2 = Reaction<br />
|illustrator = Matthias Catrein<br />
|text = '''+2 Cards'''<br />
|text2 = When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.<br />
}}<br />
<br />
'''Moat''' is an [[Action]] and [[Reaction]] card from the [[Base]] set. When played, it gives +2 Cards, and if it is in your hand when an [[Attack]] card is played, then you can be [[attack immunity|immune to the attack]]. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* An Attack card says "Attack" on the bottom line; in this set, {{Card|Bandit}}, {{Card|Bureaucrat}}, {{Card|Militia}}, and {{Card|Witch}} are Attacks. <br />
* When another player plays an Attack card, you may reveal a Moat from your hand, before the Attack does anything, to be unaffected by the Attack - you do not reveal cards to Bandit, or put a [[Victory]] card on your deck for Bureaucrat, or discard for Militia, or gain a {{Card|Curse}} for Witch. <br />
* Moat stays in your hand, and can still be played on your next turn. <br />
* Moat does not stop anything an Attack does to other players, or for the player who played it; it just protects you personally. <br />
* Moat can also be played on your turn for +2 Cards. <br />
* If multiple Attacks are played on a turn or in a round of turns, you may reveal Moat for as many of them as you want.<br />
<br />
=== Other rules clarifications ===<br />
* Moat only gives you '''+2 Cards''' when you play it, not when you reveal it to use its Reaction ability.<br />
* The other player must play the Attack card; for example, you cannot reveal Moat when another player buys a {{Card|Noble Brigand}}.<br />
* The played card must have the Attack type; for example, you cannot reveal Moat when another player plays a {{Card|Masquerade}}.<br />
* Other players must reveal Moat before you resolve any abilities of the Attack you played. For example, you can see if anyone reveals a Moat before making your choice with {{Card|Minion}} or {{Card|Pirate Ship}}, or before deciding to use a [[Way]].<br />
<br />
== Strategy ==<br />
Moat provides [[terminal draw]] of +2 Cards, which is significantly worse than the +3 Cards present on cards such as {{Card|Smithy}}. Each {{Card|Village}} and Moat pair increases your hand size by one, rather than two with Village and Smithy, meaning you need twice as many pairs for an equivalent benefit. When used in conjunction with villages that do not draw, such as {{Card|Festival}}, Moat does not increase your hand size and the combination is highly unreliable, being very vulnerable to an unfavorable order of drawing. Moat requires a very well trashed deck and plentiful access to many drawing [[village (card category)|villages]] to work well as your primary draw card. In these conditions, you can also use it as a supplement to better draw cards when those are present, as its low price can present you many opportunities to gain them.<br />
<br />
Against attacks during your opponents' turns, Moat provides [[attack immunity]] only if you draw it in your starting 5 cards. As your deck increases in size, a single Moat becomes less and less consistent in its ability to defend. It is significantly weaker for this purpose than the other attack immunity cards. Some cards can help guarantee Moat appears in your starting hand every turn, giving full defense coverage with only one copy of Moat. For example, {{Card|Artisan}} allows you to put it back on top of your deck.<br />
<br />
Against many [[Attack|attacks]], it can be better to simply accept that you’ll be getting attacked than to add Moats to your deck for the chance they might occasionally block an attack. In the case of junking attacks such as {{Card|Witch}}, it is often more effective to focus on giving all the {{Card|Curse|Curses}} to your opponent first, instead of spending time obtaining Moats solely for defense.<br />
<br />
Unique to Moat is that each time you are attacked you have the option to receive the attack by not revealing your Moat, as occasionally an attack can be beneficial to you.<br />
<br />
Moat's defensive capabilities improve in games with more players, as you tend to be attacked more often. Junking attacks in 4 player games can add junk to your deck very quickly and you can easily receive many copies of junk between turns, making Moat more valuable when it does appear in your starting hand.<br />
<br />
=== Notable Synergies ===<br />
* {{Card|Black Cat}} - Moat is much better at defending against Black Cat compared to other attacks, as your opponents’ Black Cats are played during your turn, after you have had the chance to draw Moat into your hand.<br />
<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=1|o=1||Moat from Goko/Making Fun}} || '''+2 Cards''' <br> When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || '''+2 Cards''' <br> When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese <br />
| 護城河 (pron. ''hùchénghé'') || || || ||<br />
|- <br />
!Czech <br />
| Hradní příkop || || || ||<br />
|-<br />
!Dutch <br />
| Slotgracht || || || ||<br />
|-<br />
!Finnish <br />
| Vallihauta || || || || <br />
|-<br />
!French <br />
| Douves || || || ||<br />
|-<br />
!German <br />
| Burggraben || {{CardVersionImage|Moat German-ASS|German language Moat}} || || '''+2 Karten''' <br> Wenn ein Mitspieler eine Angriffskarte ausspielt, darfst du zuerst diese Karte aus der Hand aufdecken. Du bist dann von ihr nicht betroffen. || HiG translation error : "Then the attack has no effect for you." <br> ASS (1. Edition) translation error : "With it the attack has no effect for you."<br />
|-<br />
!Greek <br />
| Τάφρος (pron. ''tafros'') || {{CardLangVersionImage|Greek}} || || '''+2 Kάρτες''' <br> Όταν κάποιος άλλος παίχτης παίξει μία κάρτα Επίθεσης, μπορείτε να δείξετε αυτή την κάρτα αν την έχετε στο χέρι σας. Αν το κάνετε, δεν σας επηρεάζει η Επίθεση. ||<br />
|-<br />
!Hungarian <br />
| Várárok || || || ||<br />
|-<br />
!Italian <br />
| Fossato || || || ||<br />
|-<br />
!Japanese <br />
| 堀 (pron. ''hori'') || || {{CardLangVersionImage|Japanese|d=1}} || '''+2 カードを引く'''。<br>他のプレイヤーがアタックカードを便用するとき、 その解決前に、 手札からこれを公開してもよい。公開した場合、 そのアタックカードの影響を受けない。||<br />
|-<br />
!Korean <br />
| 해자 (pron. ''haeja'') || || || ||<br />
|-<br />
!Norwegian <br />
| Vollgrav || || || ||<br />
|-<br />
!Polish <br />
| Fosa || {{CardLangVersionImage|Polish}} || || '''+2 karty''' <br>Kiedy inny gracz zagrywa kartę ataku, możesz odkryć tę kartę z ręki. Jeśli to zrobisz, to atak cię ominie. ||<br />
|-<br />
!Romanian <br />
| Șanț || || || ||<br />
|-<br />
!Russian <br />
| Ров (pron. ''rov'') || || {{CardLangVersionImage|Russian|d=1}} || '''+2 Карты'''.<br>Когда другой игрок играет карту Атаки, вы можете раскрыть эту карту из руки, тогда Атака вас не затронет. || <br />
|-<br />
!Spanish <br />
| Foso || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MoatArt.jpg|thumb|right|354px|Official card art.]]<br />
[[Image:MoatOldArt.jpg|thumb|right|287px|First edition card art.]]<br />
<br />
=== Card Art ===<br />
Moat is the only card to have its art changed with the release of the [[second edition]]s, albeit subtly (one [[Event]], {{Event|Pathfinding}} also had its artwork adjusted).<br />
{{Quote<br />
|Text= The artwork for Moat is different - just tinted blue - because [[Matthias Catrein|the artist]] is also the layout guy and I guess this was something he regretted, not having the art match the frame.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://boardgamegeek.com/article/23765120#23765120 Dominion and Intrigue second editions]<br />
}}<br />
<br />
=== Secret History ===<br />
{{Quote|Text=The very first Moat just stopped one attack and was discarded. That was pretty weak, so I gradually improved it. Also I felt like it was important that you be able to do something with Moat even if no attacks were on the table, for people who wanted to just deal out 10 random cards and play with them. When Valerie got her copy, the card either drew 2 cards or was discarded to stop an attack, but during the time between then and when development started, I changed it so you just revealed it to stop attacks - you could stop multiple attacks with it, and then still play it to draw cards on your turn. For a while Valerie or Dale thought this might be too good, and we tested a version you had to discard, but eventually the stronger version won out. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/ChapelChapel2021-05-29T04:02:13Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Chapel<br />
|cost = 2<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = Trash up to 4 cards from your hand.<br />
}}<br />
<br />
'''Chapel''' is a [[trasher]] from the [[Base]] set. It is regarded as one of the [[List of Cards by Qvist Rankings#cards|best card]]s costing {{Cost|2}} in the game (and one of the most powerful cards overall relative to its cost) because of its ability to quickly improve deck quality, namely by trashing {{Card|Estate|Estates}} and {{Card|Copper|Coppers}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You cannot trash the Chapel itself, since it is not in your hand after you play it.<br />
=== Other rules clarifications ===<br />
* When you trash any cards with "when you trash this" abilities, you trash all the cards first, then pick an order to resolve things that happen due to trashing them.<br />
<br />
== Strategy ==<br />
Chapel is widely considered to be one of the strongest cards in the game. It is one of the fastest trashers, allowing a player to quickly trash away their starting cards (and any other junk cards), and should usually be gained on [[Opening|turn 1 or 2]].<br />
<br />
Trashing cards is usually very powerful. The {{Card|Copper|Coppers}} and {{Card|Estate|Estates}} you start with are very weak, and get in the way of drawing much more powerful cards that you will be gaining during the course of the game. By removing these weak cards as soon as possible:<br />
* You start drawing hands with a higher proportion of powerful cards, enabling much stronger turns.<br />
* You are more likely to pair up cards that want to be drawn together, such as {{Card|Village}} and {{Card|Smithy}}.<br />
* By having a small deck of few cards, you do not need to purchase as many draw cards, which makes drawing and playing all your cards each turn much easier.<br />
* You can focus on playing the powerful cards you really want to be using, such as {{Card|Witch}} and {{Card|Artisan}} more often.<br />
<br />
Players should trash as many Coppers and Estates as they can the first time they draw Chapel to reduce the size of their deck as quickly as possible. Take care on subsequent plays; Copper is weak, but you can be reliant on them for money early in the game.<br />
<br />
It is especially important to trash early when [[junking attack]]s like Witch are present. Trashing quickly prepares your deck for the incoming {{Card|Curse|Curses}}, as a small deck can more easily draw Chapel and Curse in the same hand. Additionally, when your deck is small you can play your own Witches more often, hopefully giving most of the Curses to your opponent first.<br />
<br />
===Notable Synergies ===<br />
* Events that let you play Chapel on turn 2 (e.g. {{Event|Summon}}, {{Event|Travelling Fair}}, {{Event|Demand}})<br />
* {{Event|Alms}} allows you to still purchase a card on the early turns where you play Chapel to trash 4 cards, working around the disadvantage of Chapel preventing you from building on these turns.<br />
* {{Event|Advance}} allows you to buy Chapel on both opening turns, improving the odds of trashing very quickly, then trade them in for very powerful cards when they are eventually drawn together.<br />
* Opening {{Project|Silos}} with Chapel gives you a high likelihood of being able to trash with Chapel on both turns 3 and 4, while also trashing Estates first.<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''<br />
* [http://dominionstrategy.com/2010/11/17/dominion-chapel/ theory's 2010 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|ChapelOld|Chapel}} || {{CardVersionImage|ChapelDigitalOld|Chapel from Goko/Making Fun}} || Trash up to 4 cards from your hand. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Chapel|Chapel}} || {{CardVersionImage|ChapelDigital|Chapel from Shuffle iT}} || Trash up to 4 cards from your hand. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese <br />
| 禮拜堂 (pron. ''lǐbàitáng'') || || || 移除你手上至多四張卡片。<br />
|- <br />
!Czech <br />
| Kaple || || || <br />
|-<br />
!Dutch <br />
| Kapel || || || <br />
|-<br />
!Finnish <br />
| Kappeli || || || <br />
|-<br />
!French <br />
| Chapelle || || || <br />
|-<br />
!German <br />
| Kapelle || {{CardLangVersionImage|German}} || || Entsorge bis zu 4 Karten aus deiner Hand.<br />
|-<br />
!Greek <br />
| Παρεκκλήσι (pron. ''parekklesi'') || || || <br />
|-<br />
!Hungarian <br />
| Kápolna || || || <br />
|-<br />
!Italian <br />
| Cappella || || || <br />
|-<br />
!Japanese <br />
| 礼拝堂 (pron. ''reihaidō'') || || {{CardLangVersionImage|Japanese|d=1}} || 手札から4枚以下のカードを廃棄する。<br />
|-<br />
!Korean <br />
| 예배당 (pron. ''yebaedang'') || || || <br />
|-<br />
!Norwegian <br />
| Kapell || || || <br />
|-<br />
!Polish <br />
| Kaplica || {{CardLangVersionImage|Polish}} || || Wyrzuć na śmietnisko maksymalnie 4 kartę z ręki.<br />
|-<br />
!Romanian <br />
| Capela || || || <br />
|-<br />
!Russian <br />
| Часовня (pron. ''chasovnya'') || || {{CardLangVersionImage|Russian|d=1}} || Выкиньте до четырёх карт из руки.<br />
|-<br />
!Spanish <br />
| Capilla || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ChapelArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=This started out "trash any number of cards" and went to the ever-so-slightly weaker "trash up to 4 cards." I tested a version with "trash up to 3 cards." It was horrible. Just, way slower than the current version, like you wouldn't believe. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
=== Why does it cost 2? ===<br />
{{Quote|Text=<br />
As noted I think it's correctly priced; the issue is whether that text should be a card, not what it should cost if it does. I think it's great that sometimes trashing is so easy. The question then is if the main game is the best place to have one of those. The argument is that new players don't understand trashing immediately, and having such a blatant extreme trasher helps. And then it retains value for experienced players, by changing the game so much but still leaving plenty of room to be the better player.<br />
<br />
I don't know how much it actually helps new players. But when working on 2E I wasn't ever thinking, at last, my chance to get rid of Chapel. If I had replaced just one card for high power level it would have been {{Card|Witch}} instead (replacing it with another {{Card|Witch}}). As you can see, that didn't happen either. The cards that left were the ones that don't contribute enough to making the game different; mostly this is by being weak, though in {{Card|Feast}}s case it's just by not changing anything.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg718461#msg718461 Interview with Donald X.]<br />
}}<br />
{{Quote|Text=<br />
At {{Cost|2}} it's more available for people choking on {{Card|Curse}}s (not saying it saves them, but they like being able to get it). At {{Cost|3}} you trade "the {{Cost|5}}/{{Cost|2}} is extra good" for "the {{Cost|5}}/{{Cost|2}} is extra bad," which is a wash.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg674234#msg674234 Interview with Donald X.]<br />
}}<br />
=== Why is religion associated with trashing? ===<br />
{{Quote|Text=<br />
Well this one is easy. When you trash {{Card|Copper}}s and {{Card|Estate}}s, you're giving them to charity, and when you trash {{Card|Curse}}s, that's an exorcism.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=110.msg1078#msg1078 Dominion: Awesome Mechanics; Meh Flavor]<br />
}}<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/CellarCellar2021-05-29T03:56:27Z<p>Crlundy: /* FAQ */</p>
<hr />
<div>{{Infobox Card<br />
|name = Cellar<br />
|cost = 2<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = '''+1 Action'''<br/>Discard any number of cards, then draw that many.<br />
}}<br />
<br />
'''Cellar''' is an [[Action]] card from the {{Set|Base}} set that acts as a [[sifter]], replacing cards you do not want in your hand with an equal number of cards from the top of your [[deck]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Choose any number of cards from your hand; discard them all at once; then draw as many cards as you actually discarded. <br />
* If this causes you to shuffle, you will shuffle in the cards you discarded. <br />
* You do not have to let players see any but the top card discarded; however the number of cards you discard is public.<br />
=== Other rules clarifications ===<br />
* You cannot discard the Cellar itself, since it is not in your hand after you play it.<br />
<br />
== Strategy ==<br />
Cellar is a weak sifting card. Cellar’s main drawbacks are that you discard before drawing, and that it decreases your handsize by one. Cellar’s main advantage is that the opportunity cost to gain one is usually low. Cellar is best played from a large starting handsize, when you can discard more [[stop card|stop cards]] at once.<br />
<br />
Cellar works best in Kingdoms with limited or no [[trashing]] but strong [[draw]], where its cycling can be most useful. It can help you find good cards in a [[slog|sloggy]] deck (such as when facing a {{Card|Witch}}), and can make some [[engine|engines]] more reliable. But in a slim, Treasure-less engine in a trashing-heavy game, Cellar is usually unnecessary. <br />
<br />
=== Notable Synergies ===<br />
* Cards that interact with discarding (e.g. {{Card|Village Green}})<br />
* Cards that increase starting handsize (e.g. {{Card|Tactician}})<br />
<br />
===External strategy articles===<br />
''Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.''<br />
* [http://dominionstrategy.com/2010/11/15/cellar/ theory's 2010 article]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|CellarOld|Cellar}} || {{CardVersionImage|CellarDigitalOld|Cellar from Goko/Making Fun}} || '''+1 Action'''. Discard any number of cards. +1 Card per card discarded. || Dominion 1st Edition || October 2008 <br />
|-<br />
| {{CardVersionImage|Cellar|Cellar}} || {{CardVersionImage|CellarDigital|Cellar from Shuffle iT}} || '''+1 Action'''. Discard any number of cards, then draw that many. || Dominion [[Second Edition|2nd Edition]] || October 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese <br />
| 地窖 (pron. ''dìjiào'') || || {{CardLangVersionImage|Chinese|d=1}} ||'''+1 行動'''。 棄掉任意張數的卡片,抽取相同數量的卡片。<br />
|- <br />
!Czech <br />
| Sklepení (lit. ''vault'') || || ||<br />
|-<br />
!Dutch<br />
| Kelder || || ||<br />
|-<br />
!Finnish <br />
| Kellari || || || <br />
|-<br />
!French <br />
| Cave || {{CardLangVersionImage|French}} || {{CardLangVersionImage|French|d=1}} || '''+1 Action'''. Défaussez autant de cartes que vous voulez, puis piochez-en le même nombre.<br />
|-<br />
! German <br />
| Keller || {{CardVersionImage|Cellar German-ASS|German language Cellar by ASS ALtenburger}} || {{CardVersionImage|CellarDigitalGerman|German language Cellar by Dominion Online}} || '''+1 Aktion'''<br>Lege eine beliebige Anzahl Karten aus deiner Hand ab. Für jede abgelegte Karte ziehst du eine Karte.<br />
|-<br />
!Hungarian <br />
| Pince || || ||<br />
|-<br />
!Italian <br />
| Sotterraneo || || ||<br />
|-<br />
!Japanese <br />
| 地下貯蔵庫 (pron. ''chika chozōko'') || || {{CardLangVersionImage|DigitalJapanese}} || '''+1 アクション'''。 好きな枚数のカードを捨て札にし、 同じ枚数のカードを引く。<br />
|-<br />
!Korean <br />
| 저장고 (pron. ''jeojang-go'') || || || <br />
|-<br />
!Norwegian <br />
| Kjeller || || || <br />
|-<br />
!Polish <br />
| Piwnica || {{CardLangVersionImage|Polish}} || || '''+1 akcja''' <br>Odrzuć dowolną liczbę kart. +1 karta za każdą odrzuconą kartę.<br />
|-<br />
!Romanian <br />
| Pivniţă || || || <br />
|-<br />
!Russian <br />
| Погреба (pron. ''pogryeba'', Smart Ltd)<br>Погреб (pron. ''pogryeb'', [[Dominion Online]]) || || {{CardLangVersionImage|Russian|d=1}} || '''+1 Действие'''. Сбросьте любое число карт, затем вытяните столько же.'''<br />
|-<br />
!Spanish <br />
| Sótano || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:CellarArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=The oldest version of this didn't give you +1 Action. It obviously needed it, got it early on, and survived unscathed since. |Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards]<br />
}}<br />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/PilgrimagePilgrimage2021-05-28T22:24:59Z<p>Crlundy: /* Other Rules clarifications */</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Event<br />
|name = Pilgrimage<br />
|cost = 4<br />
|set = Adventures<br />
|type1 = Event<br />
|illustrator = Garrett DeChellis<br />
|text = Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.<br />
}}<br />
<br />
'''Pilgrimage''' is an [[Event]] from [[Adventures]]. It flips the [[Adventures tokens#Journey token|Journey token]] and if the token ends face up, allows you to [[Gain|gain]] a copy of up to three differently named cards you have in play.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* At the start of the game, place your Journey token (the one with the boot) face up. <br />
* You can only buy this once per turn. <br />
* When you do, turn your Journey token over. <br />
* Then if it is face down, nothing more happens. <br />
* If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each. <br />
* The copies you gain come from the Supply and are put into your discard pile. <br />
* So, every other time you buy this, you will gain up to 3 cards. <br />
* It does not matter what turned over the Journey token; you could turn it face down with {{Card|Ranger}}, then face up with Pilgrimage.<br />
=== Other Rules clarifications ===<br />
* You cannot gain copies of cards that are not from the [[Supply]], such as {{Card|Mercenary}} or {{Card|Disciple}}.<br />
* You can gain cards costing {{Cost|P}} or {{Debt}}.<br />
* You choose the cards to gain before gaining any of them. Once chosen, you gain each card even if it leaves play and cannot choose new cards that are put into play.<br />
<br />
== Strategy ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=14050.0 Original article] by jsh357''<br />
<br />
''"The pilgrimage has gained momentum / Take a turn, take a turn / Take a fortune, take a fortune"''<br />
- Michael Stipe<br />
<br />
At first it might seem like Pilgrimage is more trouble than it's worth. You have to spend two turns and {{Cost|8}} to get its effect, and that can be quite a lot of opportunity cost on many boards. Things get rosier when you realize you are gaining three cards you have in play of any cost. This means you can gain another Gold. It means you can gain another {{Card|King's Court}}. It means you can gain another {{Card|Familiar}} or {{Card|Possession}}. {{Card|Grand Market}} has an amazing synergy too.<br />
<br />
I think the implications there are fairly obvious. You're spending a measly {{Cost|8}} (really {{Cost|4}} two times, which is a whole lot different from {{Cost|8}}) on cards that could be worth a whole lot more. However, I'd argue Pilgrimage is still pretty sweet when you are gaining cheaper cards with it. The important thing here is that in most cases, Pilgrimage is gaining you cards that you certainly want more of in your engine. Most engines like having parts in mass: draw cards, villages, gainers, money earners, and so on. By adding more of these cards to your deck in one fell swoop, you are adding a lot of value at hopefully little stopping risk. <br />
<br />
Of course, you want to be careful what you gain. If your turns contain {{Card|Village}}, {{Card|Smithy}}, {{Card|Market}}, and {{Card|Militia}}, odds are your Pilgrimages should be netting you Villages and Markets primarily with a few Smithies sprinkled in. Odds are you don't want to add another Militia. The more cantrips and nonterminal actions you can add, the better. It might seem like adding a bunch of Gold and {{Card|Woodcutter|Woodcutters}} could net you a lot of money, but remember that having a starting hand of five stop cards means you are doing no better than your initial hand in a turn. This is where deckbuilding skill comes in to play, and it's why I predict we will see better players using Pilgrimage more often. Pilgrimage is not an event you should trigger without a plan.<br />
<br />
Setting up your Pilgrimage takes a bit of finesse. You need to spend a spare buy on a {{Cost|4}} that nets you nothing. The upside of this is that by the time you have a deck worth playing Pilgrimage with, hopefully there are not very many {{Cost|4}} or fewer options you would consider worth a single buy. The prospect of gaining three helpful cards next turn should outweigh the lost opportunity. There are some instances where it might not! If an important pile is about to be drained, you should probably buy the last card in that pile instead, for example. Certain situations are nice for buying that dead Pilgrimage too, particularly in Adventures-heavy games. Opponent played a {{Card|Swamp Hag}}? Might as well set up your Pilgrimage this turn. You went on a {{Event|Mission}}? Pilgrimage away. Of course, speaking more generally, there are times where you might end up with a bad draw. It happens to the best of us. Often you do have {{Cost|4}} on those draws, though, so Pilgrimage is likely to be a strong option as long as you have a good potential to profit off the Event soon.<br />
<br />
I should quickly mention that Pilgrimage can be combined with {{Card|Ranger}} or {{Card|Giant}} to flip the Journey token around. Of course, remember that if you use this combination you are losing the effect of one of the Journey token users, so it had better be worth doing.<br />
<br />
Finally, one of the considerations when using Pilgrimage is that it can only gain cards that are put in play. This means you are not going to be able to gain Provinces or Colonies, which means that Pilgrimage is only useful in the endgame if you are planning to run piles. Good engines typically do want to have that option available, so Pilgrimage is quite nice in the endgame as long as you can end on a point lead, but if things are down to the wire and you need points, not pile control, it is probably not worth setting up a Pilgrimage over gaining points. Don't throw all your eggs in a basket that might have a hole in it.<br />
<br />
The short version:<br />
* Pilgrimage can gain cards that are very expensive or awkward to buy as long as you already have one<br />
* Pilgrimage is worth using when you want multiples of the same cards in your deck, particularly in an engine<br />
* Some cards, particularly in Adventures, help you set up a Pilgrimage, so always consider those options when they are available<br />
* Consider using Pilgrimage in the endgame for pile control, but remember it cannot gain the big victory cards unless Donald releases an Inheritance for Provinces in a future set.<br />
<br />
=== Synergies ===<br />
{{Card|Giant}} and {{Card|Ranger}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{LandscapeVersionImage|PilgrimageOld|Pilgrimage}} || {{LandscapeVersionImage|PilgrimageDigitalOld|Pilgrimage from Goko/Making Fun}} || Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each. || Adventures 1st Edition || April 2015<br />
|-<br />
| {{LandscapeVersionImage|Pilgrimage|Pilgrimage}} || {{LandscapeVersionImage|PilgrimageDigital|Pilgrimage from Shuffle iT}} || Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each. || Adventures [[Second Edition|2nd Edition]] || August 2017<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Bedevaart || || || ||<br />
|-<br />
!Finnish<br />
| Pyhiinvaellus || || || ||<br />
|-<br />
!French<br />
| Pèlerinage || || || ||<br />
|-<br />
!German<br />
| Pilgerfahrt ||{{LandscapeLangVersionImage|German}}|| || Einmal pro Zug: Drehe deinen Reise-Marker um. Liegt die Vorderseite oben: Wähle bis zu 3 Karten mit unterschiedlichem Namen, die du im Spiel hast und nimm dir jeweils eine davon. ||<br />
|-<br />
!Japanese<br />
| 巡礼 (pron. ''junrei'') || || || 1ターンに1度のみ:旅人トークンを裏返し(開始時は表向き)、表向きになった場合、 場のカードを3種類まで選び、それらと同じカードを1枚ずつ獲得する。 ||<br />
|-<br />
!Russian<br />
| Паломничество (pron. ''palomnichestvo'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PilgrimageArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=Originally it didn't say "once per turn." It was too attractive to pay {{Cost|8}} and 2 Buys for.<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>Crlundyhttps://wiki.dominionstrategy.com/index.php/InheritanceInheritance2021-05-28T21:59:32Z<p>Crlundy: /* FAQ */ Official FAQ as advised by Donald X.</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Event<br />
|name = Inheritance<br />
|cost = 7<br />
|set = Adventures<br />
|type1 = Event<br />
|illustrator = Mark Poole<br />
|text = Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")<br />
}}<br />
<br />
'''Inheritance''' is an [[Event]] from [[Adventures]]. It allows {{Card|Estate|Estates}} for the buyer to become [[Action|Actions]] and [[emulator|emulate]] the effects of a particular non-[[Command]] Action from the [[Supply]] during their turns.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You can only buy this once per game. When you do, set aside a non-[[Command]] [[Action]] card from the [[Supply]] that costs up to {{Cost|4}}, and put your [[Estate token]] on it.<br />
* This is not [[gain]]ing a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card in your deck when scoring.<br />
* For the rest of the game, on your turns, {{Card|Estate|Estates}} are also Action cards (in addition to still being [[Victory]] cards), and when you play one, it [[emulator|plays the card]] you set aside, leaving it set aside. If that effect [[Stop-Moving rule|tries to move the set aside card]], it fails. If the set aside card has a "while this is in play" or "when discarded from play" effect, that will not do anything; the card is never in play.<br />
* Leave the {{Card|Estate}} in play until the [[Clean-up]] of the turn the card it played would have left play. Normally that means you will discard it that turn, but if the card is a [[Duration]] card, it will stay out like the Duration card would have, and if the card is something like {{Card|Throne Room}} and used to play a Duration card, it will stay out the same way {{Card|Throne Room}} itself would have.<br />
* If the set aside card is from a pile you have a +1 Action or similar token on, you will get that effect when playing it.<br />
* All {{Card|Estate|Estates}} are affected, including ones in the Supply and ones other players have; for example this means you could gain one with {{Event|Seaway}}.<br />
* The set aside card does not need to continue costing {{Cost|4}} or less; it only has to when Inheritance is bought.<br />
* The card cannot be a Command card; Command cards are certain cards that can play other cards without moving them, including {{Card|Band of Misfits}}, {{Card|Overlord}}, and {{Card|Captain}}.<br />
<br />
=== Official FAQ for prior version ===<br />
* You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to {{Cost|4}}, and put your [[Adventures_tokens#Estate_token|Estate token]] on it (the one depicting a house).<br />
* This is not gaining a card, and does not count for things that care about gaining, such as {{Card|Treasure Hunter}}; however at the end of the game, include the card in your deck when scoring. <br />
* For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a {{Card|Port}}, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions. <br />
* This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. <br />
* This only affects your own Estates, not Estates of other players. <br />
* An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with {{Card|Masquerade}} (from Intrigue). <br />
* An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to {{Card|Possession}} (from [[Alchemy]]) or {{Card|Trader}} (from [[Hinterlands]]). <br />
* There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to {{Cost|4}}; it may be a [[Duration]] card, a [[Reaction]] card, and so on. <br />
* It does not have to continue costing up to {{Cost|4}}, it only has to cost up to {{Cost|4}} when set aside. <br />
* Your Estates are still worth 1 {{VP}} when scoring at the end of the game. <br />
* Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for {{Card|Young Witch}} from [[Cornucopia]] even if the copied pile is the Bane). <br />
* Starting Estates come from the Estates pile.<br />
<br />
==== Other rules clarifications for prior version ====<br />
Most Inheritance confusions are an issue of ''timing'' or ''ownership''.<br />
* After you buy an {{Card|Estate}}, it becomes yours, and "when you buy this" abilities happen, then "when you gain this" abilities. After you gain an Estate without buying it, it becomes yours, and "when you gain this" abilities happen.<br />
** If you Inherit a {{Card|Grand Market}}, you can buy an Estate with Copper in play, because Estate does not have the abilities of Grand Market until after you already bought it.<br />
** If you Inherit a {{Card|Nomad Camp}} and buy an Estate, it is gained onto your deck; if you gain an Estate without buying it, it is gained to your discard pile, because Estate does not have the abilities of Nomad Camp until after you already gained it to your discard pile.<br />
* If you Inherit a {{Card|Fortress}} and trash one of your Estates, you put it into your hand and the Estate is still yours; if you trash an Estate that was not yours, such as trashing and Estate form the [[Supply]] with {{Event|Salt the Earth}}, you do not put it into your hand and it is not yours.<br />
* Some cards [[gain]] a card, and then care what [[type]]s the gained card has. They check what types the card has after it is gained, when it it yours; for example if you Inherit a {{Card|Village}} and {{Card|Ironworks}} an Estate, you get +1 Card and +1 Action.<br />
* Some cards [[trash]] a card, and then care what types the trashed card has. They check what types the card has after it is trashed, when it is not yours; for example if you Inherit a Village and {{Card|Sacrifice}} an Estate, you get +{{VP|2}} only (and not +2 Actions).<br />
** Fortress does not end up in the trash pile when trashed, and so it is still yours; for example if you Inherit a Fortress and Sacrifice an Estate, you get +2 Actions and +{{VP|2}}.<br />
* Your Estates '''do not''' have the abilities and types of the set aside card when scoring. This is a change from the original rules.<br />
* Your Estates do not have the name or cost of the set aside card. For example:<br />
** If you Inherit a card and play {{Card|Baron}}, you can still discard an Estate.<br />
** If you Inherit a {{Card|Treasure Map}} and play an Estate, you trash the Estate and a Treasure Map from your hand - you cannot trash an Estate from your hand - but did not trash 2 cards named Treasure Map, and so do not gain any {{Card|Gold|Golds}}.<br />
** If you Inherit a {{Card|Border Village}} and gain an Estate, you gain a card that is cheaper than Estate.<br />
** If you Inherit a {{Card|Crossroads}} and play an Estate, you can never get +3 Actions because it is not the first time you played a card named Crossroads that turn; you do get +3 Actions the first time you play a Crossroads each turn, even if you played an Estate earlier that turn.<br />
** If you Inherit a {{Card|Rats}} and play an Estate, you gain a Rats - you cannot gain an Estate - and then trash a card from your hand that is not a Rats, but can be an Estate.<br />
* Estates in the Supply are not yours; they are normal Estates. The Estate Supply pile is not an Action pile. For example:<br />
** {{Card|University}} cannot gain Estates.<br />
** You cannot move [[Adventures tokens]] to the Estate Supply pile.<br />
** You cannot play {{Card|Band of Misfits}} as an Estate in the Supply.<br />
* Under extremely rare circumstances is it possible to play an Estate as a card an opponent Inherited; see [http://forum.dominionstrategy.com/index.php?topic=18598.msg756482#msg756482 this post] for details. This issue was solved with the current revised version of Inheritance.<br />
<br />
== Strategy ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=16029.0 Original article] by faust''<br />
<br />
It is the craziest Event in Dominion so far (Sorry, {{Event|Donate}}). It impacts the game like few other card-shaped things do, sometimes completely warping the way you approach building your deck. And, I think, it is still heavily underrated by a large part of the player base.<br />
<br />
In this article, I try to highlight two different ways to incorporate Inheritance into your strategy, and also offer some thoughts on when going for Inheritance is the wrong move. This we will start with, because it is the easiest part.<br />
<br />
===When to not go for Inheritance===<br />
If you see Inheritance in a [[kingdom]], your first impulse should always be to ask yourself "Can I make Inheritance work here?" In most cases, you will want to use Inheritance, but there are boards on which you don't. Aside from obvious cases like, there is no possible Inheritance target, you should look for these conditions:<br />
<br />
* Do you start with Estates?<br />
* Is there a [[non-terminal]] action costing {{Cost|4}} or less?<br />
* Is there an easy way to buy/gain multiple Estates in a single turn?<br />
<br />
If you answered at least two of these questions with "no", then you can probably ignore Inheritance. On the other hand, if you answered at least two of these with "yes", chances are you want to go for Inheritance in some way.<br />
<br />
This evaluation is the easy part. But how to incorporate Inheritance into your strategy? There are two different strategy archetypes for this. I will outline them first and then talk a bit about when to go for which.<br />
<br />
===The Inheritance Rush===<br />
In an Inheritance Rush, your first and most important goal is to buy Inheritance as soon as possible. After that, if your opponent also goes for Inheritance, your next move is usually to try and win the Estate split.<br />
<br />
To reach your first goal, you must throw some of your Dominion wisdom out of the window: [[trasher|Trashing]] is not a priority. Instead, you should focus on getting {{Cost|7}}. {{Card|Copper}}-trashing can still be worth it if it also provides economy (like {{Card|Moneylender}}/{{Card|Counterfeit}}) or cycling (like {{Card|Spice Merchant}}). But you want to hold on to your starting Estates, if you have those. This strategy wants to open with cards that can spike high price points ({{Card|Baron}} excels at this; but even {{Card|Coppersmith}} or {{Card|Death Cart}} can be worth it). Events such as {{Event|Save}} or {{Event|Expedition}} are a big help too.<br />
<br />
Also, remember that you will soon get three copies of some card at once; you may want to delay buying those. If your plan is to inherit {{Card|Village|Villages}}, don't buy one when you have only 2-3 [[terminal]]s in your deck.<br />
<br />
Once you managed to murder your parents and snatch the Inheritance, often you will want to get as many Estates as possible. They're good for your deck, and winning the split provides a comfortable {{VP}} lead over your opponent without slowing you down. At this point, you will need to add +buy and gainers to your deck, which you probably didn't want earlier since they don't help you reaching {{Cost|7}}.<br />
<br />
After the Estates have drained, you should have put together a decent deck. From then on it's just usual Dominion play until the end.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160509/log.0.1462806702701.txt Game 1] - Here I focus on economy early on (opening Moneylender/{{Card|Silver}}) while my opponent chooses a more traditional trashing approach with {{Card|Amulet}}. I never gain more Estates, but choosing the Inheritance Rush is still worth it.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160616/log.0.1466111883585.txt Game 2] - Here my opponent and I both choose to build similar [[engine]]s, but due to using Inheritance, I get a sizable lead in {{VP}} and villages, prompting my opponent to resign.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160506/log.0.1462561994539.txt Game 3] - again I forego trashing in favor of more sifting ({{Card|Dungeon}}), and use a spiking card ({{Card|Wine Merchant}}) to get to Inheritance quickly.<br />
<br />
===Inheritance as support===<br />
Sometimes, the Rush is not the way to go, but Inheritance may still be useful. If Inheritance is only used as support, then you play the game much like a usual game, but at some point - maybe instead of your first {{Card|Province}} - you buy Inheritance. Playing "normally" means you focus more strongly on trashing, maybe even trashing your starting Estates.<br />
<br />
You will reach {{Cost|7}} much later in such games, and then you have to ask yourself whether Inheriting is still better than greening. Often enough, it will be.<br />
<br />
There is less to say about this way to play Inheritance, since it is less a strategy on its own and more fitting Inheritance into whatever strategy you were already playing.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160514/log.0.1463232064193.txt Game 4] - here, the presence of Sea Hag turns the game into a [[slog]], which means getting to {{Cost|7}} will be hard. You still want to get Inheritance since {{Card|Ironmonger}} is such a juicy target.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160603/log.0.1464985407273.txt Game 5] - here, lack of amazing targets means that building the engine takes precedence over inheriting, which is why I open {{Card|Loan}}. I still luck into an early {{Cost|7}} thanks to {{Event|Borrow}}.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160710/log.0.1468131593118.txt Game 6] - my opponent goes for the Rush, while I focus on getting to {{Card|Champion}} first. That turns out to be important, as I can later destroy his deck with inherited {{Card|Page|Pages}} and {{Card|Warrior|Warriors}}.<br />
<br />
===When to go for which strategy===<br />
Now that we saw both ways to play Inheritance, let's tackle the most important question: When do you want to do which? Obviously, that one is not easy to answer. The main reason not to go for a rush are [[attack]]s. Going for the Rush often means delaying the attack, which is particularly bad with [[junker|junking]]. Also, most attacks will actively prevent the other player from getting to {{Cost|7}} anytime soon.<br />
<br />
The other thing to consider is: would you normally open with the card you want to inherit? If your inheritance target is best in the earlier game stages, then the Rush is better. If it is more of a mid- to late-game support card, then you can also delay Inheritance.<br />
<br />
Finally, I would like to address some more specific issues that may come up when playing with Inheritance:<br />
<br />
'''Selecting the right target'''<br />
<br />
Usually, the best target for Inheritance on a given board is glaringly obvious, but there are cases when things are not that easy. Usually, some [[cantrip]] is the best option - remember, you will have lots of them in your deck. Select a target that will not only benefit you for the next shuffle, but for the rest of the game. Sometimes, you might not want the cantrip at all if it does too little for your deck.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160718/log.0.1468856793750.txt Game 7] - I go for {{Card|Scheme}} while my opponent picks {{Card|Tournament}}. The problem with Tournament is that it's not a true cantrip - if I have a Province in hand and you have a hand of all Tournaments, it's a dud. Tournament just gets too risky in the late game, and my Schemes are just as good at lining up Tournament with Province.<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160612/log.0.1465761135476.txt Game 8] - here, I sheepishly go for {{Card|Wandering Minstrel}} (it's a cantrip after all!) while my opponent chooses {{Card|Envoy}}, and that's just so much better in this Big-Money-like game.<br />
<br />
'''[[Cost reduction]]'''<br />
<br />
This is a tricky one. Cost reduction enables you to Inherit more valuable targets, but it also means that you have to delay your Inheritance more than you'd like. The main problem is that Cost-reducers don't actually help you to buy Inheritance, so you better have some plan to get there. If you do, it can work out beautifully. These games are usually not Rushes, but only use Inheritance as support.<br />
<br />
Example games:<br />
*[http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160622/log.0.1466604993282.txt Game 9] - I use {{Card|Highway}} to inherit more Highways and my deck just explodes from there.<br />
<br />
'''Cost, type, triggers, tokens'''<br />
<br />
It's important to remember where your inherited Estates are like the original cards - and where they differ.<br />
*[[Cost]]: The Estates still cost only {{Cost|2}}. Remember this when planning to inherit {{Card|Band of Misfits}} or {{Card|Border Village}}.<br />
*[[Type]]: You will have lots of Action-Victory hybrids in your deck. This is great for cards that care about that stuff ({{Card|Crossroads}}, the Iron family, even {{Card|Scout}}) and changes the interaction with some attacks ({{Card|Rabble}} gets hard-countered while {{Card|Bureaucrat}} gets stronger).<br />
*[[Triggered effects|Triggers]]: The Estates become yours as soon as you buy them, and stay your until they are trashed. That means you can make use of any on-buy, on-gain or on-trash triggers. Ever wanted to trash a {{Card|Hunting Grounds}}, gaining 3 more Hunting Grounds?<br />
*[[Adventures tokens|Tokens]]: Tokens placed on the pile you inherited from are sadly not copied, and you cannot place tokens on the Estate pile.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{LandscapeVersionImage|InheritanceOld|Inheritance}} || {{LandscapeVersionImage|InheritanceDigitalOld|Inheritance from Goko/Making Fun}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it (your Estates gain the abilities and types of that card). || Adventures 1st Edition || April 2015<br />
|-<br />
| {{LandscapeVersionImage|Inheritance|Inheritance}} || {{LandscapeVersionImage|InheritanceDigital|Inheritance from Shuffle iT}} || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (Your Estates gain the abilities and types of that card.) || Adventures [[Second Edition|2nd Edition]] || August 2017<br />
|-<br />
| || || Once per game: Set aside a non-Victory Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || rowspan=2 | [[Dominion 2019 Errata and Rules Tweaks]] || September 24, 2019<br />
|-<br />
| || {{LandscapeVersionImage|InheritanceDigital2|Inheritance 2019 Version from Shuffle iT}} || Once per game: Set aside a non-Command Action card from the Supply costing up to {{Cost|4}}. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") || October 10, 2019<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Erfenis || || || ||<br />
|-<br />
!Finnish<br />
| Perintö || || || ||<br />
|-<br />
!French<br />
| Héritage || || || ||<br />
|-<br />
!German<br />
| Erbschaft ||{{LandscapeLangVersionImage|German}}|| || Einmal pro Spiel: Lege eine beliebige Aktionskarte vom Vorrat, die keine Punktekarte ist und bis zu {{Cost|4}} kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Deine Anwesen übernehmen ab sofort Anweisungen und Typ dieser Karte.) ||<br />
|-<br />
!Japanese<br />
| 相続 (pron. ''sōzoku'') || || || ゲーム中に1度のみ:勝利点カード以外の、 コスト{{Cost|4}}以下のアクションカード1枚を脇に置き、その上にあなたの屋敷トークンを移動する(あなたの屋敷は脇に置いたカードの能力と種類名を得る)。 ||<br />
|-<br />
!Russian<br />
| Наследство (pron. ''naslyedstvo'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
Inheritance (after the [[Dominion 2019 Errata and Rules Tweaks]]) and {{Card|Patron}} are the only card-shaped things to use quotation marks in their English text.<br />
<br />
Inheritance is one of the available backgrounds in [[Dominion Online]].<br />
[[Image:InheritanceArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=Inheritance is maybe the strangest thing in Adventures. Your {{Card|Estate}}s turn into another card. Again that's {{Card|Estate}}s you already have, and any new ones you buy. You put the token on say a {{Card|Village}}; now your {{Card|Estate}}s are cards that cost {{Cost|2}} and are worth 1 {{VP}} and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these {{Card|Estate}}s are {{Card|Village}}s, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the {{Card|Knights}} from Dark Ages. {{Event|Lost Arts}} can give all of the {{Card|Knights}} +1 Action for you, but when your Inheritance is {{Card|Sirt Martin}}s, your {{Card|Estate}}s are all {{Card|Sir Martin}}, they aren't any other {{Card|Knights}}. And if that's not clear, there's a lengthy FAQ.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12906.0 Adventures Previews #5 - Lost Arts, Borrow, Inheritance]}}<br />
=== Secret History ===<br />
{{Quote|Text=Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point [[Treasure|Treasures]] worked; I tried letting it go on [[Victory]] cards. {{VP}} cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the {{Card|Estate}}s were yours; some versions didn't work for when-buy abilities.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Why once per game? ===<br />
{{Quote<br />
|Text=<br />
When I first printed out Inheritance, it did not say once-per-game. After some games with it, LastFootnote pointed out that you could e.g. Inherit {{Card|Dungeon}}, play an {{Card|Estate}}, then that turn buy Inheritance again and Inherit a non-Duration card. What happens to the {{Card|Estate}}? There were a few weird situations like that, and once-per-game got rid of them.<br />
<br />
With the new wording, once-per-game protects us from you Inheriting something, then Inheriting {{Card|Estate}}.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19892.msg812779#msg812779 Dominion 2019 Errata and Rules Tweaks]<br />
}}<br />
=== Donald X.'s opinion ===<br />
{{Quote<br />
|Text=<br />
Normally strong trashers mean you trash your {{Card|Estate}}s and stop considering Inheritance. Not always though. I have gone for Inheritance over opening with {{Card|Chapel}} and won.<br />
<br />
People especially like to Inherit cantrips, and more especially villages. You can do well inheriting other good cheap cards though. It's exciting to lower costs and Inherit a {{Cost|5}}, but as usual Events don't get cheaper so it's tricky to do that and get to {{Cost|7}}. The recommended sets set up {{Card|Monument}} in one and {{Card|Bridge Troll}} in another.<br />
<br />
It was so sweet when we were first playtesting it - getting lots of {{Card|Estate}}s into play, so bizarre. Drawing bad hands, no wait, these {{Card|Estate}}s all do things. Buying up {{Card|Estate}}s.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=14856.msg572229#msg572229 Let's Discuss Adventures Events: Inheritance]<br />
}}<br />
=== Errata possibilities ===<br />
{{Quote<br />
|Text=A big thing about Inheriting Durations was that [[Adventures]] itself has so many [[Reserve]] cards and [[Duration]]s in the "up to $4" range. IRL sometimes someone doesn't have very many expansions; sometimes they buy a set and play with just that set for a bit. Inheritance was going to be really sad in those contexts, if it didn't work with [[Duration]]s.<br />
<br />
A lot of discussion went into the errata for Inheritance, and I printed and tested multiple versions. I put in the hours, now I am resting. It's work just looking through the archives at every suggestion and wording. I don't think we tried "discard an {{Card|Estate}}"; we did try stuff that didn't make {{Card|Estate}}s into Actions.<br />
|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg828675#msg828675 Interview with Donald X.]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/TraderTrader2021-05-28T21:12:37Z<p>Crlundy: /* FAQ */ Official FAQ as advised by Donald X.</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Trader<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Reaction<br />
|illustrator = Lorraine Schleter<br />
|text = Trash a card from your hand. Gain a Silver per {{Cost|1}} it costs.<br />
|text2 = When you gain a card, you may reveal this from your hand, to exchange the card for a Silver.<br />
}}<br />
'''Trader''' is an [[Action]]-[[Reaction]] card from [[Hinterlands]]. It allows you to replace any card you would gain with {{Card|Silver}}, and trash cards from your hand to gain more Silver. It is a particularly good defense against junking [[Attack|Attacks]] such as {{Card|Mountebank}} and {{Card|Ambassador}}, as you will gain a flood of Silver, instead of whatever junk they intended to give you.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, trash a card from your hand, and if you did, gain a number of {{Card|Silver|Silvers}} equal to the [[cost]] of that card in {{Cost}}.<br />
** The {{Card|Silver|Silvers}} come from the [[Supply]] and are put into your discard pile.<br />
** You only gain {{Card|Silver|Silvers}} if you trashed a card.<br />
** If you trash a card costing {{Cost|0}}, such as Copper, you will gain zero {{Card|Silver|Silvers}}.<br />
** You can trash {{Card|Silver}} if you want; you will gain three {{Card|Silver|Silvers}} for it normally.<br />
** If costs are different, such as due to playing {{Card|Highway}}, then Trader will give you a different number of {{Card|Silver|Silvers}}, based on the current costs.<br />
** For example if you play {{Card|Highway}} and then Trader, trashing an {{Card|Estate}}, you will only gain one {{Card|Silver}}.<br />
** If you trash a card with {{Cost|P}} or {{Debt}} in its cost, you do not get anything for the {{Cost|P}} or {{Debt}}, just for the {{Cost}} that the card cost.<br />
* Trader is also a Reaction.<br />
** When you gain a card, whether due to buying it or gaining it some other way, you may reveal Trader from your hand to [[exchange]] the gained card for a {{Card|Silver}}.<br />
** You return the gained card to its pile (whether in the Supply or not), and take a {{Card|Silver}} and put it into your discard pile.<br />
** You still "gained" the card you gained (and not the {{Card|Silver}}), for effects that care about gaining a card; for example you could gain {{Card|Cache}}, use Trader to exchange it for a {{Card|Silver}}, then gain two {{Card|Copper|Coppers} due to {{Card|Cache}}'s ability, and use Trader on both of them, exchanging them for {{Card|Silver|Silvers}}.<br />
** You can only exchange if both cards are available to be exchanged; you have to be able to return the gained card to its pile (only possible if it came from a pile), and you have to be able to take the {{Card|Silver}}.<br />
<br />
=== Official FAQ for prior version ===<br />
* When you play this, trash a card from your hand, and if you did, gain a number of Silvers equal to the cost of that card in {{Cost}}. <br />
* The Silvers come from the [[Supply]] and are put into your discard pile. <br />
* You only gain Silvers if you trashed a card. <br />
* If you trash a card costing {{Cost|0}}, such as {{Card|Copper}}, you will gain zero Silvers. <br />
* You can trash Silver if you want; you will gain three Silvers for it normally. <br />
* If costs are different, such as due to playing {{Card|Highway}}, then Trader will give you a different number of Silvers, based on the current costs. <br />
* For example if you play Highway and then Trader, trashing an Estate, you will only gain one Silver. <br />
* If you trash a card with {{Cost|P}} in its cost, from [[Alchemy|Dominion: Alchemy]], you do not get anything for the {{Cost|P}}, just for the {{Cost}} that the card cost.<br />
* Trader is also a Reaction. <br />
* When you gain a card, whether due to buying it or gaining it some other way, you may reveal Trader from your hand to instead gain a Silver from the Supply.<br />
* If you do this, you gain a Silver, not the card you would have gained; if something would have happened due to gaining the other card, it does not happen, because you did not gain it.<br />
* For example if you buy {{Card|Ill-Gotten Gains}} but use Trader to gain Silver instead, no-one will gain a {{Card|Curse}}.<br />
* However if something happens when you buy a card, that will still happen if you replace gaining the card with gaining Silver. <br />
* For example you can buy {{Card|Farmland}}, trash a card from your hand and gain one costing {{Cost|2}} more, then use Trader to gain Silver rather than Farmland. <br />
* If the card you were going to gain was not going to your discard pile, the Silver still goes to your discard pile; if the card you were going to gain did not come from the Supply, the Silver still comes from the Supply. <br />
* If there are no Silvers left in the Supply, you can still reveal Trader when you gain a card and gain nothing instead of the card you would have gained.<br />
* If you are told to gain a card that has no copies left, you cannot use Trader to instead gain a Silver.<br />
<br />
=== Other rules clarifications for prior version ===<br />
* If you use {{Card|Ironworks}} to try to gain a card, but reveal Trader to gain a {{Card|Silver}} instead, the Ironworks does not give you any bonus(es) for the card you didn't actually gain. The same logic applies to a number of cards: see the [[Blue dog rule]].<br />
<br />
== Strategy Article ==<br />
''Originally posted by DrFlux in the [http://forum.dominionstrategy.com/index.php?topic=2947 forum]''<br />
<br />
Trader is a strange card. Typically [[trasher|trashers]] are most useful in [[engine]] decks, where getting rid of {{Card|Estate|Estates}} and {{Card|Copper|Coppers}} will lead to drawing your combo pieces together. However, Trader is somewhere between mediocre and awful in these cases, as it only trashes one card, and the {{Card|Silver|Silvers}} you gain can be nearly as unwanted. Trader should NOT be thought of as a trasher, but as a way to flood your deck with Silver. Who wants tons of Silver? [[Big Money|Money decks]] and only money decks.<br />
<br />
The obvious place to use Trader is in Cursing games, as it is a clear case of a reaction that can actively punish your opponent for their cruel ways. It is important to realize that if you are attempting to beat [[Curser|Cursers]] with trader, that flooding your deck with Silver can be as important as the reaction ability. This leads to the second use of Trader, which is in slow [[Alt-VP]] games, particularly {{Card|Feodum}}, {{Card|Duke}}, or {{Card|Gardens}}. <br />
<br />
Feodum/Trader is an obvious synergy - buy two or three Traders on early turns, and then try to trash Estates, Silvers, Traders and maybe a {{Card|Gold}} or even a {{Card|Province}} to flood your deck with Silvers while buying ultra-powered Feodums. Its important to note that Terminal collision is not a big problem, as you can trash Trader to Trader. Since all you need is two Silvers or a Silver and two Coppers to buy Feodum, you should be golden. Trashing a Feodum with Trader gives 7(!) Silvers, which is something to keep in mind. <br />
<br />
Duke/Trader plays similarly, and about as well as Duke/{{Card|Horse Traders}}. You may want to buy and then trash an early Gold or even a Province to flood your deck with Silvers, so that all that [[Victory]] chaff doesn't matter. It's a little harder to reach {{Cost|5}} than {{Cost|4}}, but only by a copper. <br />
<br />
The final case where Trader can shine is with cards that give on-buy benefit, such as {{Card|Farmland}}, {{Card|Noble Brigand}}, etc. Its important to note that unlike more flexible "[[trash for benefit]]" options like {{Card|Remodel}}, you have to actually WANT lots of Silver for this to be worthwhile.<br />
<br />
It is difficult to provide stats on Trader, as the simulators do not model it well AT ALL, as it is difficult to play correctly. Sometimes you want to trash Silver or Gold early to build up more Silver, but when to skip this in order to buy something expensive is case dependent.<br />
<br />
For this reason it is difficult to rank how different strategies rate against Trader. Trader-only strategies beat {{Card|Sea Hag}} and {{Card|Familiar}} consistently, as both of those cards are slow and provide little other benefit than cursing. With the strongest [[curser|cursers]] -- {{Card|Witch}} and {{Card|Mountebank}}, the games are a close [[slog]], and I suspect Trader-Silver leading into eventually 2 cursers may be optimal. Interestingly, Trader's silver gaining ability dilutes the density of the Traders themselves, making sneaking curses in easier than one might expect. Try to track your opponents Traders - if its turn five and they haven't played it, you may want to skip playing your Mountebank if you can afford it. This is even more true with Ill-Gotten Gains/Trader boards, where you will typically want to buy something other than IGG if your opponent may have a Trader. IGG/Trader is very good for similar reasons as Duke/Trader. Here is a good example of a game featuring all three, and me trying to dance around my opponents Trader http://councilroom.com/game?game_id=game-20120302-160726-afbde46f.html. In general, Trader loves Duchies, and you can start buying them earlier than usual because of all that silver. Conversely, Trader hates Colonies, as it dilutes the density of those Golds and {{Card|Platinum|Platinums}} that you need to buy your Colonies.<br />
<br />
The final use of Trader is in [[Big Money]] without any curses or interesting green cards. In this case it works like a much weaker {{Card|Jack of all Trades}}, trashing your Estates and giving you silver, but not providing you the full 5 cards that Jack gives you to work with. For this reason, it is rarely the strongest BM option. Trader-Silver into a draw card like {{Card|Smithy}} is passable but swingy, as you really need to draw Estates with your trader for it to be a worthwhile purchase.<br />
<br />
This brings us to my biggest discovery during writing this article. Opening Trader+{{Card|Courtyard}} is awesome. Much better than Courtyard alone. Courtyard allows you to match up your Trader with your Estates much more consistently, and its nice to be able to buy an extra Courtyard if you have {{Cost|2}} left after Trader-ing. Playing solitaire, it can consistently get 4 Provinces in 12-13 turns, with a lot of staying power due to all the Silver in the deck. Courtyard-Jack works in a similar way and produces similar results, but you already knew Jack was good.<br />
<br />
Other little combos with Trader include things that give you more Copper, or more buys. {{Card|Margrave}}+Trader is passable, as you can use your extra buy to get a Silver in the case of terminal collision. It gets 4 provinces in about 15 turns, with a lot of variance, mostly due to Trader hooking up with Estates or not. {{Card|Cache}} can be good if you are lucky enough to get Trader+{{Cost|5}}. Finally, {{Card|Wishing Well}} can help you get Trader+Estate, and can be very likely to pick up extra Silver later. Most of these last tricks are probably not enough to make you want to go Trader by themselves, but you should keep your eye out for them if other conditions are good for Trader.<br />
<br />
As a final note, rare occasions do occur where you have an [[engine]] and are drawing your deck consistently, but you need more money. You risk killing your combo in the long term, but you can use Trader to provide yourself with a lot of money quickly, either with multiple buys or trashing.<br />
=== Synergies/Combos ===<br />
* {{Card|Courtyard}}<br />
* [[Curser|Cursing]] Games (especially slow ones like {{Card|Familiar}})<br />
* {{Card|Ill-Gotten Gains}}<br />
* [[Alt-VP|Alternate Victory Cards]] (especially {{Card|Feodum}}, {{Card|Duke}} and {{Card|Gardens}})<br />
* Cards with on-gain benefits you might not need anymore ({{Card|Border Village}}, {{Card|Inn}})<br />
* {{Card|Cache}}, {{Card|Beggar}}, {{Card|Wishing Well}}, {{Card|Margrave}}, and extra buys in general<br />
<br />
=== Antisynergies ===<br />
* [[Engine]] Games<br />
* Games where you need a "key" card like {{Card|Tournament}}<br />
* Stronger [[Big Money]] Options<br />
* {{Card|Colony}} games<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|TraderOld|Trader}} || {{CardVersionImage|TraderDigitalOld|Trader from Goko/Making Fun}} || Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.<br>When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Silver. || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Trader|Trader}} || {{CardVersionImage|TraderDigital|Trader from Shuffle iT}} || Trash a card from your hand. Gain a Silver per {{Cost|1}} it costs.<br>When you would gain a card, you may reveal this from your hand, to instead gain a Silver. || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|-<br />
| || {{CardVersionImage|TraderDigital2|Trader 2020 Version from Shuffle iT}} || Trash a card from your hand. Gain a Silver per {{Cost|1}} it costs.<br>When you gain a card, you may reveal this from your hand, to exchange the card for a Silver. || Hinterlands (2020 printing) || October 2020<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Kramář (lit. ''shopkeeper'') || || || ||<br />
|-<br />
!Dutch<br />
| Handelaar || || || ||<br />
|-<br />
!Finnish<br />
| Kaupustelija (lit. ''hawker'') || || || ||<br />
|-<br />
!French<br />
| Troqueuse (Note: explicitly feminine) || || || ||<br />
|-<br />
!German<br />
| Fahrender Händler (lit. ''traveling trader'') || [[File:Trader.German.jpg|100px]] || || Entsorge eine Karte aus deiner Hand.<br>Nimm dir so viele Silber, wie die<br>{{Cost|x}}-Kosten der entsorgten Karte.<br>Wenn du eine Karte nehmen würdest,<br>darfst du den Fahrenden Händler aus<br>deiner Hand aufdecken.<br>Wenn du das machst: Nimm dir statt<br>der anderen Karte ein Silber. ||<br />
|-<br />
!Italian<br />
| Commerciante || || || ||<br />
|-<br />
!Japanese<br />
| 交易人 (pron. ''kōekinin'') || || || 手札1枚を廃棄する。そのコスト{{Cost|1}}につき銀貨1枚を獲得する。カード1枚を獲得しようとするとき、手札からこれを公開してもよい。公開した場合、その獲得を中止し、代わりに銀貨1枚を獲得する。 ||<br />
|-<br />
!Russian<br />
| Торговец (pron. ''torgovyets'') || || || ||<br />
|-<br />
!Spanish<br />
| Comerciante || || || || The Spanish version has 'When you gain a card...' instead of 'When you ''would'' gain a card...'<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:TraderArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Theme ===<br />
{{Quote<br />
|Text= You sell stuff for {{Card|Silver}}, pretty straightforward.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Preview ===<br />
{{Quote<br />
|Text=<br />
Trader turns something into a pile of {{Card|Silver|Silvers}}. A {{Card|Copper}} or {{Card|Curse}} just goes away, but an {{Card|Estate}} gets you two {{Card|Silver}}s, and a {{Card|Border Village}} gets you six. {{Card|Silver}} itself can be exchanged for three {{Card|Silver}}s; this Trader is a shrewd bargainer.<br />
<br />
<br />
Trader also lets you respond to [[gain|gaining]] a card, giving you a Silver instead. So you can take a {{Card|Silver}} instead of that Curse a {{Card|Witch}} was going to give you (leaving the Curse on the pile, unlike how Watchtower works), or even just use an extra [[buy]] on a Copper but take a Silver instead. It doesn't matter how many Traders you reveal how many times, you still just get one Silver instead of the original card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://boardgamegeek.com/thread/710637/previews-1 Hinterlands Previews #1]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This is two cards welded together. The bottom part was originally its own card, in the original 4th expansion. It went through many versions that tried to be good enough. It had +2 Cards on top; it was a Treasure worth {{Cost|1}}; it was a pure Reaction with a when-gain trigger (similar to {{Card|Secret Chamber|Secret Chamber's}} reaction). In the end it could not carry a card by itself and so I stuck it on another card that it fit well with. That other card, the top part, I made specifically to replace {{Card|Apprentice}}. When it turned out Alchemy would be a small set, I wanted something slam-dunk awesome for it that cost {{Cost|5}} and had some useful interaction with Potion, and chose {{Card|Apprentice}}, which was in this set. Obviously {{Card|Apprentice}} does all sorts of cool things with Hinterlands cards. So when I took it out, I wanted to replace it with something else in the Salvager family that I hadn't done yet. Gain a pile of {{Card|Silver}}s, there you go.<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 />
=== Original wording development ===<br />
{{Quote<br />
|Text=<br />
That ability - mostly with different other halves - tried on different wordings. One issue with the non-would wordings was that, at the time, I didn't say "to" and so it ends up with two if-you-do's. "When you gain a card, you may reveal this from your hand. If you do, trash that card. If you do, gain a {{Card|Silver}}."<br />
<br />
But I mean, there's no interesting story here. I tried to get a good wording for the ability, that made interactions clear. I ended up with what you see in Hinterlands. It was a mistake but I didn't realize that in time.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg653852#msg653852 Interview with Donald XX.]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/Death_CartDeath Cart2021-05-28T20:59:58Z<p>Crlundy: /* FAQ */ Official FAQ as advised by Donald X.</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Death Cart<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Looter<br />
|illustrator = Marco Morte<br />
|text = You may trash this or an Action card from your hand, for +{{Cost|5}}.<br />
|text2 = When you gain this, gain 2 Ruins.<br />
<br />
}}<br />
<br />
'''Death Cart''' is an [[Action]]–[[Looter]] card from [[Dark Ages]]. When played, it gives +{{Cost|5}}; but it forces you to trash another Action card, or trashes itself if you cannot. It also gives you two [[Ruins]], which, conveniently, make for good Actions to trash, if you can draw them with the Death Cart. <br />
<br />
Death Cart is the only Looter that is not a [[junking attack]].<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play Death Cart, you may trash it or an [[Action]] card from your hand. You do not have to do either.<br />
* If you do either you get +{{Cost|5}}.<br />
* When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain two [[Ruins]].<br />
* You just take the top two, whatever they are.<br />
* If there are not enough Ruins left, take as many as you can.<br />
* The other players get to see which ones you got.<br />
<br />
=== Official FAQ for prior version ===<br />
* When you play Death Cart, you get +{{Cost|5}}, and either trash an Action card from your hand, or trash the Death Cart.<br />
* If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand.<br />
* When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain two Ruins. <br />
* You just take the top two, whatever they are. <br />
* If there are not enough Ruins left, take as many as you can. <br />
* The other players get to see which ones you got. <br />
* If you use {{Card|Trader}} (from {{Set|Hinterlands}}) to take a {{Card|Silver}} instead of a Death Cart, you do not gain any Ruins. <br />
* It does not matter whose turn it is; if you use {{Card|Ambassador}} (from {{Set|Seaside}}) to give Death Carts to each other player, those players also gain Ruins. <br />
* Passing cards with {{Card|Masquerade}} (from {{Set|Intrigue}}) does not count as gaining them.<br />
<br />
== Strategy Article ==<br />
See [http://forum.dominionstrategy.com/index.php?topic=8749.0 here] for a Death Cart strategy article.<br />
<br />
{{Cost|5}} is seriously a lot of money, so if you have a way to keep getting cheap junk for Death Cart to trash and a way to match the Death Cart up with the cheap junk, it's a superb money source. It can make for a great [[Treasure]]-less [[engine]], where you get coin for playing 1-2 Death Carts each turn, trashing either [[Ruins]] or cheap [[cantrip|cantrips]] like {{Card|Vagrant}} or {{Card|Pearl Diver}}.<br />
<br />
However, Death Cart is not a good buy early in the game. When you rely on shuffle luck to match up your Death Cart with your Ruins, there's a high chance of missing, and the two extra cards severely slow down your cycling. <br />
<br />
And when you play Death Cart many times, you'll need a way to replenish its fuel - +Buy is the easiest, since Ruins will always be available, but {{Card|Fortress}} and {{Card|Rats}} also serve the same function. <br />
=== Synergies/Combos ===<br />
* {{Card|Fortress}} can provide endless fuel for Death Cart.<br />
* {{Card|Necromancer}} can play Death Cart in the trash without penalty.<br />
* Death Cart weakens other [[Looter|Looters]] - the extra Ruins can be trashed with Death Cart for +$5<br />
* {{Card|Rats}} can provide free Death Cart fodder, turning your {{Card|Copper|Coppers}} and [[Shelters]] into Actions.<br />
* {{Card|Market Square}} is extremely good with Death Cart, as it is with any other [[trasher]]. Death Cart/Market Square is probably one of the few good Death Cart openings.<br />
* If you have {{Card|Watchtower}} in hand, you can buy a Death Cart, trash one Ruins, and topdeck Death Cart and the other Ruins. This gives you all of Death Cart's benefit and none of the problems you normally have in lining up your Death Cart and your Ruins.<br />
* {{Card|Cultist}} : First you give the Ruins to your opponents, and then you buy Death Cart without Ruins and trash the Cultists for +{{Cost|5}} and +3 cards.<br />
* In combination with {{project|Capitalism}} it can become a short-lived {{Card|Platinum}}.<br />
<br />
=== Antisynergies ===<br />
* [[Curser|Cursers]] will make it extremely difficult to match up your Death Cart with your Actions.<br />
* [[Junking attack]]s that give out {{Card|Copper}}, such as {{Card|Mountebank}}, for the same reason as [[Curser]]s.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Death CartOld|Death Cart}} || {{CardVersionImage|Death CartDigitalOld|Death Cart from Goko/Making Fun}} || +{{Cost|5}}. You may trash an Action card from your hand. If you don't, trash this.<br>When you gain this, gain 2 Ruins. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Death Cart|Death Cart}} || {{CardVersionImage|Death CartDigital|Death Cart from Shuffle iT}} || +{{Cost|5}}. You may trash an Action card from your hand. If you don't, trash this.<br>When you gain this, gain 2 Ruins. || Dark Ages [[Second Edition|2nd Edition]] || September 2017<br />
|-<br />
| || {{CardVersionImage|Death CartDigital2|Death Cart 2019 Version from Shuffle iT}} || You may trash this or an Action card from your hand, for +{{Cost|5}}.<br>When you gain this, gain 2 Ruins. || [[Dominion 2019 Errata and Rules Tweaks]] || September 24, 2019<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 運屍車 || || || +{{Cost|5}}。你可以移除你手上一張行動卡,如果你沒有移除,則移除此卡。當你獲得此卡,獲得兩張遺跡。 ||<br />
|-<br />
!Czech<br />
| Pohřební kára || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Dodenkar || || || ||<br />
|-<br />
!Finnish<br />
| Ruumisvaunu || || || ||<br />
|-<br />
!French<br />
| Charrette de cadavres || || || ||<br />
|-<br />
!German<br />
| Leichenkarren ||{{CardLangVersionImage|German}}|| || +{{Cost|5}}<br>Du darfst eine Aktionskarte aus<br>deiner Hand entsorgen.<br>Wenn du das nicht machst:<br>Entsorge diese Karte.<br>Wenn du diese Karte nimmst,<br>nimm dir 2 Ruinen-Karten. ||<br />
|-<br />
!Japanese<br />
| 死の荷車 (pron. ''shi no niguruma'') || || || +{{Cost|5}}。 手札のアクションカード1枚を廃棄してもよい。廃棄しなかった場合、これを廃棄する。これを獲得するとき、廃墟カード2枚を獲得する。 ||<br />
|-<br />
!Korean<br />
| 시체운반수레 (pron. ''siche-unbansule'') || || || ||<br />
|-<br />
!Polish<br />
| Trupi wóz || || || || Although Polish version is not released, this card is referred to in the Polish version of ''[[Empires]]'' rulebook<br />
|-<br />
!Russian<br />
| Труповозка (pron. ''trupovozka'') || || || ||<br />
|-<br />
!Spanish<br />
| Carro de los Muertos || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Death_CartArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This card exists to provide a way to give yourself Ruins. So that people don't just hate it, it gives you a use for the Ruins it comes with, a use so good that you almost feel like coming with Ruins is a plus. This has a when-gain ability, like those Hinterlands cards. My initial plan was to do these here and there in the sets after Hinterlands, back when Hinterlands was half of the 2nd expansion. That didn't work out, seeing as how Hinterlands is 6th, but well here's another when-gain card anyway.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/TraderTrader2021-05-28T20:46:30Z<p>Crlundy: /* FAQ */ Created a separate unofficial FAQ for the new version to better reflect the functional changes to Trader.</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Trader<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Reaction<br />
|illustrator = Lorraine Schleter<br />
|text = Trash a card from your hand. Gain a Silver per {{Cost|1}} it costs.<br />
|text2 = When you gain a card, you may reveal this from your hand, to exchange the card for a Silver.<br />
}}<br />
'''Trader''' is an [[Action]]-[[Reaction]] card from [[Hinterlands]]. It allows you to replace any card you would gain with {{Card|Silver}}, and trash cards from your hand to gain more Silver. It is a particularly good defense against junking [[Attack|Attacks]] such as {{Card|Mountebank}} and {{Card|Ambassador}}, as you will gain a flood of Silver, instead of whatever junk they intended to give you.<br />
== FAQ ==<br />
=== Unofficial FAQ for the current version ===<br />
* When you play this, trash a card from your hand, and if you did, gain a number of {{Card|Silver|Silvers}} equal to the cost of that card in {{Cost}}. <br />
* The Silvers come from the [[Supply]] and are put into your discard pile. <br />
* You only gain Silvers if you trashed a card. <br />
* If you trash a card costing {{Cost|0}}, such as {{Card|Copper}}, you will gain zero Silvers. <br />
* You can trash Silver if you want; you will gain three Silvers for it normally. <br />
* If costs are different, such as due to playing {{Card|Highway}}, then Trader will give you a different number of Silvers, based on the current costs. <br />
* For example if you play Highway and then Trader, trashing an {{Card|Estate}}, you will only gain one Silver. <br />
* If you trash a card costing {{Cost|P}} (from {{Set|Alchemy}}) or {{Debt}} (from {{Set|Empires}}), you do not gain any Silvers for the {{Cost|P}} or {{Debt}}, just for the {{Cost}} that the card costs.<br />
* Trader is also a Reaction. <br />
* When you gain a card, whether due to buying it or gaining it some other way, you may reveal Trader from your hand to [[exchange]] the gained card for a Silver from the Supply.<br />
* The Silver you take does not count as being gained; for example, you cannot use {{Card|Watchtower}} (from {{Set|Prosperity}}) to put it onto your deck.<br />
* If the card does something when you buy it, that happens before you gain it and get the opportunity reveal Trader.<br />
* If the card does something when you gain it, that happens even if you reveal Trader, and you may choose which to do first.<br />
* For example if you buy {{Card|Ill-Gotten Gains}}, each other player will gain a {{Card|Curse}} and you may reveal Trader to return the {{Card|Ill-Gotten Gains}} and take a Silver.<br />
* If the card you gained was not going to your discard pile, the Silver still goes to your discard pile; if the card you gained did not come from the Supply, the Silver still comes from the Supply. <br />
* You may react with Trader whenever you gain a card, but if the gained card has already moved, or if the Silver pile is empty, you will fail to make the exchange.<br />
* If you are told to gain a card but do not, for example when gaining a {{Card|Curse}} after the {{Card|Curse}} pile is empty, then you cannot react with Trader.<br />
<br />
=== Official FAQ for prior version ===<br />
* When you play this, trash a card from your hand, and if you did, gain a number of Silvers equal to the cost of that card in {{Cost}}. <br />
* The Silvers come from the [[Supply]] and are put into your discard pile. <br />
* You only gain Silvers if you trashed a card. <br />
* If you trash a card costing {{Cost|0}}, such as {{Card|Copper}}, you will gain zero Silvers. <br />
* You can trash Silver if you want; you will gain three Silvers for it normally. <br />
* If costs are different, such as due to playing {{Card|Highway}}, then Trader will give you a different number of Silvers, based on the current costs. <br />
* For example if you play Highway and then Trader, trashing an Estate, you will only gain one Silver. <br />
* If you trash a card with {{Cost|P}} in its cost, from [[Alchemy|Dominion: Alchemy]], you do not get anything for the {{Cost|P}}, just for the {{Cost}} that the card cost.<br />
* Trader is also a Reaction. <br />
* When you gain a card, whether due to buying it or gaining it some other way, you may reveal Trader from your hand to instead gain a Silver from the Supply.<br />
* If you do this, you gain a Silver, not the card you would have gained; if something would have happened due to gaining the other card, it does not happen, because you did not gain it.<br />
* For example if you buy {{Card|Ill-Gotten Gains}} but use Trader to gain Silver instead, no-one will gain a {{Card|Curse}}.<br />
* However if something happens when you buy a card, that will still happen if you replace gaining the card with gaining Silver. <br />
* For example you can buy {{Card|Farmland}}, trash a card from your hand and gain one costing {{Cost|2}} more, then use Trader to gain Silver rather than Farmland. <br />
* If the card you were going to gain was not going to your discard pile, the Silver still goes to your discard pile; if the card you were going to gain did not come from the Supply, the Silver still comes from the Supply. <br />
* If there are no Silvers left in the Supply, you can still reveal Trader when you gain a card and gain nothing instead of the card you would have gained.<br />
* If you are told to gain a card that has no copies left, you cannot use Trader to instead gain a Silver.<br />
<br />
=== Other rules clarifications for prior version ===<br />
* If you use {{Card|Ironworks}} to try to gain a card, but reveal Trader to gain a {{Card|Silver}} instead, the Ironworks does not give you any bonus(es) for the card you didn't actually gain. The same logic applies to a number of cards: see the [[Blue dog rule]].<br />
<br />
== Strategy Article ==<br />
''Originally posted by DrFlux in the [http://forum.dominionstrategy.com/index.php?topic=2947 forum]''<br />
<br />
Trader is a strange card. Typically [[trasher|trashers]] are most useful in [[engine]] decks, where getting rid of {{Card|Estate|Estates}} and {{Card|Copper|Coppers}} will lead to drawing your combo pieces together. However, Trader is somewhere between mediocre and awful in these cases, as it only trashes one card, and the {{Card|Silver|Silvers}} you gain can be nearly as unwanted. Trader should NOT be thought of as a trasher, but as a way to flood your deck with Silver. Who wants tons of Silver? [[Big Money|Money decks]] and only money decks.<br />
<br />
The obvious place to use Trader is in Cursing games, as it is a clear case of a reaction that can actively punish your opponent for their cruel ways. It is important to realize that if you are attempting to beat [[Curser|Cursers]] with trader, that flooding your deck with Silver can be as important as the reaction ability. This leads to the second use of Trader, which is in slow [[Alt-VP]] games, particularly {{Card|Feodum}}, {{Card|Duke}}, or {{Card|Gardens}}. <br />
<br />
Feodum/Trader is an obvious synergy - buy two or three Traders on early turns, and then try to trash Estates, Silvers, Traders and maybe a {{Card|Gold}} or even a {{Card|Province}} to flood your deck with Silvers while buying ultra-powered Feodums. Its important to note that Terminal collision is not a big problem, as you can trash Trader to Trader. Since all you need is two Silvers or a Silver and two Coppers to buy Feodum, you should be golden. Trashing a Feodum with Trader gives 7(!) Silvers, which is something to keep in mind. <br />
<br />
Duke/Trader plays similarly, and about as well as Duke/{{Card|Horse Traders}}. You may want to buy and then trash an early Gold or even a Province to flood your deck with Silvers, so that all that [[Victory]] chaff doesn't matter. It's a little harder to reach {{Cost|5}} than {{Cost|4}}, but only by a copper. <br />
<br />
The final case where Trader can shine is with cards that give on-buy benefit, such as {{Card|Farmland}}, {{Card|Noble Brigand}}, etc. Its important to note that unlike more flexible "[[trash for benefit]]" options like {{Card|Remodel}}, you have to actually WANT lots of Silver for this to be worthwhile.<br />
<br />
It is difficult to provide stats on Trader, as the simulators do not model it well AT ALL, as it is difficult to play correctly. Sometimes you want to trash Silver or Gold early to build up more Silver, but when to skip this in order to buy something expensive is case dependent.<br />
<br />
For this reason it is difficult to rank how different strategies rate against Trader. Trader-only strategies beat {{Card|Sea Hag}} and {{Card|Familiar}} consistently, as both of those cards are slow and provide little other benefit than cursing. With the strongest [[curser|cursers]] -- {{Card|Witch}} and {{Card|Mountebank}}, the games are a close [[slog]], and I suspect Trader-Silver leading into eventually 2 cursers may be optimal. Interestingly, Trader's silver gaining ability dilutes the density of the Traders themselves, making sneaking curses in easier than one might expect. Try to track your opponents Traders - if its turn five and they haven't played it, you may want to skip playing your Mountebank if you can afford it. This is even more true with Ill-Gotten Gains/Trader boards, where you will typically want to buy something other than IGG if your opponent may have a Trader. IGG/Trader is very good for similar reasons as Duke/Trader. Here is a good example of a game featuring all three, and me trying to dance around my opponents Trader http://councilroom.com/game?game_id=game-20120302-160726-afbde46f.html. In general, Trader loves Duchies, and you can start buying them earlier than usual because of all that silver. Conversely, Trader hates Colonies, as it dilutes the density of those Golds and {{Card|Platinum|Platinums}} that you need to buy your Colonies.<br />
<br />
The final use of Trader is in [[Big Money]] without any curses or interesting green cards. In this case it works like a much weaker {{Card|Jack of all Trades}}, trashing your Estates and giving you silver, but not providing you the full 5 cards that Jack gives you to work with. For this reason, it is rarely the strongest BM option. Trader-Silver into a draw card like {{Card|Smithy}} is passable but swingy, as you really need to draw Estates with your trader for it to be a worthwhile purchase.<br />
<br />
This brings us to my biggest discovery during writing this article. Opening Trader+{{Card|Courtyard}} is awesome. Much better than Courtyard alone. Courtyard allows you to match up your Trader with your Estates much more consistently, and its nice to be able to buy an extra Courtyard if you have {{Cost|2}} left after Trader-ing. Playing solitaire, it can consistently get 4 Provinces in 12-13 turns, with a lot of staying power due to all the Silver in the deck. Courtyard-Jack works in a similar way and produces similar results, but you already knew Jack was good.<br />
<br />
Other little combos with Trader include things that give you more Copper, or more buys. {{Card|Margrave}}+Trader is passable, as you can use your extra buy to get a Silver in the case of terminal collision. It gets 4 provinces in about 15 turns, with a lot of variance, mostly due to Trader hooking up with Estates or not. {{Card|Cache}} can be good if you are lucky enough to get Trader+{{Cost|5}}. Finally, {{Card|Wishing Well}} can help you get Trader+Estate, and can be very likely to pick up extra Silver later. Most of these last tricks are probably not enough to make you want to go Trader by themselves, but you should keep your eye out for them if other conditions are good for Trader.<br />
<br />
As a final note, rare occasions do occur where you have an [[engine]] and are drawing your deck consistently, but you need more money. You risk killing your combo in the long term, but you can use Trader to provide yourself with a lot of money quickly, either with multiple buys or trashing.<br />
=== Synergies/Combos ===<br />
* {{Card|Courtyard}}<br />
* [[Curser|Cursing]] Games (especially slow ones like {{Card|Familiar}})<br />
* {{Card|Ill-Gotten Gains}}<br />
* [[Alt-VP|Alternate Victory Cards]] (especially {{Card|Feodum}}, {{Card|Duke}} and {{Card|Gardens}})<br />
* Cards with on-gain benefits you might not need anymore ({{Card|Border Village}}, {{Card|Inn}})<br />
* {{Card|Cache}}, {{Card|Beggar}}, {{Card|Wishing Well}}, {{Card|Margrave}}, and extra buys in general<br />
<br />
=== Antisynergies ===<br />
* [[Engine]] Games<br />
* Games where you need a "key" card like {{Card|Tournament}}<br />
* Stronger [[Big Money]] Options<br />
* {{Card|Colony}} games<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|TraderOld|Trader}} || {{CardVersionImage|TraderDigitalOld|Trader from Goko/Making Fun}} || Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.<br>When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Silver. || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Trader|Trader}} || {{CardVersionImage|TraderDigital|Trader from Shuffle iT}} || Trash a card from your hand. Gain a Silver per {{Cost|1}} it costs.<br>When you would gain a card, you may reveal this from your hand, to instead gain a Silver. || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|-<br />
| || {{CardVersionImage|TraderDigital2|Trader 2020 Version from Shuffle iT}} || Trash a card from your hand. Gain a Silver per {{Cost|1}} it costs.<br>When you gain a card, you may reveal this from your hand, to exchange the card for a Silver. || Hinterlands (2020 printing) || October 2020<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Kramář (lit. ''shopkeeper'') || || || ||<br />
|-<br />
!Dutch<br />
| Handelaar || || || ||<br />
|-<br />
!Finnish<br />
| Kaupustelija (lit. ''hawker'') || || || ||<br />
|-<br />
!French<br />
| Troqueuse (Note: explicitly feminine) || || || ||<br />
|-<br />
!German<br />
| Fahrender Händler (lit. ''traveling trader'') || [[File:Trader.German.jpg|100px]] || || Entsorge eine Karte aus deiner Hand.<br>Nimm dir so viele Silber, wie die<br>{{Cost|x}}-Kosten der entsorgten Karte.<br>Wenn du eine Karte nehmen würdest,<br>darfst du den Fahrenden Händler aus<br>deiner Hand aufdecken.<br>Wenn du das machst: Nimm dir statt<br>der anderen Karte ein Silber. ||<br />
|-<br />
!Italian<br />
| Commerciante || || || ||<br />
|-<br />
!Japanese<br />
| 交易人 (pron. ''kōekinin'') || || || 手札1枚を廃棄する。そのコスト{{Cost|1}}につき銀貨1枚を獲得する。カード1枚を獲得しようとするとき、手札からこれを公開してもよい。公開した場合、その獲得を中止し、代わりに銀貨1枚を獲得する。 ||<br />
|-<br />
!Russian<br />
| Торговец (pron. ''torgovyets'') || || || ||<br />
|-<br />
!Spanish<br />
| Comerciante || || || || The Spanish version has 'When you gain a card...' instead of 'When you ''would'' gain a card...'<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:TraderArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Theme ===<br />
{{Quote<br />
|Text= You sell stuff for {{Card|Silver}}, pretty straightforward.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]<br />
}}<br />
=== Preview ===<br />
{{Quote<br />
|Text=<br />
Trader turns something into a pile of {{Card|Silver|Silvers}}. A {{Card|Copper}} or {{Card|Curse}} just goes away, but an {{Card|Estate}} gets you two {{Card|Silver}}s, and a {{Card|Border Village}} gets you six. {{Card|Silver}} itself can be exchanged for three {{Card|Silver}}s; this Trader is a shrewd bargainer.<br />
<br />
<br />
Trader also lets you respond to [[gain|gaining]] a card, giving you a Silver instead. So you can take a {{Card|Silver}} instead of that Curse a {{Card|Witch}} was going to give you (leaving the Curse on the pile, unlike how Watchtower works), or even just use an extra [[buy]] on a Copper but take a Silver instead. It doesn't matter how many Traders you reveal how many times, you still just get one Silver instead of the original card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://boardgamegeek.com/thread/710637/previews-1 Hinterlands Previews #1]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This is two cards welded together. The bottom part was originally its own card, in the original 4th expansion. It went through many versions that tried to be good enough. It had +2 Cards on top; it was a Treasure worth {{Cost|1}}; it was a pure Reaction with a when-gain trigger (similar to {{Card|Secret Chamber|Secret Chamber's}} reaction). In the end it could not carry a card by itself and so I stuck it on another card that it fit well with. That other card, the top part, I made specifically to replace {{Card|Apprentice}}. When it turned out Alchemy would be a small set, I wanted something slam-dunk awesome for it that cost {{Cost|5}} and had some useful interaction with Potion, and chose {{Card|Apprentice}}, which was in this set. Obviously {{Card|Apprentice}} does all sorts of cool things with Hinterlands cards. So when I took it out, I wanted to replace it with something else in the Salvager family that I hadn't done yet. Gain a pile of {{Card|Silver}}s, there you go.<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 />
=== Original wording development ===<br />
{{Quote<br />
|Text=<br />
That ability - mostly with different other halves - tried on different wordings. One issue with the non-would wordings was that, at the time, I didn't say "to" and so it ends up with two if-you-do's. "When you gain a card, you may reveal this from your hand. If you do, trash that card. If you do, gain a {{Card|Silver}}."<br />
<br />
But I mean, there's no interesting story here. I tried to get a good wording for the ability, that made interactions clear. I ended up with what you see in Hinterlands. It was a mistake but I didn't realize that in time.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg653852#msg653852 Interview with Donald XX.]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/Death_CartDeath Cart2021-05-28T19:40:43Z<p>Crlundy: /* FAQ */ Creating a separate unofficial FAQ for the new version to better reflect the functional changes to Death Cart (including the interaction with Band of Misfits) and Trader.</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Death Cart<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Looter<br />
|illustrator = Marco Morte<br />
|text = You may trash this or an Action card from your hand, for +{{Cost|5}}.<br />
|text2 = When you gain this, gain 2 Ruins.<br />
<br />
}}<br />
<br />
'''Death Cart''' is an [[Action]]–[[Looter]] card from [[Dark Ages]]. When played, it gives +{{Cost|5}}; but it forces you to trash another Action card, or trashes itself if you cannot. It also gives you two [[Ruins]], which, conveniently, make for good Actions to trash, if you can draw them with the Death Cart. <br />
<br />
Death Cart is the only Looter that is not a [[junking attack]].<br />
<br />
== FAQ ==<br />
=== Unofficial FAQ for current version ===<br />
* When you play Death Cart, trashing the Death Cart from play or an [[Action]] card from your hand is optional.<br />
* If you do trash something, you get +{{Cost|5}}.<br />
* If Death Cart is not in play (such as when playing it via {{Card|Band of Misfits}}), you cannot trash it.<br />
* When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain two [[Ruins]]. <br />
* You just take the top two, whatever they are. <br />
* If there are not enough Ruins left, take as many as you can. <br />
* The other players get to see which ones you got. <br />
* You gain the Ruins even if you exchange the Death Cart for something else, such as with {{Card|Trader}} (from {{Set|Hinterlands}}). <br />
* It does not matter whose turn it is; if you use {{Card|Ambassador}} (from {{Set|Seaside}}) to give Death Carts to each other player, those players also gain Ruins. <br />
* Passing cards with {{Card|Masquerade}} (from {{Set|Intrigue}}) does not count as gaining them.<br />
<br />
=== Official FAQ ===<br />
* When you play Death Cart, you get +{{Cost|5}}, and either trash an Action card from your hand, or trash the Death Cart.<br />
* If you have no Action card in your hand, you will have to trash the Death Cart, but you can trash the Death Cart whether or not you have an Action card in hand.<br />
* When you gain a Death Cart, either from buying it or from gaining it some other way, you also gain two Ruins. <br />
* You just take the top two, whatever they are. <br />
* If there are not enough Ruins left, take as many as you can. <br />
* The other players get to see which ones you got. <br />
* If you use {{Card|Trader}} (from {{Set|Hinterlands}}) to take a {{Card|Silver}} instead of a Death Cart, you do not gain any Ruins. <br />
* It does not matter whose turn it is; if you use {{Card|Ambassador}} (from {{Set|Seaside}}) to give Death Carts to each other player, those players also gain Ruins. <br />
* Passing cards with {{Card|Masquerade}} (from {{Set|Intrigue}}) does not count as gaining them.<br />
<br />
== Strategy Article ==<br />
See [http://forum.dominionstrategy.com/index.php?topic=8749.0 here] for a Death Cart strategy article.<br />
<br />
{{Cost|5}} is seriously a lot of money, so if you have a way to keep getting cheap junk for Death Cart to trash and a way to match the Death Cart up with the cheap junk, it's a superb money source. It can make for a great [[Treasure]]-less [[engine]], where you get coin for playing 1-2 Death Carts each turn, trashing either [[Ruins]] or cheap [[cantrip|cantrips]] like {{Card|Vagrant}} or {{Card|Pearl Diver}}.<br />
<br />
However, Death Cart is not a good buy early in the game. When you rely on shuffle luck to match up your Death Cart with your Ruins, there's a high chance of missing, and the two extra cards severely slow down your cycling. <br />
<br />
And when you play Death Cart many times, you'll need a way to replenish its fuel - +Buy is the easiest, since Ruins will always be available, but {{Card|Fortress}} and {{Card|Rats}} also serve the same function. <br />
=== Synergies/Combos ===<br />
* {{Card|Fortress}} can provide endless fuel for Death Cart.<br />
* {{Card|Necromancer}} can play Death Cart in the trash without penalty.<br />
* Death Cart weakens other [[Looter|Looters]] - the extra Ruins can be trashed with Death Cart for +$5<br />
* {{Card|Rats}} can provide free Death Cart fodder, turning your {{Card|Copper|Coppers}} and [[Shelters]] into Actions.<br />
* {{Card|Market Square}} is extremely good with Death Cart, as it is with any other [[trasher]]. Death Cart/Market Square is probably one of the few good Death Cart openings.<br />
* If you have {{Card|Watchtower}} in hand, you can buy a Death Cart, trash one Ruins, and topdeck Death Cart and the other Ruins. This gives you all of Death Cart's benefit and none of the problems you normally have in lining up your Death Cart and your Ruins.<br />
* {{Card|Cultist}} : First you give the Ruins to your opponents, and then you buy Death Cart without Ruins and trash the Cultists for +{{Cost|5}} and +3 cards.<br />
* In combination with {{project|Capitalism}} it can become a short-lived {{Card|Platinum}}.<br />
<br />
=== Antisynergies ===<br />
* [[Curser|Cursers]] will make it extremely difficult to match up your Death Cart with your Actions.<br />
* [[Junking attack]]s that give out {{Card|Copper}}, such as {{Card|Mountebank}}, for the same reason as [[Curser]]s.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Death CartOld|Death Cart}} || {{CardVersionImage|Death CartDigitalOld|Death Cart from Goko/Making Fun}} || +{{Cost|5}}. You may trash an Action card from your hand. If you don't, trash this.<br>When you gain this, gain 2 Ruins. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Death Cart|Death Cart}} || {{CardVersionImage|Death CartDigital|Death Cart from Shuffle iT}} || +{{Cost|5}}. You may trash an Action card from your hand. If you don't, trash this.<br>When you gain this, gain 2 Ruins. || Dark Ages [[Second Edition|2nd Edition]] || September 2017<br />
|-<br />
| || {{CardVersionImage|Death CartDigital2|Death Cart 2019 Version from Shuffle iT}} || You may trash this or an Action card from your hand, for +{{Cost|5}}.<br>When you gain this, gain 2 Ruins. || [[Dominion 2019 Errata and Rules Tweaks]] || September 24, 2019<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 運屍車 || || || +{{Cost|5}}。你可以移除你手上一張行動卡,如果你沒有移除,則移除此卡。當你獲得此卡,獲得兩張遺跡。 ||<br />
|-<br />
!Czech<br />
| Pohřební kára || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Dodenkar || || || ||<br />
|-<br />
!Finnish<br />
| Ruumisvaunu || || || ||<br />
|-<br />
!French<br />
| Charrette de cadavres || || || ||<br />
|-<br />
!German<br />
| Leichenkarren ||{{CardLangVersionImage|German}}|| || +{{Cost|5}}<br>Du darfst eine Aktionskarte aus<br>deiner Hand entsorgen.<br>Wenn du das nicht machst:<br>Entsorge diese Karte.<br>Wenn du diese Karte nimmst,<br>nimm dir 2 Ruinen-Karten. ||<br />
|-<br />
!Japanese<br />
| 死の荷車 (pron. ''shi no niguruma'') || || || +{{Cost|5}}。 手札のアクションカード1枚を廃棄してもよい。廃棄しなかった場合、これを廃棄する。これを獲得するとき、廃墟カード2枚を獲得する。 ||<br />
|-<br />
!Korean<br />
| 시체운반수레 (pron. ''siche-unbansule'') || || || ||<br />
|-<br />
!Polish<br />
| Trupi wóz || || || || Although Polish version is not released, this card is referred to in the Polish version of ''[[Empires]]'' rulebook<br />
|-<br />
!Russian<br />
| Труповозка (pron. ''trupovozka'') || || || ||<br />
|-<br />
!Spanish<br />
| Carro de los Muertos || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Death_CartArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This card exists to provide a way to give yourself Ruins. So that people don't just hate it, it gives you a use for the Ruins it comes with, a use so good that you almost feel like coming with Ruins is a plus. This has a when-gain ability, like those Hinterlands cards. My initial plan was to do these here and there in the sets after Hinterlands, back when Hinterlands was half of the 2nd expansion. That didn't work out, seeing as how Hinterlands is 6th, but well here's another when-gain card anyway.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/CoffersCoffers2021-05-16T22:14:52Z<p>Crlundy: /* Thoughts on "before you buy anything" */ Corrected citation.</p>
<hr />
<div>[[Image:Coffers.jpg|thumb|right|500px|The Coffers mat.]]<br />
<br />
'''Coffers''' are the supply of tokens a player has on their Coffers (or Coffers/[[Villagers]]) [[mat]], which can be removed during their [[Gameplay#Buy phase|Buy phase]], before buying anything, for +{{Cost|1}} each. Coffers are represented by [[Coin token]]s, which are also used by [[Villager]]s, {{Card|Pirate Ship}}, {{Card|Trade Route}}, and {{Project|Sinister Plot}}. They were introduced in {{Set|Guilds}} and revisited in {{Set|Renaissance}}.<br />
<br />
Before the [[second edition]] of Guilds, Coffers were simply called "Coin tokens", and may sometimes still be referenced as such.<br />
<br />
== List of cards and [[Project]]s using Coffers ==<br />
* {{Cost|2}} {{Card|Candlestick Maker}}, {{Card|Ducat}}<br />
* {{cost|3}} {{Project|Pageant}}<br />
* {{Cost|4}} {{Project|Exploration}}, {{Card|Patron}}, {{Card|Plaza}}, {{Card|Silk Merchant}}<br />
* {{Cost|5}} {{Card|Baker}}, {{Card|Butcher}}, {{Project|Guildhall}}, {{Card|Merchant Guild}}, {{Card|Spices}}, {{Card|Swashbuckler}}, {{Card|Villain}}<br />
<br />
== Official Rules ==<br />
=== Guilds ===<br />
* Some cards put tokens on a player's Coffers. "+1 Coffers" means "add a token to your Coffers mat." In a player's Buy Phase, before buying anything, that player may remove tokens from their Coffers for +{{Cost|1}} each.<br />
* Coin tokens are provided for this. They are not component-limited; players may use a substitute if they run out. The same tokens are provided in {{Set|Seaside|Dominion: Seaside}} and {{Set|Prosperity|Dominion: Prosperity}}; they can all be mixed together.<br />
* Coin tokens being used in other ways, such as on the {{Card|Pirate Ship}} mat for Dominion: Seaside, cannot be removed for +{{Cost|1}}; just the Coin tokens on a player's Coffers mat.<br />
* Coin tokens come from the supply of Coin tokens, and return there; they are not taken from other mats or other players. <br />
* Coin tokens can only be removed from a player's Coffers in that player's Buy Phase (or when instructed by a card such as {{Card|Butcher}}); they cannot be used when buying a card via the [[Promo|promotional card]] {{Card|Black Market}}.<br />
<br />
=== Renaissance ===<br />
* Renaissance has [[mat]]s for tracking Coffers, which let you save {{Cost}} for later.<br />
* Cards say "+1 Coffers" to mean, add a token to the Coffers side of your mat. A token there can be removed in your Buy phase, before buying anything, for +{{Cost|1}}.<br />
* Any number of tokens can be removed at once, each giving another +{{Cost|1}}.<br />
* Coin tokens are provided. They are not component-limited; players may use a substitute if they run out. The same tokens are in {{Set|Seaside|Dominion: Seaside}}, {{Set|Prosperity|Dominion: Prosperity}}, and {{Set|Guilds|Dominion: Guilds}}; they can all be mixed together.<br />
* Tokens being used other ways, such as on the {{Card|Pirate Ship}} mat for Dominion: Seaside, cannot be removed for +{{Cost|1}}; just tokens on the Coffers / Villagers mat.<br />
* Tokens come from the supply of tokens, and return there; they are not taken from other mats or other players.<br />
* Dominion: Guilds also has a Coffers mat, and uses tokens on it the same way. Early printings of Guilds said "take a [[Coin token]]" instead; in later printings, this is "+1 Coffers," and should be played that way.<br />
<br />
=== Other rules clarifications ===<br />
* Buying a card via {{Card|Black Market}} in your [[Buy phase]] does not stop you from removing tokens from your Coffers mat.<ref>[http://forum.dominionstrategy.com/index.php?topic=19190.msg776581#msg776581 A Couple of Buy Phase Clarifications]</ref><br />
<br />
== Basic Strategy ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=9996.msg325734#msg325734 Original post] by Polk5440''<br />
<br />
Coin tokens can be:<br />
# Treated as [[virtual coin]].<br />
# Used for smoothing.<br />
# Hoarded for big buys later.<br />
<br />
=== Virtual Money ===<br />
If you are playing an [[engine]] that produces X tokens every turn (on average), it's like you are producing {{Cost|X}} in virtual money every turn (on average) in addition to whatever else your deck does. You can count on your overall buying power increasing by that much every turn thanks to Coin tokens. Your deck can usually buy a {{Cost|3}} or a {{Cost|4}}, but also produces a Coin token a turn? Then count on being able to buy a {{Cost|4}} or a {{Cost|5}}. Take that into consideration when making your buys. <br />
<br />
=== Smoothing ===<br />
Is hitting {{Cost|2P}} the same thing as losing your turn? Is getting a hand that produces {{Cost|7}} only as good as one that produces {{Cost|5}}? Consider saving a few tokens to make up the difference! How many tokens you need to have on hand depends on how critical the gaps are, how many tokens your deck produces, how many you plan on using every turn for virtual money. <br />
<br />
=== Hoarding ===<br />
Maybe the goal is to produce a large number of Coin tokens and go for one big [[megaturn]] (don't forget you need buys!) which ends the game. In this type of strategy, Coin tokens to some extent function as a delayed {{Card|Bridge}} or {{Card|Horn of Plenty}} turn. When to pull the trigger and make those buys depends heavily on what you expect your opponent to do, too. <br />
<br />
=== Pitfalls ===<br />
Your goal should be to spend all your Coin tokens by the end of the game. If you are not hoarding and you find your Coin token total creeping up, 6, 8, 11, 15,... then you shouldn't be so stingy! Buy better stuff! You need to be treating more of your tokens as virtual money and bumping up your purchases to the next level. <br />
<br />
Don't feel like you have to use your Coin tokens for their intended purpose. The Coin token you start Baker games with does not have to be spent on the [[opening]]. The two Coin tokens you get from Butcher do not have to be spent on Remodeling right now. You can spend 0, 1, or even 3 or more, instead! The Coin token you get from Candlestick Maker does not have to be saved. Sometimes you need to suck it up and treat your CM as a {{Card|Copper}} this turn. Think about what your overall strategy is and how Coin tokens fit into that -- don't think about where the Coin tokens came from. <br />
<br />
You don't need to trash a card with Butcher in order to bank two coin tokens. Also, you can gain the same card you trash with Butcher without using any coin tokens (e.g. {{Card|Province}}). Use this to your advantage. <br />
<br />
''When someone buys {{Card|Possession}}, that is a good time to spend all of your coin tokens!''<br />
<br />
== Intermediate Strategy ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=12911.0 Original article] by -Stef-''<br />
<br />
A coin token is worth slightly more than a [[coin]], because you don't necessarily have to spend it at the end of your turn. For most of these cards you can imagine a variant that gives coins in stead of coin tokens, and you'd just have a slightly worse card. How much worse? That greatly depends on the kingdom, the game, your turn. The important thing to remember is this: most of the time you want to spend your money. You can use it to buy better cards, which in a turn or two will generate you even more money. So the most common case is that a coin token is exactly the same as a coin. If you don't spend it, it's sort of in your savings account, except you get a zero percent interest rate. Surely investing in your deck is better than that. There are of course exceptions, and that's where coin tokens get interesting:<br />
<br />
# {{Cost|3}} + {{Cost|5}} could be better than {{Cost|4}} + {{Cost|4}}. Sometimes you really want a more expensive card to kick-start your deck.<br />
# {{Cost|7}} could be the same as {{Cost|6}}. If there are no kingdom cards that cost {{Cost|7}}, your coin goes to waste but your coin token doesn't.<br />
# In the endgame it can be essential to buy multiple cards in one turn<br />
<br />
Because coin tokens are slightly better than coins, they are also slightly more expensive. This is not actually a law of the universe but [[Donald X|Donald]] made sure they are. However, for most of your spending power coins are just as good as coin tokens. You want to spend it anyway! So you should try to have the bulk of your money be cheap-ass plain old coins, while only a few in the form of tokens to provide you with all the flexibility you want. That is something all of these cards have in common: the first one you buy is the best. The second one is probably also ok. After that you need a good reason to go on. Of course this reason could exist, but that's card specific. <br />
<br />
=== Mass Baker ===<br />
This is just not a good strategy. The idea is to load up on a huge amount of coin tokens before you ever start to buy green cards, and then be totally unstoppable in the endgame. Although it is better than greening much too early, it's also far from optimal. You will lose to someone who starts the same but then mixes it up with cards that make more money. Spending {{Cost|5}} on something that makes {{Cost|1}} each turn is simply a bad ratio. Even something as simple as {{Card|Gold}} + {{Card|Laboratory}} (and that's really mediocre payload for a running engine) already has a much better payoff rate.<br />
<br />
The only good reason to get more than a 2nd Baker is if they're free. Maybe {{Card|University}} gains them for you, maybe you {{Card|Remake}} some {{Card|Fortress|Fortresses}}. A reasonable reason to get more is if you really like the [[cantrip|cantrips]] ({{Card|Scrying Pool}} engine).<br />
<br />
=== Mass Candlestick Makers ===<br />
This is very comparable to the mass Baker argument. But now the cost is not in buying the card ({{Cost|2}} is very cheap) but in drawing it. Even in a double {{Card|Tactician}} deck this doesn't really work out. Reasons to go on after the first two could be {{Card|Vineyard|Vineyards}}, {{Card|Gardens}}, or again Scrying Pool. But if that's not what you're going for - don't let the sweetness of your first Candlestick Maker lure you into buying a 3rd one, even if you have just {{Cost|2}} to spare.<br />
<br />
=== Mass Plaza ===<br />
Plaza is a [[village (card category)|village]] and sometimes you just want those. Maybe you can cheat (draw-to-X) and then Plaza is a really good card for {{Cost|4}} (in those decks the coin equivalent {{Card|Bazaar}} costs {{Cost|5}}). If not, there is a reasonable chance mixing up Plazas with other villages is actually best.<br />
<br />
=== Mass Butcher ===<br />
This requires overdrawing your deck and a lot of extra actions. It's really rare that I take 3 or more Butchers. It's much more common that you want to maximize the usage of the first one or two you have.<br />
<br />
=== Mass Merchant Guild ===<br />
Don't go beyond your second Guild unless you think you can pull off the [[megaturn]]. You don't just need to be able to buy the 3rd, 4th and 5th Merchant Guild, you also need to draw them and have the spare actions to play them. Sometimes you can and then it's very powerful.<br />
<br />
=== Endgame ===<br />
Near the end of the game the value of coin tokens all of a sudden can go up very quickly. Buying a single {{Card|Province}} may be losing while buying zero now and two next turn is winning. The tactical decisions involved can be very complicated, but in general it's something that is underestimated. Don't spend coin tokens near the end to get some extra components, unless you really know what you're doing. Feel free to buy extra {{Card|Copper|Coppers}} with Merchant Guild in play.<br />
<br />
== Trivia ==<br />
Confusingly, {{Card|Pirate Ship}} refers to its particular tokens as "Coin tokens"; however, these are only used to track its own {{Cost}}-production, and cannot be spent. This confusion was part of the reason why the term "Coffers" was introduced in the [[second edition]].<br />
<br />
=== Previews (Guilds) ===<br />
{{Quote|Text=The [[coin tokens]] are those metal things in [[Seaside]] and [[Prosperity]]. [[Guilds]] has cards that give you some, and then they’re yours, they don’t belong to some [[Pirate Ship|Pirates]] or anything. The significance of a coin token is, in your [[Gameplay#Buy phase|buy phase]], before buying cards, you can cash in any number of coin tokens for +{{Cost|1}} each. That’s it, that’s all there is to know. They’re money you can spend later.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8294.0 Preview #1: Baker]<br />
}}<br />
=== Previews (Renaissance) ===<br />
{{Quote|Text=Coffers are like [[Villager]]s but for [[coin]]s. Bam. Also Coffers appeared already in {{Set|Guilds}}, though it wasn't called that until the [[Second edition|later printing]]. It's money you can save for later. You can only cash in the [[Coin token|token]]s before buying [[card]]s; they make +{{Cost|1}} each. Guilds originally said "take a coin token"; this set says "+1 Coffers."<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19018.0 Renaissance Previews #3: Villain, Ducat, Silk Merchant]<br />
}}<br />
=== Secret History (Guilds) ===<br />
{{Quote|Text=On my list of possible future mechanical themes, "tokens" was the easiest-sounding, so I went with that. There are a bunch of things you can do with tokens. My initial idea was to use them as money you could hang onto for later. This was simple and meant that any one card that used the tokens was useful by itself; there was no reason for anyone to insist on more than one token-involving card in the game at once, thus avoiding an issue that Alchemy had. The initial idea worked out and so there it is.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds cards]<br />
}}<br />
=== Secret History (Renaissance) ===<br />
{{Quote<br />
|Text=Going into work on this set, I had two plans. First, to see what I could do with States. States showed up in Nocturne, just as a way to deal with tracking for a few effects; I had put no work into trying to see what I could do with them, and well probably I could do something with them. Second, to try to do more with the coin tokens from Guilds. They were popular and it seemed like maybe I could actually do more with them.<br />
<br />
In the end I felt like, we were eating up so much table space with mats, and hey what about being simpler. So there are just Coffers and Villagers. And they got those names and notation and then since we were updating Guilds for reprinting it got the Coffers mat too.<br />
<br />
Coffers tokens were also problematic; when you have a giant pile of those tokens, it's pretty demoralizing for the other players, and sometimes it's even a good strategy. So only one card gives +2 Coffers each time it's played, and some only sometimes produce +Coffers, and some do it when-gained. Villagers tokens had no issues. Go ahead and get a bunch if you want.<br />
<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19203.0 The Secret History of Dominion: Renaissance]<br />
}}<br />
=== Thoughts on "before you buy anything" ===<br />
{{Quote<br />
|Text=<br />
Again it was a poor decision to do things this way; I should have had {{Card|Merchant Guild}} say e.g. "at the start of clean-up," and then when {{Card|Spices}} came along I could figure out what I wanted there. I didn't need to settle for {{Card|Merchant Guild}} giving you tokens you could immediately spend, though sure I could have tried that direction too.<br />
<br />
And for that matter it would be great to allow playing treasures after buying cards. There are possible fixes for affected cards, e.g. "when you gain this, discard your hand and trash all Treasures you have in play" for {{Card|Mint}}. IRL people constantly play treasures after buying cards. It's bad to have the rules technically go against that.<br />
<br />
But you know, if you work on a game for 12 years without publishing it, of course you'll be able to publish a more polished version. I think the move was to get it out there.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=19190.msg776500#msg776500 A Couple of Buy Phase Clarifications]<br />
}}<br />
<br />
== References ==<br />
<references/><br />
<br />
{{Navbox Guilds}}<br />
{{Navbox Renaissance}}<br />
{{Navbox Mechanics}}</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/DominionStrategy_Wiki:Community_portalDominionStrategy Wiki:Community portal2021-03-20T01:27:17Z<p>Crlundy: /* Style guidelines */</p>
<hr />
<div>As of March 2021, there is a concerted effort to improve the wiki over on the Dominion Discord server. Come join us: https://discord.gg/VVqG2GGR<br />
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'''Wiki formatting/structure:'''<br />
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# Better card art scans<br />
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* {{VP}}: Use this symbol to victory points and victory point tokens. Do not use “VP”.</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/DominionStrategy_Wiki:Community_portalDominionStrategy Wiki:Community portal2021-03-20T01:24:56Z<p>Crlundy: </p>
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<div>As of March 2021, there is a concerted effort to improve the wiki over on the Dominion Discord server. Come join us: https://discord.gg/VVqG2GGR<br />
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==To Dos==<br />
'''Logistics:'''<br />
# Figure out exact edit process<br />
# Generate list of pages to edit, prioritize<br />
# Figure out template for said pages. <br />
<br />
'''Wiki content:'''<br />
#Benchmarks page<br />
<br />
'''Wiki formatting/structure:'''<br />
# pages with lists of cards to have visual spoilers for them<br />
# front page to link to the category pages like "village"<br />
# Better card art scans<br />
<br />
<br />
==Style guidelines==<br />
These guidelines borrow from the [wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style].<br />
<br />
===Retain existing styles===<br />
When you encounter a situation where more than one style is appropriate, prefer the one already in use. Do not simply edit something to change between acceptable styles. Do edit from an incorrect style to a correct style.<br />
<br />
===Page titles===<br />
Use the most recognizable and descriptive name for that topic. For official items like cards, tokens, and concepts, use the names as defined in the rulebooks. Capitalize the initial letter and otherwise follow sentence case, expect where capitalization is used in Dominion text. For example, use “Three-pile ending” and not “Three-Pile Ending”<br />
<br />
===Section organization===<br />
Each page should begin with a concise introductory summary. Infoboxes, images, and other related content should be right-aligned. Infoboxes and banners should be included before the introductory text. Tables of contents are inserted automatically. Navboxes should appear after the main body.<br />
<br />
===Section headings===<br />
Follow the guidance for page titles. Use equals signs around a section heading: <code><nowiki>==Heading==</nowiki></code>. Do not skip heading levels. Spaces around the title are optional: <code><nowiki>== Heading ==</nowiki></code>.<br />
<br />
Section headings should not:<br />
* Be repeated within a page.<br />
* Contain links (whether external or internal).<br />
* Images or icons.<br />
* Templates (which use curly braces <code><nowiki>{{like this}}</nowiki></code>).<br />
* Use colors, italics, or other formatting.<br />
* Include manual line breaks.<br />
* Refer to the page title or a high-lever heading. For example, use “FAQ” instead of “FAQ for Village”.<br />
* Be numbered or lettered like a list.<br />
* Be phrased as a question. For example, use “Strategy” instead of “What is the strategy for Smithy?”.<br />
<br />
It is possible to link directly to a section title. So before changing any headings, consider whether it may break existing links.<br />
<br />
===Varieties of English===<br />
The Dominion Strategy Wiki is written in English. American English is the default, but other varieties are allowed; be consistent within a page. Use terms universal to all English varieties when possible, instead of regional terms.<br />
<br />
===Capitalization===<br />
Do not capitalize ''the'' in the middle of a sentence. For example, use “follow the Penultimate Province Rule” and not “follow The Penultimate Province Rule”.<br />
<br />
Follow the same capitalization styles for Dominion terms as used in the rulebooks. For example, always capitalize:<br />
* Expansions.<br />
* Card and landscape names.<br />
* Card and landscape types.<br />
* Groups of cards such as Supply, Kingdom cards, and Base cards.<br />
* Mats, except the Trash mat when not accompanied by ''mat'' or ''pile'': “the Trash mat”, “the Trash pile”, “the trash”.<br />
* Tokens but not the word ''token'', for example “Debt token”.<br />
* Phases but not the word ''phase'', for example “Clean-up phase”.<br />
* Amounts with pluses, such as +Cards, +Buys, and +Coffers.<br />
<br />
And for example do not capitalize:<br />
* Some zones of cards such as play area, discard pile, and set aside.<br />
* Most defined Dominion actions such as play, gain, and reveal.<br />
* Words that are Dominion terms, but aren't being used in their specific Dominion sense. For example, "''gain'' an advantage" and "''attack'' your opponent".<br />
<br />
For unofficial terms, do not capitalize general concepts such as “engine” and “pile out”. Do capitalize names of specific concepts such as “Big Money” and “the Penultimate Province Rule”.<br />
<br />
Capitalize real names of real people. Capitalize usernames as the person chose to create them. For example, “Donald X. Vaccarino” and “LastFootnote”.<br />
<br />
===Abbreviations===<br />
Abbreviations here includes initialisms and acronyms. In general avoid abbreviations. Never abbreviate official Dominion terms; for example, always use “Ill-Gotten Gains” instead of “IGG” and “turn 3” instead of “T3”.<br />
<br />
When using abbreviations, write out the full version and the abbreviation the first time it is used in a page. Follow normal capitalization rules for the unabbreviated terms. Avoid using periods in abbreviations; for example, use “PPR” instead of “P.P.R.”.<br />
<br />
===Grammar===<br />
* '''Possessives''': For plural nouns ending in ''s'', add an apostrophe. In all other cases, including names, add ''’s''. For example, “both cards’ opportunity costs are low” and “Gardens’s illustration is by Matthias Catrein”.<br />
* '''First person''': Never refer to the writers or readers using ''I'', ''my'', ''we'', ''us'', or similar forms.<br />
* '''Second person''': All strategy and rules information should prefer referring to the reader using ''you'', ''your'', or similar forms.<br />
* '''Third person''': All strategy and rules information should prefer referring to the reader’s player opponents using ''they'', ''their'', or similar forms. Some strategy information may be suitable to use third person forms to convey generalized advice, but use second form when possible.<br />
* '''Verb tense''': By default, write pages in the present tense, including those covering [[removed cards]]. Generally, do not use past tense except when referencing removed cards or rules that have been superseded by errata.<br />
<br />
===Vocabulary===<br />
* Use generally-neutral language. For example, use the singular ''they'' instead of ''he'' or ''she''. An exception to this is when using names of things from Dominion (for example, {{Card|Night Watchman}}).<br />
* Avoid words that are exceedingly informal or opinionated. Strategy advice is often opinion-based, but prefer statements that are commonly accepted. Do not editorialize.<br />
* When providing examples, use cards from the {{Set|Dominion|Base game}} if possible as more players are familiar with those.<br />
<br />
====Official terminology====<br />
Freely use Dominion terminology defined and used in the rulebook. In particular, note the following:<br />
* Amounts with pluses are given and gotten, using the words “give” or “get”. For example, use “{{Card|Militia}} gives +{{Cost|2}}” instead of “{{Card|Militia}} generates {{Cost|2}}”.<br />
* A single Coffers token still uses the plural ''Coffers''.<br />
<br />
====Jargon====<br />
Avoid excessively using unofficial community jargon. If you do use jargon, link to the page explaining it and if it’s a page relating to the base game, consider including a brief definition. For example:<br />
* '''Base''': consider "Dominion" (the official term), "Base set", or "Base game".<br />
* '''Draw deck''': consider “draw your deck” instead.<br />
* '''Pile pressure''': consider “threaten a [[three-pile ending]]” instead.<br />
* '''Pop''': consider “trash”, “activate”, or something more specific.<br />
* '''When-gain''': consider “a ‘when you gain’ ability” instead.<br />
* '''Topdeck''': consider “put onto your deck” instead. (Take special note that some games use this term differently than Dominion, so it is clearer to avoid it.)<br />
* '''Vanilla bonus''': consider “+Cards, +Actions, +Buys, or +{{Cost}}” instead.<br />
<br />
Note that when “hand size” is used an adjective it is customarily written as one word.<br />
<br />
Try to refer to costs using the same conventions as Dominion cards. For example:<br />
* Use “{{Cost|4}} or more” instead of “more than {{Cost|3}}”.<br />
* Use “a card costing {{Cost|5}}” instead of “a {{Cost|5}}-cost card”.<br />
* Use “costing from {{Cost|3}} to {{Cost|6}}” instead of “costing {{Cost|3}}–{{Cost|6}}”.<br />
<br />
===Bulleted and numbered lists===<br />
Do not use lists if a passage is read easily as plain paragraphs. Do not leave blank lines between items in lists. Only use numbered lists when necessary; prefer bulleted lists by default.<br />
<br />
Use the same grammatical form for all items in a list. For example, do not mix full sentences and sentence fragments.<br />
<br />
===Links===<br />
===Wikilinks===<br />
Make links only where they are relevant and helpful in context. Only link to a page the first time it is relevant in each section of the page.<br />
<br />
Only capitalize the first letter if it would be normally capitalized. Wikilinks are not required to begin with a capital letter like the page itself.<br />
<br />
Link to a specific section of a page with a hash sign. For example, <code><nowiki>[[Dominion#Awards]]</nowiki></code> links to the Awards section of the [[Dominion]] page.<br />
<br />
===External links===<br />
External links should usually be collected into a section. Use a descriptive phrase for the text of the link. Do not bait the reader with phrases like “click here”.<br />
<br />
===Templates===<br />
Make use of the custom Dominion templates when possible. In particular, use the following instead of wikilinks:<br />
* <code><nowiki>{{Card}}</nowiki></code>, <code><nowiki>{{Event}}</nowiki></code>, <code><nowiki>{{Landmark}}</nowiki></code>, etc for every appearance of a Dominion [[card-shaped thing]].<br />
* <code><nowiki>{{Set}}</nowiki></code> for every appearance of a Dominion set<br />
<br />
Use Dominion symbols when referring to those concepts. Avoid using symbols in conjunction with punctuation. For example, use “the value of {{Cost|P}}” instead of “{{Cost|P}}’s value”.<br />
* {{Cost}}: Use this symbol to refer to amounts of this currency, instead of “coins”, “money”, or “$”. If you need to refer to a general amount of {{Cost}}, you may use {{Cost}} with no value or say “economy”, “money”, etc.<br />
* {{Cost|P}}: Use this symbol to refer to this currency. Only write out the word {{Card|Potion}} when referring to the card.<br />
* {{Debt}}: Use this symbol to refer to amounts of this token resource. Refer to the token as a “Debt token”.<br />
* {{VP}}: Use this symbol to victory points and victory point tokens. Do not use “VP”.</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/DominionStrategy_Wiki:Community_portalDominionStrategy Wiki:Community portal2021-03-20T01:24:09Z<p>Crlundy: Overhaul to the style guidelines, borrowing heavily from the Wikipedia Manual of Style</p>
<hr />
<div>As of March 2021, there is a concerted effort to improve the wiki over on the Dominion Discord server. Come join us: https://discord.gg/VVqG2GGR<br />
<br />
==To Dos==<br />
'''Logistics:'''<br />
# Figure out exact edit process<br />
# Generate list of pages to edit, prioritize<br />
# Figure out template for said pages. <br />
<br />
'''Wiki content:'''<br />
#Benchmarks page<br />
<br />
'''Wiki formatting/structure:'''<br />
# pages with lists of cards to have visual spoilers for them<br />
# front page to link to the category pages like "village"<br />
# Better card art scans<br />
<br />
<br />
==Style guidelines==<br />
These guidelines borrow from the [wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style].<br />
<br />
===Retain existing styles===<br />
When you encounter a situation where more than one style is appropriate, prefer the one already in use. Do not simply edit something to change between acceptable styles. Do edit from an incorrect style to a correct style.<br />
<br />
===Page titles===<br />
Use the most recognizable and descriptive name for that topic. For official items like cards, tokens, and concepts, use the names as defined in the rulebooks. Capitalize the initial letter and otherwise follow sentence case, expect where capitalization is used in Dominion text. For example, use “Three-pile ending” and not “Three-Pile Ending”<br />
<br />
===Section organization===<br />
Each page should begin with a concise introductory summary. Infoboxes, images, and other related content should be right-aligned. Infoboxes and banners should be included before the introductory text. Tables of contents are inserted automatically. Navboxes should appear after the main body.<br />
<br />
===Section headings===<br />
Follow the guidance for page titles. Use equals signs around a section heading: <code><nowiki>==Heading==</nowiki></code>. Do not skip heading levels. Spaces around the title are optional: <code><nowiki>== Heading ==</nowiki></code>.<br />
<br />
Section headings should not:<br />
* Be repeated within a page.<br />
* Contain links (whether external or internal).<br />
* Images or icons.<br />
* Templates (which use curly braces <code><nowiki>{{like this}}</nowiki></code>).<br />
* Use colors, italics, or other formatting.<br />
* Include manual line breaks.<br />
* Refer to the page title or a high-lever heading. For example, use “FAQ” instead of “FAQ for Village”.<br />
* Be numbered or lettered like a list.<br />
* Be phrased as a question. For example, use “Strategy” instead of “What is the strategy for Smithy?”.<br />
<br />
It is possible to link directly to a section title. So before changing any headings, consider whether it may break existing links.<br />
<br />
===Varieties of English===<br />
The Dominion Strategy Wiki is written in English. American English is the default, but other varieties are allowed; be consistent within a page. Use terms universal to all English varieties when possible, instead of regional terms.<br />
<br />
===Capitalization===<br />
Do not capitalize ''the'' in the middle of a sentence. For example, use “follow the Penultimate Province Rule” and not “follow The Penultimate Province Rule”.<br />
<br />
Follow the same capitalization styles for Dominion terms as used in the rulebooks. For example, always capitalize:<br />
* Expansions.<br />
* Card and landscape names.<br />
* Card and landscape types.<br />
* Groups of cards such as Supply, Kingdom cards, and Base cards.<br />
* Mats, except the Trash mat when not accompanied by ''mat'' or ''pile'': “the Trash mat”, “the Trash pile”, “the trash”.<br />
* Tokens but not the word ''token'', for example “Debt token”.<br />
* Phases but not the word ''phase'', for example “Clean-up phase”.<br />
* Amounts with pluses, such as +Cards, +Buys, and +Coffers.<br />
<br />
And for example do not capitalize:<br />
* Some zones of cards such as play area, discard pile, and set aside.<br />
* Most defined Dominion actions such as play, gain, and reveal.<br />
* Words that are Dominion terms, but aren't being used in their specific Dominion sense. For example, "''gain'' an advantage" and "''attack'' your opponent".<br />
<br />
For unofficial terms, do not capitalize general concepts such as “engine” and “pile out”. Do capitalize names of specific concepts such as “Big Money” and “the Penultimate Province Rule”.<br />
<br />
Capitalize real names of real people. Capitalize usernames as the person chose to create them. For example, “Donald X. Vaccarino” and “LastFootnote”.<br />
<br />
===Abbreviations===<br />
Abbreviations here includes initialisms and acronyms. In general avoid abbreviations. Never abbreviate official Dominion terms; for example, always use “Ill-Gotten Gains” instead of “IGG” and “turn 3” instead of “T3”.<br />
<br />
When using abbreviations, write out the full version and the abbreviation the first time it is used in a page. Follow normal capitalization rules for the unabbreviated terms. Avoid using periods in abbreviations; for example, use “PPR” instead of “P.P.R.”.<br />
<br />
===Grammar===<br />
* '''Possessives''': For plural nouns ending in ''s'', add an apostrophe. In all other cases, including names, add ''’s''. For example, “both cards’ opportunity costs are low” and “Gardens’s illustration is by Matthias Catrein”.<br />
* '''First person''': Never refer to the writers or readers using ''I'', ''my'', ''we'', ''us'', or similar forms.<br />
* '''Second person''': All strategy and rules information should prefer referring to the reader using ''you'', ''your'', or similar forms.<br />
* '''Third person''': All strategy and rules information should prefer referring to the reader’s player opponents using ''they'', ''their'', or similar forms. Some strategy information may be suitable to use third person forms to convey generalized advice, but use second form when possible.<br />
* '''Verb tense''': By default, write pages in the present tense, including those covering [[removed cards]]. Generally, do not use past tense except when referencing removed cards or rules that have been superseded by errata.<br />
<br />
===Vocabulary===<br />
* Use generally-neutral language. For example, use the singular ''they'' instead of ''he'' or ''she''. An exception to this is when using names of things from Dominion (for example, {{Card|Night Watchman}}).<br />
* Avoid words that are exceedingly informal or opinionated. Strategy advice is often opinion-based, but prefer statements that are commonly accepted. Do not editorialize.<br />
* When providing examples, use cards from the {{Set|Dominion|Base game}} if possible as more players are familiar with those.<br />
<br />
====Official terminology====<br />
Freely use Dominion terminology defined and used in the rulebook. In particular, note the following:<br />
* Amounts with pluses are given and gotten, using the words “give” or “get”. For example, use “{{Card|Militia}} gives +{{Cost|2}}” instead of “{{Card|Militia}} generates {{Cost|2}}”.<br />
* A single Coffers token still uses the plural ''Coffers''.<br />
<br />
====Jargon====<br />
Avoid excessively using unofficial community jargon. If you do use jargon, link to the page explaining it and if it’s a page relating to the base game, consider including a brief definition. For example:<br />
* '''Base''': consider "Dominion" (the official term), "Base set", or "Base game".<br />
* '''Draw deck''': consider “draw your deck” instead.<br />
* '''Pile pressure''': consider “threaten a [[three-pile ending]]” instead.<br />
* '''Pop''': consider “trash”, “activate”, or something more specific.<br />
* '''When-gain''': consider “a ‘when you gain’ ability” instead.<br />
* '''Topdeck''': consider “put onto your deck” instead. (Take special note that some games use this term differently than Dominion, so it is clearer to avoid it.)<br />
* '''Vanilla bonus''': consider “+Cards, +Actions, +Buys, or +{{Cost}}” instead.<br />
<br />
Note that when “hand size” is used an adjective it is customarily written as one word.<br />
<br />
Try to refer to costs using the same conventions as Dominion cards. For example:<br />
* Use “{{Cost|4}} or more” instead of “more than {{Cost|3}}”.<br />
* Use “a card costing {{Cost|5}}” instead of “a {{Cost|5}}-cost card”.<br />
* Use “costing from {{Cost|3}} to {{Cost|6}}” instead of “costing {{Cost|3}}–{{Cost|6}}”.<br />
<br />
===Bulleted and numbered lists===<br />
Do not use lists if a passage is read easily as plain paragraphs. Do not leave blank lines between items in lists. Only use numbered lists when necessary; prefer bulleted lists by default.<br />
<br />
Use the same grammatical form for all items in a list. For example, do not mix full sentences and sentence fragments.<br />
<br />
===Links===<br />
===Wikilinks===<br />
Make links only where they are relevant and helpful in context. Only link to a page the first time it is relevant in each section of the page.<br />
<br />
Only capitalize the first letter if it would be normally capitalized. Wikilinks are not required to begin with a capital letter like the page itself.<br />
<br />
Link to a specific section of a page with a hash sign. For example, <code><nowiki>[[Dominion#Awards]]</nowiki></code> links to the Awards section of the [[Dominion]] page.<br />
<br />
===External links===<br />
External links should usually be collected into a section. Use a descriptive phrase for the text of the link. Do not bait the reader with phrases like “click here”.<br />
<br />
===Templates===<br />
Make use of the custom Dominion templates when possible. In particular, use the following instead of wikilinks:<br />
* <code><nowiki>{{Card}}</nowiki></code>, <code><nowiki>{{Event}}</nowiki></code>, <code><nowiki>{{Landmark}}</nowiki></code>, etc for every appearance of a Dominion [[card-shaped]] object<br />
* <code><nowiki>{{Set}}</nowiki></code> for every appearance of a Dominion set<br />
<br />
Use Dominion symbols when referring to those concepts. Avoid using symbols in conjunction with punctuation. For example, use “the value of {{Cost|P}}” instead of “{{Cost|P}}’s value”.<br />
* {{Cost}}: Use this symbol to refer to amounts of this currency, instead of “coins”, “money”, or “$”. If you need to refer to a general amount of {{Cost}}, you may use {{Cost}} with no value or say “economy”, “money”, etc.<br />
* {{Cost|P}}: Use this symbol to refer to this currency. Only write out the word {{Card|Potion}} when referring to the card.<br />
* {{Debt}}: Use this symbol to refer to amounts of this token resource. Refer to the token as a “Debt token”.<br />
* {{VP}}: Use this symbol to victory points and victory point tokens. Do not use “VP”.</div>Crlundyhttps://wiki.dominionstrategy.com/index.php/GroomGroom2021-03-16T22:13:22Z<p>Crlundy: /* Strategy */</p>
<hr />
<div>{{Infobox Card<br />
|name = Groom<br />
|cost = 4<br />
|set = Menagerie<br />
|type1 = Action<br />
|illustrator = Elisa Cella<br />
|text = Gain a card costing up to {{Cost|4}}. If it's an...<br>Action card, gain a Horse;<br>Treasure card, gain a Silver;<br>Victory card, '''+1 Card''' and '''+1 Action'''.<br />
}}<br />
<br />
'''Groom''' is an [[Action]] card from {{Set|Menagerie}}. It is a [[gainer]] that offers a bonus depending on the type of the card gained, similar to {{Card|Ironworks}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First gain a card, then apply the bonuses in the order listed.<br />
* A card can give you multiple bonuses; for example, if you gain a {{Card|Mill}} (from {{Set|Intrigue}}), you gain a {{Card|Horse}} and then get +1 Card and +1 Action.<br />
<br />
== Strategy ==<br />
Groom is one of the best [[gainer|Workshop variants]] costing {{Cost|4}}. <br />
<br />
Most {{Card|Workshop}} variants are at their strongest when picking up cheap [[Action]] cards, and here Groom offers a stronger benefit than its counterparts. Compared to {{Card|Ironworks}} (which gives +1 Action when gaining action cards) or {{Card|Armory}} (which puts the gained card onto your deck), Groom gives you a {{Card|Horse}} which is a [[one-shot]] +1 hand size. Draw is highly valuable, and this bonus outshines the bonuses of similar {{Card|Workshop}}-like cards and makes Groom viable in a wider array of contexts.<br />
<br />
Groom is also among the best cards at facilitating [[rush]] strategies, in which a player attempts to [[Three-pile ending|empty three piles]] quickly before other players can get [[deck control|control of their decks]] and begin scoring. Players familiar with the {{Set|Dominion|Base set}} may already know of the {{Card|Workshop}}-{{Card|Gardens}} rush, which involves gaining as many {{Card|Workshop|Workshops}} as you can and then emptying {{Card|Workshop}}, {{Card|Gardens}}, and {{Card|Estate}} piles. While {{Card|Workshop}}-{{Card|Gardens}} is a relatively weak strategy, Groom-{{Card|Gardens}} is much stronger. Because Groom gives +1 Card and +1 Action when gaining [[Victory]] cards, it can be chained much more effectively in these decks and lowers piles more quickly. Groom rushes work with any Victory card costing {{Cost|4}} or less, with {{Card|Silk Road}} and {{Card|Gardens}} standing out as the strongest. Groom Victory-rush strategies aim to empty the Groom, the cheap Victory pile, and the {{Card|Estate}} piles. Rush strategies are also viable with certain [[Landmark]]s like {{Landmark|Tower}} or {{Landmark|Triumphal Arch}}, where a player can empty the Groom pile, another Action pile, and the {{Card|Estate}} pile.<br />
<br />
Gaining [[Treasure]]s with Groom is typically far less useful than gaining Action or Victory cards. It may be useful in situations where you’ve drawn your deck and need to quickly add [[payload]], or in [[Kingdom]]s that appreciate free {{Card|Silver|Silvers}} (such as those with {{Card|Feodum}}, {{Card|Seer}}, or {{Project|Guildhall}}).<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Groom|Groom}} || {{CardLangVersionImage|d=1}} || Gain a card costing up to {{Cost|4}} If it's an...<br>Action card, gain a Horse;<br>Treasure card, gain a Silver;<br>Victory card, '''+1 Card''' and '''+1 Action'''. || Menagerie || March 2020 <br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German<br />
| Stallbursche || || [[File:Groom.German.png|100px]] || Nimm eine Karte, die bis zu {{cost|4}} kostet.<br>Ist es eine...<br>Aktionskarte: nimm ein Pferd;<br>Geldkarte: nimm ein Silber;<br>Punktekarte: '''+1 Karte''' und '''+1 Aktion'''. ||<br />
|-<br />
!Japanese<br />
| 馬丁 (pron. ''batē'') || || || ||<br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=An early card. The only change was the precise wording, "[[Action]] card" rather than "Action."<br />
|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>Crlundyhttps://wiki.dominionstrategy.com/index.php/Worker%27s_VillageWorker's Village2021-03-05T19:12:51Z<p>Crlundy: </p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Worker's Village<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Claus Stephan<br />
|text = '''+1 Card<br/>+2 Actions<br/>+1 Buy'''<br />
}}<br />
<br />
'''Worker's Village''' is an [[Action]] card from {{Set|Prosperity}}. It is a {{Card|Village}} that also gives an [[+buy|extra buy]]. It is typically one of the stronger [[villages]] in the game because it provides two important components of most [[engine]]s—extra actions and +buy. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw a card and get +2 Actions and +1 Buy.<br />
<br />
== Strategy ==<br />
Worker's Village provides two valuable parts of an [[engine]] in one card: [[Village (card category)|+Actions]] and [[+Buy]]. Its low cost and general utility lead to decks with high numbers of Buys. A noteworthy combo is {{Card|Peddler}}.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Worker's VillageOld|Worker's Village}} || {{CardVersionImage|Worker's VillageDigitalOld|Worker's Village from Goko/Making Fun}} || '''+1 Card'''<br>'''+2 Actions'''<br>'''+1 Buy''' || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Worker's Village|Worker's Village}} || {{CardVersionImage|Worker's VillageDigital|Worker's Village from Shuffle iT}} || '''+1 Card'''<br>'''+2 Actions'''<br>'''+1 Buy''' || 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 />
| 工人村 || || || '''+1 卡片''' '''+2 行動''' '''+1 購買'''<br />
|-<br />
!Czech <br />
| Dělnická čtvrť || || || <br />
|-<br />
!Dutch <br />
| Arbeidersdorp || || || <br />
|-<br />
!Finnish <br />
| Työläiskylä || || || <br />
|-<br />
!French <br />
| Village ouvrier || || || <br />
|-<br />
!German <br />
| Arbeiterdorf || [[File:Workers.village.german.jpg|100px]] || || '''+1 Karte'''<br>'''+2 Aktionen'''<br>'''+1 Kauf'''<br />
|-<br />
!Italian <br />
| Cantiere (lit. ''construction site'') || || || <br />
|-<br />
!Japanese <br />
| 労働者の村 (pron. ''rōdō-sha no mura'') || || || '''+1 カードを引く'''。 '''+2 アクション'''。 '''+1 購入'''。 <br />
|-<br />
!Polish <br />
| Wioska robotnicza || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Рабочий Посёлок (pron. ''rabochiy posyolok'') || || ||<br />
|-<br />
!Spanish <br />
| Pueblo de trabajadores || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Workers_VillageArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Nothing about this card changed except for where the apostrophe is. I previously had a card that was "+1 Card +1 Action +1 Buy," but it's not exactly fair to say that this is a version of that.<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>Crlundyhttps://wiki.dominionstrategy.com/index.php/Stop-Moving_ruleStop-Moving rule2020-09-30T20:14:20Z<p>Crlundy: </p>
<hr />
<div>The '''Stop-Moving rule''' is a rule covering when an effect is allowed to move a card. It supersedes the [[Lose Track rule]] and was introduced as part of the [[Dominion 2019 Errata and Rules Tweaks]].<br />
<br />
== Official Rules ==<br />
* An effect can move a card if it specifies where the card is coming from, or if the effect put the card where it is now.<br />
* If a card isn't where the effect would expect it to be, or has moved away from there and then back, it can't move the card.<br />
** Played cards expect to be in play; they can't move themselves if they aren't.<br />
** Gained cards are expected to be where they were gained to, even if this isn't the discard pile. <br />
** Cards in discard piles can be moved even if covered up by other cards; cards on top of a deck can't be moved once covered up.<br />
<br />
==Other Rules clarifications==<br />
* When you need to get a specific card from your discard pile, if it's on top, you take it without looking through your discard pile. If it's not on top, you can look through your discard pile to get the card. When you get to choose a card from your discard pile, you can look through it even if you know you will choose the top card.<br />
<br />
==List of cards that move cards==<br />
These cards have abilities that move themselves or other cards. It is not comprehensive; for example, cards that move other cards from their piles, from your hand, and from mats are not included. Cards in italics have been [[Removed cards|removed]].<br />
<br />
===Cards that move cards in play===<br />
* {{Card|Procession}}<br />
* {{Card|Counterfeit}}<br />
* {{Way|Way of the Butterfly}}<br />
* {{Way|Way of the Horse}}<br />
* {{Way|Way of the Turtle}}<br />
* [[One-shot]]s<br />
<br />
===Cards that move cards when they are discarded from play===<br />
* {{Card|Treasury}}<br />
* {{Card|Alchemist}}<br />
* {{Card|Herbalist}}<br />
* {{Card|Scheme}}<br />
* {{Card|Hermit}}<br />
* {{Card|Prince}}<br />
* {{Way|Way of the Frog}}<br />
[[Traveller]]s' exchange happens then also.<br />
<br />
===Cards that move discarded cards===<br />
* {{Card|Vassal}}<br />
* {{Card|Warrior}}<br />
* {{Card|Faithful Hound}}<br />
* {{Card|Village Green}}<br />
<br />
===Cards that move gained cards (after they're gained)===<br />
* {{Card|Replace}}<br />
* {{Card|Watchtower}}<br />
* {{Card|Royal Seal}}<br />
* {{Card|Inn}}<br />
* {{Event|Travelling Fair}}<br />
* {{Card|Villa}}<br />
* {{Card|Tracker}}<br />
* {{Card|Cargo Ship}}<br />
* {{Project|Innovation}}<br />
* {{Card|Sleigh}}<br />
* {{Card|Gatekeeper}}<br />
* {{Event|Reap}}<br />
* {{Way|Way of the Seal}}<br />
* {{Event|Summon}}<br />
{{Card|Trader}} and {{Card|Changeling}}'s exchange happens then also.<br />
<br />
===Cards that move trashed cards===<br />
* ''{{Card|Thief}}''<br />
* {{Card|Possession}}<br />
* {{Card|Noble Brigand}}<br />
* {{Card|Fortress}}<br />
<br />
==List of cards that prevent cards from moving==<br />
These cards stop other cards from moving, so they may not be where an effect would expect it to be.<br />
* {{Card|Band of Misfits}}<br />
* {{Event|Inheritance}}<br />
* {{Card|Overlord}}<br />
* {{Card|Necromancer}}<br />
* {{Card|Captain}}<br />
* {{Way|Way of the Mouse}}<br />
<br />
{{Navbox Strategy}}<br />
[[Category:Rules]]</div>Crlundy