https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=Love1323&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-29T06:23:33ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/BureaucratBureaucrat2018-05-27T08:30:16Z<p>Love1323: /* Other language versions */</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 />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''Bureaucrat was discussed in [http://forum.dominionstrategy.com/index.php?topic=1854.msg29806#msg29806 this forum thread].''<br />
<br />
Bureaucrat is a bad card. It's bad enough that it used to be ranked the worst {{Cost|4}} cost. But opinion about it has changed recently, such that now it's considered closer to mediocre than terrible. Let's minutely look at every part of Bureaucrat, and see if we can figure out why Bureaucrat is bad and why Bureaucrat is good.<br />
<br />
==== The bad ====<br />
<br />
* Does not directly improve your current hand.<br />
** This is probably the biggest turn-off of Bureaucrat. When you open {{Card|Smithy}}, you get to draw a big hand. When you open {{Card|Masquerade}}, you get to pass junk and trash the junk you receive, all while maintaining the same hand size. When you open {{Card|Jack of all Trades|JoaT}}, you at least draw back up to 5 cards in hand while gaining that Silver. Bureaucrat gives you nothing at all. You effectively play that turn with a 4 card hand.<br />
** What distinguishes Bureaucrat from JoaT is that the Silver is gained on top of the deck, rather than in the discard, so it's somewhat unfair to look at how it affects the current hand. To get the full picture, you have to look at the benefit added to the next hand. The problem is... <br />
* The improvement to your next hand is weak.<br />
** Because the Silver is gained on top of your deck, you essentially draw 4 cards from the top of your deck, then draw a Silver. At first glance, this might look like +{{Cost|2}} to your next hand. But it isn't. Consider the following scenarios, from best to worst.<br />
*** 5th card from top of deck is [[Victory]]. Drawing a Silver instead of an {{Card|Estate}} has improved your hand by +{{Cost|2}}. Yay!<br />
*** 5th card from top of deck is {{Card|Copper}}. Your next hand improved in value by +{{Cost|1}}. Well, better than nothing...<br />
*** 5th card from top is Silver. Next hand has not improved in value. Effectively slows down your reshuffle while doing nothing<br />
*** 5th card from top is {{Card|Gold}}. Next hand value -{{Cost|1}}. Well that sucks.<br />
*** 5th card from the top is '''''{{Card|Platinum}}'' ! Your hand just decreased by -{{Cost|3}}! Seriously Sucks!''' <br />
*** 5th card from top was an engine component you needed to go off this turn. You kinda deserve this one for playing Bureaucrat in an engine deck.<br />
*** I haven't accounted for the hands two turns, three turns, etc. after you play Bureaucrat, or cases where you want weaker hand values (i.e. you'd rather have {{Cost|6}}/{{Cost|8}} than {{Cost|7}}/{{Cost|7}}), but overall my feeling is that on average the net effect is much weaker than a straight up +{{Cost|2}}.<br />
* Engine possibilities are dulled down.<br />
** Straightforward. You're gaining more money, which reduces the chance of engine components colliding. Except it's not straightforward. More on that later.<br />
<br />
So, if Bureaucrat has all these downsides, why play it?<br />
<br />
==== The good ====<br />
<br />
* You gain a Silver instead of getting straight up +{{Cost|2}}<br />
** Sure, the marginal benefit this shuffle is not very good, but the point of Bureaucrat is that it offers a way to pick up extra Silver on the cheap. The benefits of Bureaucrat increases over time. Consider the money density contributed by Bureaucrat. With 0 plays, it adds +{{Cost|0}} per card. 1 play boosts it to {{Cost|1}} per card. 2 plays brings it to 4/3{{Cost|}} per card. The more you play Bureaucrat, the more it improves your money density. However, tellingly, it never quite manages to bring it up to {{Cost|2}} per card that just buying Silver would do. It'll get asymptotically close to {{Cost|2}}, but it won't reach {{Cost|2}}/card. But if your deck is satisfied with not-quite {{Cost|2}}/card over many cards, Bureaucrat gets appealing.<br />
** There's also an interesting engine dynamic to this: if you can gain money from Bureaucrat, you don't have to spend buys picking up the Silver needed to buy engine components. There's going to be a point where Bureaucrat will become a hindrance, but early on picking up a Bureaucrat on an engine board could give you the edge to build up faster. This works out best in a game with early and heavy trashing, where Bureaucrat Silver-gaining can happen even if you turn your current hands into messes that can't buy anything. Trash late and the economy sustaining effects won't matter. Little or weak trashing will cause Bureaucrat to negate most of the benefits of trashing you'll get. This early + strong trashing leaves 2 cards that could synergize: {{Card|Chapel}} and {{Card|Steward}}. All other [[Trasher|trashers]] will only trash 1 card, or cost {{Cost|5}} or more. However, Steward will provide the money you need anyways (which is why Steward feels so useful, now that I think about it), so Chapel is pretty much your only option for this scenario.<br />
* The attack slows down your opponent.<br />
** Let's get this out of the way first: You aren't going to chain Bureaucrats. If you can reliably chain Bureaucrats, there are just sooooo many better actions you could be chaining in a deck that manages to keep firing while gaining large amounts of Silver. So, we'll only consider the one play of Bureaucrat.<br />
** Similarly to how Bureaucrat affects you, playing Bureaucrat does not affect your opponent's turn. S/he really didn't need that Victory card to play their hand. Bureaucrat turns your opponent's next hand into a 4 card hand, as a mini-{{Card|Ghost Ship}}.<br />
** A 4 card hand isn't a particularly strong attack. So, when is Bureaucrat's attack useful? Well, it's primarily useful when it actually hits. In most games, the odds of Bureaucrat hitting a Victory card decrease sharply. So, the attack gets better when your opponent does a strategy that gets Victory cards fast. Hybrid cards, {{Card|Gardens}}, and {{Card|Silk Road}} come to mind.<br />
** It's also useful when Victory cards are good to have in hand. The main three cases for this are when you want to play a hybrid card, when you have a trasher in hand, and when you have something like {{Card|Vault}}, {{Card|Cellar}}, or {{Card|Warehouse}} to change a useless card in hand into a benefit. However, it's worth noting that you have just as good a chance to push a green card from a hand that doesn't want it to a hand that does.<br />
<br />
In conclusion, Bureaucrat isn't for every game. In [[Big Money]], there's usually a much better card to get over Bureaucrat: it takes Bureaucrat 4 plays to contribute the 1.6{{Cost}}/card baseline {{Card|Province}} decks want, and by then the game should wrapping up. In engine games, Bureaucrat can be useful, but usually requires some good trashing support, which has the unfortunate tendency to make the attack part of Bureaucrat not work. The case where it seems to shine the most is in alternative VP strategies. The lower money density doesn't matter as much, the smoothing out effect over multiple cards is a strong point, and the attack is relevant for much of the game. But apart from those games, Bureaucrat just doesn't cut it.<br />
<br />
Bureaucrat, like other gainers costing below {{Cost|5}}, can make a reasonable Gardens strategy, but it is markedly weaker than the strong Gardens enablers like {{Card|Ironworks}} or {{Card|Workshop}}.<br />
<br />
It's technically possible to "pin" the opponent to the same 0-card hand if they have five Victory cards in their deck and you play five Bureaucrats each turn, but this is impractical outside of contrived puzzle-like situations. <br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Gardens}}. Bureaucrat+Gardens is a playable Gardens strategy, albeit one that wants to get a bunch of Silvers and be able to afford {{Card|Duchy|Duchies}} and even Provinces by the end.<br />
* {{Card|Duke}}. Bureaucrat's Silvers are pretty good for getting up to {{Cost|5}} for Dukes and Duchies.<br />
* The presence of alt-VP cards like {{Card|Harem}} or {{Card|Nobles}} makes this card's attack more likely to hit mid-game.<br />
* Alt-VP strategies in general. Bureaucrat becomes more powerful against an opponent who is buying [[Victory|green cards]] early.<br />
* Engine games with {{Card|Chapel}}. Bureaucrat can act as a way to gain a couple Silver while trashing, allowing you to focus on buying engine pieces.<br />
* Opponents going for strategies that are helped by Victory cards, such as a {{Card|Crossroads}} deck<br />
<br />
=== Antisynergies ===<br />
* Trashers or remodeling cards, which will quickly clear out opponents' Estates, making the attack less likely to hit.<br />
* [[Engines]] with slower trashing than {{Card|Chapel}}, which are typically harmed by the influx of Silver.<br />
* Most Big Money boards. There's usually a stronger alternative, and the Bureaucrat attack will do little past early game.<br />
* Playing with [[Shelter|Shelters]] ([[Dark Ages]]) instead of the three starting Estates.<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}} || || <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 />
<br />
{{Navbox Base set}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/Fortune_TellerFortune Teller2018-03-22T20:51:08Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Fortune Teller<br />
|cost = 3<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Raven Mimura<br />
|text = +{{Cost|2}}<br />Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.<br />
}}<br />
<br />
'''Fortune Teller''' is an [[Action]]-[[Attack]] card from [[Cornucopia]]. It is a [[terminal Silver]], since it gives +{{Cost|2}} and no +Action, and as a bonus it has a minor attack - it forces the opponent to discard a bunch of Action or [[Treasure]] cards and leave a [[Victory]] or {{Card|Curse}} card on top of their deck. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. <br />
* If he runs out of cards before finding one, he shuffles his discard pile (but not the revealed cards), and keeps revealing cards. <br />
* If he still cannot find one, he just discards all of the revealed cards. <br />
* If he does find one, he puts the Victory or Curse card on top of his deck, and discards the other revealed cards. <br />
* If his deck has no other cards in it, it becomes the only card in his deck. <br />
* A card with multiple types, one of which is Victory (such as {{Card|Nobles}} from Dominion: Intrigue), is a Victory card. You do not choose Victory or Curse--they stop on the first card that matches either type.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''Original article by [http://forum.dominionstrategy.com/index.php?topic=7244.0 HiveMindEmulator]''<br />
<br />
Fortune Teller is one of the more underrated Attacks in the game. The problem is that it’s a [[Deck inspection attack|deck top attack]], which is subtle if you’re not paying much attention (particularly online where you don’t actually have to physically discard cards or click anything). You don’t have to discard cards from your hand, and you don’t get a {{Card|Curse|big purple card}} in your deck to catch your attention. You may just feel like you’re getting worse draws than usual. But this isn’t a matter of draw luck, it’s the Attack at work.<br />
<br />
Attacks are very often the most important cards in a given kingdom. You have to be aware of the type of deck that the Attacks thrive against. If your opponent’s deck doesn’t have much need for [[Treasure]], then Treasure Attacks like {{Card|Thief}}, {{Card|Pirate Ship}}, and {{Card|Noble Brigand}} are not going to be useful, but if they’re going for a high density of big Treasures, then they will be. The big impact of Noble Brigand is not that it is a must-buy Attack every time, but rather that it disables [[big money]] strategies, which means you have to consider building a deck to avoid it when you’re planning out your strategy.<br />
<br />
So what does Fortune Teller do? It skips some of their cards and leaves a (usually) useless one on top of the deck. There are two key parts to the Attack: the cards skipped, and the junk left. Leaving junk means that their next hand (or this one if they draw) will have at least one dead card, which is slightly less painful than having them have only a 4-card hand. This doesn’t seem like much, but for decks that rely heavily on {{Card|Silver}} and {{Card|Copper}}, it makes it really hard to hit {{Cost|8}}, since you need the average [[coin]] value among the 4 cards to be {{Cost|2}}. The other part of the attack, the skipping cards, is a little more complicated to understand and causes a lot of confusion. If you’re scared of math, maybe you should skip the next paragraph...<br />
<br />
Consider a deck with N cards that sees an average of M cards per turn. Then the probability of seeing any given card on a given turn is M/N. When attacked by Fortune Teller (assuming there is a [[Victory]] card or Curse to leave on top), the probability of seeing a given card is something like (M-1)/(N-1). Since M≤N, this second quantity is smaller than the first, and the percentage difference is much greater for small ratios M/N. Consider a deck with no drawing (M=5) and N=20 cards. The probability of seeing any given (non-Victory or Curse) card is 5/20 = 0.25. When attacked by Fortune Teller, it is 4/19 = 0.21. This means you see your good cards (0.04/0.25=)16% less often! On the other hand, if you draw M=10 of your N=15 cards every turn, you go from 10/15 = 0.67 to 9/14 = 0.64, which is a decrease of less than 5%. The impact could be greater, since your drawing cards will show up less often, thus decreasing the numerator by more than 1, but this is still a long way from the 16% figure for the larger deck without drawing.<br />
<br />
Of course just computing this average doesn’t tell the whole story. In reality, you must see each card an integer number of times, your turns are not independent, and your deck changes over time. But the main takeaway still holds true. When you’re attacked by a Fortune Teller, even though you're shuffling more, you're seeing your good cards less often! The benefits of the [[cycling]] are generally more than counteracted by the skipping of good cards. You also get a sense of the trend in terms of deck size and drawing. In the early game, when your deck is small, or in situations where you have a good draw [[engine]] set up, the Attack is only mildly annoying, but it can become very powerful against a [[slog]]-type deck. Also note that this analysis doesn’t depend on the number of good or bad cards in the deck, just the total number of cards and the average number drawn per turn. <br />
<br />
So where does that leave us in terms of strategy? The key idea is that you want to avoid the types of decks that Fortune Teller will be strong against. A heavy drawing strategy utilizing Fortune Teller should dominate a slog-type strategy or a strategy that relies heavily on Silver and Copper. If you can’t build an engine to consistently plays Fortune Tellers, they can still be useful in slog vs slog. Now the interesting thing is that if you’re both going for the engine strategy, you may not want to bother using a [[terminal]] action on a Fortune Teller, since the impact will be small, but the presence of the card in the kingdom is still of importance, since it made non-engine strategies less effective. <br />
<br />
=== Counters ===<br />
In addition to building decks which draw a good percentage of the deck, there are a few other ways to deal with the Fortune Teller attack. If you build a deck with no Victory cards or Curses, the attack just discards your deck and can’t leave you with a junk card. So you can go for strategies which trash {{Card|Estate|Estates}} and green late or focus on {{VP}} tokens. There are also direct counters to deck top attacks like {{Card|Jack of all Trades}}, {{Card|Farming Village}}, {{Card|Scrying Pool}}, {{Card|Golem}}, {{Card|Sage}}, {{Card|Oracle}}, {{Card|Native Village}}, {{Card|Lookout}}, {{Card|Doctor}}, {{Card|Chancellor}}, {{Card|Scavenger}}, {{Card|Adventurer}}, {{Card|Venture}}, and {{Card|Scout}}. It is also important to note that unlike {{Card|Rabble}}, the wording of Fortune Teller is such that it does not skip dual-type Victory cards. {{Card|Nobles}} and {{Card|Harem|Harems}} can be drawn more often rather than less often since the Fortune Tellers seek them out. You can also go for cards that like to have Victory cards in hand like {{Card|Baron}}, {{Card|Crossroads}}, or {{Card|Tournament}}. <br />
<br />
=== Combos ===<br />
There are a few specific combos that can take advantage of the deck-top attack of Fortune Teller. You can combine it with {{Card|Jester}} to give guaranteed Curses, though you lose the normal effect of the attack unless you play a second one. You can also use to to target down Victory cards to trash with {{Card|Saboteur}}. When followed by a Minion, it essentially forces a 3-card hand. It can also be used to mitigate the potential benefits your opponent could get from your plays of {{Card|Margrave}}, {{Card|Council Room}}, {{Card|Vault}}, or {{Card|Governor}} for cards by ensuring the card your opponent draws is junk. Then of course there's the anti-combo with other deck top attacks. You can only make the top of their deck so bad. If your other attack already put a Victory card on top, Fortune Teller won't do anything. <br />
<br />
=== Example games ===<br />
[http://councilroom.com/game?game_id=game-20120613-234441-e6aae5cf.html In Obi Wan Bonogi's engine vs my HP+Salvager]<br />
Here I figure that with Hunting Party and Salvager, this game should go pretty quickly, but Obi Wan has other ideas. He picks up a Fortune Teller which he proceeds to play nearly every turn, slowing me enough that he’s able to hold me to 3 Provinces in 16 turns.<br />
<br />
[http://councilroom.com/game?game_id=game-20130123-075538-d2f6ab16.html Against lespeutere’s Silk Roads]<br />
Lespeutere goes for Nomad Camps and Silk Roads, which is countered quite strongly by my Apprentice + Fortune Teller. The constant attack delays his collection of Silk Roads and then makes it difficult to afford Duchies.<br />
<br />
[http://councilroom.com/game?game_id=game-20120731-101955-5cbeb2bc.html In a Sea Hag slog with Rabid]<br />
With Sea Hag giving Curses and no handsize inceasing other than Moat, this game is bound to be a slog. Rabid opts for a second Hag to win the Curse split while I prefer to get an early Fortune Teller to provide economy while still allowing me to attack. (Note that the immediate impact of both attacks is nearly identical: skip card(s) and leave junk on top.) I do end up losing the Curse split, but my deck builds up much faster, and by the time I take my sixth Curse, it’s turn 17 and I already have a Platinum. You will also notice that even before that point, he draws just as many dead cards as I do. I have a little luck hitting one of his Hags with mine on turn 6, but I’m pretty sure the strategy is still better.<br />
<br />
[http://councilroom.com/game?game_id=game-20120716-110717-71cd22f0.html Against qmech’s Embassy big money]<br />
Nobles + Vineyards probably indicates engine here anyway, but qmech decides to go for Embassy big money. I counter by adding a Fortune Teller which helps to make sure he can’t end it too quickly. This one ends up not being close enough that the Fortune Teller really won the game, but if there are Gardens instead of Vineyards or something it might matter.<br />
<br />
=== Good with: ===<br />
* Lack of drawing (at least in opponents deck)<br />
* Opponent's large deck size<br />
* Draw engines that allow repeated play<br />
* [[Curser|Cursers]]<br />
<br />
=== Not as good with: ===<br />
* Opponent's heavy draw engines<br />
* Opponent's decks with no Victory cards/Curses<br />
* Dual-type Victory cards<br />
* Cards that want Victory cards in hand (Baron, Crossroads, Tournament)<br />
<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Fortune Teller|Fortune Teller}} || {{CardVersionImage|Fortune TellerDigitalOld|Fortune Teller from Goko/Making Fun}} || +{{Cost|2}}. Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards. || Cornucopia 1st Edition || June 2011<br />
|-<br />
| || {{CardVersionImage|Fortune TellerDigital|Fortune Teller from Shuffle iT}} || +{{Cost|2}}. Each other player reveals cards from the top of their deck until they reveal a Victory card or Curse. They put it on top and discard the rest. || Cornucopia [[Second Edition|2nd Edition]] || ''physical set unreleased'' <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 占卜師 || || ||'''+{{Cost|2}}'''其他玩家持續展示牌庫頂直到他們展示出分數卡或是詛咒,他將將那張卡放到牌庫頂,並且將其他卡棄掉。 ||<br />
|-<br />
!Czech<br />
| Věštkyně (lit. ''pythoness'') || || || ||<br />
|-<br />
!Dutch<br />
| Waarzegster || || || ||<br />
|-<br />
!Finnish<br />
| Ennustaja || || || ||<br />
|-<br />
!French<br />
| Diseuse de bonne aventure (Note: explicitly feminine) || || || ||<br />
|-<br />
!German<br />
| Wahrsagerin (Note: explicitly feminine)<br>Hellseherin ([[Dominion Online]]) || {{CardVersionImage|Fortune Teller German-ASS|German Version by ASS}} || || '''+{{Cost|2}}'''<br>Jeder Mitspieler deckt solange Karten vom Nachziehstapel auf, bis er entweder eine Punktekarte oder eine Fluchkarte aufgedeckt hat. Diese legt er oben auf den Nachziehstapel. Die anderen aufgedeckten Karten legt er ab. ||<br />
|-<br />
!Italian<br />
| Indovina (Note: explicitly feminine) || || || ||<br />
|-<br />
!Japanese<br />
| 占い師 (pron. ''uranaishi'') || || || +{{Cost|2}}。 他のプレイヤーは全員、勝利点カードか呪い1枚が公開されるまで山札を上から公開し、その1枚を山札の上に置き、 残りを捨て札にする。 ||<br />
|-<br />
!Polish<br />
| Cyganka (lit. ''gypsy'') || {{CardLangVersionImage|Polish}} || || ||<br />
|-<br />
!Russian<br />
| Гадалка (pron. ''gadalka'') || || || ||<br />
|-<br />
!Spanish<br />
| Adivinadora (Note: explicitly feminine) || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Fortune_TellerArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version also dug for an action for the top of your own deck. That was too strong. Also it had a dash in the title. And it didn't stop on Curses, but obv. a Fortune Teller should be able to predict that you'll be Cursed.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]<br />
}}<br />
<br />
{{Navbox Cornucopia}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/HamletHamlet2018-03-19T21:29:35Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Hamlet<br />
|cost = 2<br />
|type1 = Action<br />
|illustrator = Kurt Miller<br />
|text = '''+1 Card<br/>+1 Action'''<br/>You may discard a card; if you do, +1 Action.<br/>You may discard a card; if you do, +1 Buy.<br />
}}<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;''+Buy or not +Buy, that is the question'' - Jack Rudd<br />
<br />
'''Hamlet''' is an [[Action]] card from [[Cornucopia]]. It is a [[cantrip]]—i.e., it gives +1 Card and +1 Action—and since it can give +2 Actions in any reasonable circumstance, it is considered one of the [[villages]]. Since it is both cheap and gives +Buy, it is considered to be one of the better villages. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First draw a card, and get +1 Action. <br />
* Then you may either discard one card to get another +1 Action; or you may discard one card to get +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you may discard no cards at all. <br />
* You only get the extra +1 Action or +1 Buy if you actually discarded a card for it. <br />
* You cannot discard multiple cards to get multiple +Actions or multiple +Buys.<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=7148.0 Original article] by HiveMindEmulator.''<br />
<br />
Hamlet has a bunch of attributes that don’t seem like much on their own, but when combined make it into a real power card:<br />
# Costs only {{Cost|2}}<br />
# Non-terminal<br />
# Can give +2 actions (for -1 card)<br />
# Can give +buy (for -1 card)<br />
# Can discard cards (above)<br />
# Can be a [[cantrip]] (when you decline to do 3-5)<br />
<br />
None of these are going to blow you away, but the combination has great synergy. The key is that it’s an amassable {{Cost|2}} card that provides its own +buy. Other amassable {{Cost|2}}’s like {{Card|Fool's Gold}} and {{Card|Native Village}} need some other source of +buy to make them really useful, while Hamlet has it on its own. Hamlet+4 {{Card|Copper|Coppers}}+{{Card|Estate}} buys 2 more Hamlets. This ability to quickly infuse a large number of Hamlets into your deck give reliability to a +Cards/+Actions engine even without strong — or possibly any — trashing. And there’s no real issue with having too many Hamlets, since at worst you can use the extra ones as cantrips that replace themselves in your hand. (Of course, there are some general issues with having too many cantrips.)<br />
<br />
The fact that it’s a 1) [[Village (card category)|village]], 2) a source of +buy, and 3) reduces/alleviates the need for trashing means it nearly enables engine strategies all on its own. The only thing it needs is a means of increasing handsize.<br />
<br />
=== Handsize Increasers ===<br />
You have to be careful with terminals that give only +2 cards (e.g., {{Card|Moat}}), since if you have to discard for +action and then only draw 2 cards, you still only have 5 cards in your hand. This can be okay if you’re trying to sift/cycle to play cantrip money or repeatedly cycle to find a key card, but a lot of the time you’ll find that you’re just spinning your wheels and would be better off just skipping the Hamlets and going more for money (or a non-handsize-decreasing village if possible).<br />
<br />
But terminals giving more than 2 cards ({{Card|Smithy}}, {{Card|Council Room}}, {{Card|Torturer}}, {{Card|Nobles}}, {{Card|Rabble}}, {{Card|Margrave}}, {{Card|Catacombs}}, {{Card|Hunting Grounds}}, {{Card|Envoy}}, {{Card|Wharf}}) are great. Draw-to-X cards ({{Card|Library}}, {{Card|Watchtower}}, {{Card|Jack of all Trades}}, even {{Card|Minion}}) are even better, since they negate the downside of discarding, and can benefit from it (discard bad cards with Hamlet to draw hopefully better ones). With non-terminal handsize increasers ({{Card|Laboratory}}, {{Card|Shanty Town}}, {{Card|Apprentice}}, {{Card|Apothecary}}, {{Card|Scrying Pool}}, {{Card|Alchemist}}, {{Card|Menagerie}}, {{Card|Hunting Party}}, {{Card|Stables}}, {{Card|Governor}}), you can use less of the +actions discard, just using as many as needed to play your terminals or to help activate the draw of Menagerie or Shanty Town. Hamlet even works nicely with the oddball handsize-increaser, {{Card|Counting House}} — discard Coppers just to scoop them back up, and use the +buy to get more!<br />
<br />
=== With Other Villages ===<br />
While the presence of Hamlet makes it quite likely that it will be an engine game, it is not necessarily the case that Hamlet will be the best village for the engine. Very often, you will prefer to purchase a more expensive village if you have the money for it, sticking with a couple Hamlets to add in the non-terminal +buy. Because of the discard, Hamlets are generally inferior to other villages when used strictly as a village, with the primary exceptions being when the discard is beneficial. This problem becomes even worse with the case of the aforementioned +2 card terminals, and also with handsize attacks. If you start with only 3 cards, it’s very hard to have stuff you want to discard. Every card is precious.<br />
<br />
But even when you’re not using Hamlet as a village, it can be very beneficial as a +buy or even a very easily amassed cantrip. For example, with {{Card|Scrying Pool}}, you just want as many cantrips as possible, so you can draw them up, and then play them to substitute in other cards. And for {{Card|Vineyard}} or {{Card|Gardens}} or {{Card|Philosopher's Stone}}, the more (action) cards in your deck, the better. And you can even use the buys on Coppers to get even more cards into the deck!<br />
<br />
=== Handsize Attacks ===<br />
In order to do anything useful, Hamlet must decrease your handsize. This makes it much more painful to use when your hand already starts small. Additionally, having excess Hamlets to use as cantrips can cause decision problems with your discard. Since you don’t know what the Hamlets will draw, you have to make hard decisions between discarding Hamlets and other cards.<br />
<br />
=== Purchase Timing ===<br />
Since it only costs {{Cost|2}}, you will likely have to “overpay” for your first Hamlet. But you usually want to get it early so that you can use the buy to tack extra Hamlets onto your other purchases or to purchase multiple Hamlets at once. Since it’s so easy to quickly collect a bunch of Hamlets in a small number of turns, you have to be careful not to get caught with too few Hamlets when the pile runs out. If the Hamlets are the only villages and are so far split 3-3, then your opponent buys the remaining 4 in one turn, you can find yourself on the wrong side of a 7-3 split. This gets even worse with more players as the number of Hamlets that can disappear between your turns increases further. So there is some need to get your Hamlets in early. But on the flip side, you can end up with a “[[village idiot]]” deck if you just focus on grabbing Hamlets at the expense of overall economy and draw. So there’s a delicate balance here, particularly when you’re not first player. Naturally, this makes Hamlet a first-player-advantage card.<br />
<br />
=== Tactical Play Decisions ===<br />
When you play Hamlet, you have a couple decisions to make, so you generally want to play them as late as possible so you know if you need extra actions or buys, but this is often not possible, since you may have to use it as a village right away in order to play your terminal draw card. You have to have a reasonable sense of whether or not you might need the extra buy and if you’ll have another Hamlet play later to get it. Also, if you have a lot of Hamlets in hand, you may want to use more for +actions, even if it means discarding a Hamlet, since there is an increased likelihood that your terminals are also clumped, and you’ll need to have the actions available when you draw a bunch together. If you waste all the Hamlets as cantrips, you may run out of actions.<br />
<br />
=== Synergies/Combos ===<br />
* Most [[engine|engines]], since it gives +Buy and +Action<br />
* Draw-to-X like {{Card|Watchtower}} and {{Card|Library}}<br />
* Cards that draw +3 or more cards like {{Card|Smithy}}<br />
* {{Card|Menagerie}}, since Hamlet can clear out duplicate cards from your hand. <br />
* Decks that want lots of cards/cantrips ({{Card|Scrying Pool}}, {{Card|Vineyard}}, {{Card|Gardens}}, {{Card|Philosopher's Stone}})<br />
* {{Card|Tunnel}} (or other cards that you want to discard)<br />
* {{Card|Poor House}}<br />
<br />
=== Antisynergies ===<br />
* Weak draw like {{Card|Moat}} or {{Card|Courtyard}}, since Hamlet makes you discard to get benefits. <br />
* Discard attacks like {{Card|Militia}} make it more difficult to start an engine with a Hamlet<br />
* {{Card|Worker's Village}}, which is almost always much better if you can afford it<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Hamlet|Hamlet}} || {{CardVersionImage|HamletDigitalOld|Hamlet from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. You may discard a card; if you do, +1 Action. You may discard a card; if you do, +1 Buy. || Cornucopia 1st Edition || June 2011<br />
|-<br />
| || {{CardVersionImage|HamletDigital|Hamlet from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. You may discard a card for '''+1 Action'''. You may discard a card for '''+1 Buy'''. || Cornucopia [[Second Edition|2nd Edition]] || ''physical set unreleased'' <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 村落|| || || '''+1 卡片'''。 '''+1 行動'''。 你可以棄掉一張卡來換'''+1 行動'''。你可以棄掉一張卡來換'''+1 購買'''。||<br />
|-<br />
!Czech<br />
| Osada || || || ||<br />
|-<br />
!Dutch<br />
| Gehucht || || || ||<br />
|-<br />
!Finnish<br />
| Kyläraitti (lit. ''village road'') || || || ||<br />
|-<br />
!French<br />
| Hameau || || || ||<br />
|-<br />
!German<br />
| Weiler || {{CardVersionImage|Hamlet German-ASS|German Version by [[ASS Altenburger|ASS]]}} || || '''+1 Karte<br>+1 Aktion'''<br>Du darfst 1 Karte ablegen.<br>Wenn du das tust: +'''1 Aktion'''<br>Du darfst eine weitere Karte ablegen.<br>Wenn du das tust: +'''1 Kauf''' || ASS translation error: "You may discard 1 card; if you do, +1 Action. You may discard an additional card; ..."<br>(Also in rules: +1 Buy needs 2 cards discarded.)<br />
|-<br />
!Italian<br />
| Borgo || || || ||<br />
|-<br />
!Japanese<br />
| 村落 (pron. ''sonraku'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 +1 アクションのために、カード1枚を捨て札にしてもよい。その後、 +1 購入のために、カード1枚を捨て札にしてもよい。 ||<br />
|-<br />
!Polish<br />
| Folwark (lit. ''farm house'') || {{CardLangVersionImage|Polish}} || || ||<br />
|-<br />
!Russian<br />
| Деревушка (pron. ''dyeryevushka'') || || || ||<br />
|-<br />
!Spanish<br />
| Caserío || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:HamletArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=A simple card from the hand theme days that survived unchanged.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]<br />
}}<br />
<br />
{{Navbox Cornucopia}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/HamletHamlet2018-03-19T21:29:10Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Hamlet<br />
|cost = 2<br />
|type1 = Action<br />
|illustrator = Kurt Miller<br />
|text = '''+1 Card<br/>+1 Action'''<br/>You may discard a card; if you do, +1 Action.<br/>You may discard a card; if you do, +1 Buy.<br />
}}<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;''+Buy or not +Buy, that is the question'' - Jack Rudd<br />
<br />
'''Hamlet''' is an [[Action]] card from [[Cornucopia]]. It is a [[cantrip]]—i.e., it gives +1 Card and +1 Action—and since it can give +2 Actions in any reasonable circumstance, it is considered one of the [[villages]]. Since it is both cheap and gives +Buy, it is considered to be one of the better villages. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First draw a card, and get +1 Action. <br />
* Then you may either discard one card to get another +1 Action; or you may discard one card to get +1 Buy; or you may discard two cards and get both +1 Action and +1 Buy; or you may discard no cards at all. <br />
* You only get the extra +1 Action or +1 Buy if you actually discarded a card for it. <br />
* You cannot discard multiple cards to get multiple +Actions or multiple +Buys.<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=7148.0 Original article] by HiveMindEmulator.''<br />
<br />
Hamlet has a bunch of attributes that don’t seem like much on their own, but when combined make it into a real power card:<br />
# Costs only {{Cost|2}}<br />
# Non-terminal<br />
# Can give +2 actions (for -1 card)<br />
# Can give +buy (for -1 card)<br />
# Can discard cards (above)<br />
# Can be a [[cantrip]] (when you decline to do 3-5)<br />
<br />
None of these are going to blow you away, but the combination has great synergy. The key is that it’s an amassable {{Cost|2}} card that provides its own +buy. Other amassable {{Cost|2}}’s like {{Card|Fool's Gold}} and {{Card|Native Village}} need some other source of +buy to make them really useful, while Hamlet has it on its own. Hamlet+4 {{Card|Copper|Coppers}}+{{Card|Estate}} buys 2 more Hamlets. This ability to quickly infuse a large number of Hamlets into your deck give reliability to a +Cards/+Actions engine even without strong — or possibly any — trashing. And there’s no real issue with having too many Hamlets, since at worst you can use the extra ones as cantrips that replace themselves in your hand. (Of course, there are some general issues with having too many cantrips.)<br />
<br />
The fact that it’s a 1) [[Village (card category)|village]], 2) a source of +buy, and 3) reduces/alleviates the need for trashing means it nearly enables engine strategies all on its own. The only thing it needs is a means of increasing handsize.<br />
<br />
=== Handsize Increasers ===<br />
You have to be careful with terminals that give only +2 cards (e.g., {{Card|Moat}}), since if you have to discard for +action and then only draw 2 cards, you still only have 5 cards in your hand. This can be okay if you’re trying to sift/cycle to play cantrip money or repeatedly cycle to find a key card, but a lot of the time you’ll find that you’re just spinning your wheels and would be better off just skipping the Hamlets and going more for money (or a non-handsize-decreasing village if possible).<br />
<br />
But terminals giving more than 2 cards ({{Card|Smithy}}, {{Card|Council Room}}, {{Card|Torturer}}, {{Card|Nobles}}, {{Card|Rabble}}, {{Card|Margrave}}, {{Card|Catacombs}}, {{Card|Hunting Grounds}}, {{Card|Envoy}}, {{Card|Wharf}}) are great. Draw-to-X cards ({{Card|Library}}, {{Card|Watchtower}}, {{Card|Jack of all Trades}}, even {{Card|Minion}}) are even better, since they negate the downside of discarding, and can benefit from it (discard bad cards with Hamlet to draw hopefully better ones). With non-terminal handsize increasers ({{Card|Laboratory}}, {{Card|Shanty Town}}, {{Card|Apprentice}}, {{Card|Apothecary}}, {{Card|Scrying Pool}}, {{Card|Alchemist}}, {{Card|Menagerie}}, {{Card|Hunting Party}}, {{Card|Stables}}, {{Card|Governor}}), you can use less of the +actions discard, just using as many as needed to play your terminals or to help activate the draw of Menagerie or Shanty Town. Hamlet even works nicely with the oddball handsize-increaser, {{Card|Counting House}} — discard Coppers just to scoop them back up, and use the +buy to get more!<br />
<br />
=== With Other Villages ===<br />
While the presence of Hamlet makes it quite likely that it will be an engine game, it is not necessarily the case that Hamlet will be the best village for the engine. Very often, you will prefer to purchase a more expensive village if you have the money for it, sticking with a couple Hamlets to add in the non-terminal +buy. Because of the discard, Hamlets are generally inferior to other villages when used strictly as a village, with the primary exceptions being when the discard is beneficial. This problem becomes even worse with the case of the aforementioned +2 card terminals, and also with handsize attacks. If you start with only 3 cards, it’s very hard to have stuff you want to discard. Every card is precious.<br />
<br />
But even when you’re not using Hamlet as a village, it can be very beneficial as a +buy or even a very easily amassed cantrip. For example, with {{Card|Scrying Pool}}, you just want as many cantrips as possible, so you can draw them up, and then play them to substitute in other cards. And for {{Card|Vineyard}} or {{Card|Gardens}} or {{Card|Philosopher's Stone}}, the more (action) cards in your deck, the better. And you can even use the buys on Coppers to get even more cards into the deck!<br />
<br />
=== Handsize Attacks ===<br />
In order to do anything useful, Hamlet must decrease your handsize. This makes it much more painful to use when your hand already starts small. Additionally, having excess Hamlets to use as cantrips can cause decision problems with your discard. Since you don’t know what the Hamlets will draw, you have to make hard decisions between discarding Hamlets and other cards.<br />
<br />
=== Purchase Timing ===<br />
Since it only costs {{Cost|2}}, you will likely have to “overpay” for your first Hamlet. But you usually want to get it early so that you can use the buy to tack extra Hamlets onto your other purchases or to purchase multiple Hamlets at once. Since it’s so easy to quickly collect a bunch of Hamlets in a small number of turns, you have to be careful not to get caught with too few Hamlets when the pile runs out. If the Hamlets are the only villages and are so far split 3-3, then your opponent buys the remaining 4 in one turn, you can find yourself on the wrong side of a 7-3 split. This gets even worse with more players as the number of Hamlets that can disappear between your turns increases further. So there is some need to get your Hamlets in early. But on the flip side, you can end up with a “[[village idiot]]” deck if you just focus on grabbing Hamlets at the expense of overall economy and draw. So there’s a delicate balance here, particularly when you’re not first player. Naturally, this makes Hamlet a first-player-advantage card.<br />
<br />
=== Tactical Play Decisions ===<br />
When you play Hamlet, you have a couple decisions to make, so you generally want to play them as late as possible so you know if you need extra actions or buys, but this is often not possible, since you may have to use it as a village right away in order to play your terminal draw card. You have to have a reasonable sense of whether or not you might need the extra buy and if you’ll have another Hamlet play later to get it. Also, if you have a lot of Hamlets in hand, you may want to use more for +actions, even if it means discarding a Hamlet, since there is an increased likelihood that your terminals are also clumped, and you’ll need to have the actions available when you draw a bunch together. If you waste all the Hamlets as cantrips, you may run out of actions.<br />
<br />
=== Synergies/Combos ===<br />
* Most [[engine|engines]], since it gives +Buy and +Action<br />
* Draw-to-X like {{Card|Watchtower}} and {{Card|Library}}<br />
* Cards that draw +3 or more cards like {{Card|Smithy}}<br />
* {{Card|Menagerie}}, since Hamlet can clear out duplicate cards from your hand. <br />
* Decks that want lots of cards/cantrips ({{Card|Scrying Pool}}, {{Card|Vineyard}}, {{Card|Gardens}}, {{Card|Philosopher's Stone}})<br />
* {{Card|Tunnel}} (or other cards that you want to discard)<br />
* {{Card|Poor House}}<br />
<br />
=== Antisynergies ===<br />
* Weak draw like {{Card|Moat}} or {{Card|Courtyard}}, since Hamlet makes you discard to get benefits. <br />
* Discard attacks like {{Card|Militia}} make it more difficult to start an engine with a Hamlet<br />
* {{Card|Worker's Village}}, which is almost always much better if you can afford it<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Hamlet|Hamlet}} || {{CardVersionImage|HamletDigitalOld|Hamlet from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. You may discard a card; if you do, +1 Action. You may discard a card; if you do, +1 Buy. || Cornucopia 1st Edition || June 2011<br />
|-<br />
| || {{CardVersionImage|HamletDigital|Hamlet from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. You may discard a card for '''+1 Action'''. You may discard a card for '''+1 Buy'''. || Cornucopia [[Second Edition|2nd Edition]] || ''physical set unreleased'' <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 村落|| || || ||'''+1 卡片'''。 '''+1 行動'''。 你可以棄掉一張卡來換'''+1 行動'''。你可以棄掉一張卡來換'''+1 購買'''。<br />
|-<br />
!Czech<br />
| Osada || || || ||<br />
|-<br />
!Dutch<br />
| Gehucht || || || ||<br />
|-<br />
!Finnish<br />
| Kyläraitti (lit. ''village road'') || || || ||<br />
|-<br />
!French<br />
| Hameau || || || ||<br />
|-<br />
!German<br />
| Weiler || {{CardVersionImage|Hamlet German-ASS|German Version by [[ASS Altenburger|ASS]]}} || || '''+1 Karte<br>+1 Aktion'''<br>Du darfst 1 Karte ablegen.<br>Wenn du das tust: +'''1 Aktion'''<br>Du darfst eine weitere Karte ablegen.<br>Wenn du das tust: +'''1 Kauf''' || ASS translation error: "You may discard 1 card; if you do, +1 Action. You may discard an additional card; ..."<br>(Also in rules: +1 Buy needs 2 cards discarded.)<br />
|-<br />
!Italian<br />
| Borgo || || || ||<br />
|-<br />
!Japanese<br />
| 村落 (pron. ''sonraku'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 +1 アクションのために、カード1枚を捨て札にしてもよい。その後、 +1 購入のために、カード1枚を捨て札にしてもよい。 ||<br />
|-<br />
!Polish<br />
| Folwark (lit. ''farm house'') || {{CardLangVersionImage|Polish}} || || ||<br />
|-<br />
!Russian<br />
| Деревушка (pron. ''dyeryevushka'') || || || ||<br />
|-<br />
!Spanish<br />
| Caserío || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:HamletArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=A simple card from the hand theme days that survived unchanged.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]<br />
}}<br />
<br />
{{Navbox Cornucopia}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/HoardHoard2018-03-16T13:47:31Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Hoard<br />
|cost = 6<br />
|type1 = Treasure<br />
|illustrator = Colin Throm<br />
|text = {{Cost|2|l}}<br />
|text2 = While this is in play, when you buy a Victory card, gain a Gold.<br />
}}<br />
<br />
'''Hoard''' is a [[Treasure]] card from [[Prosperity]]. It is a [[gainer]], since it allows you to gain {{Card|Gold}} cards without buying them, by buying a [[Victory]] card with Hoard in play. It can be a quick way to get lots of Gold cards, but be sure you have a way to deal with the Victory cards you pick up! <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you buy a Victory card with this in play, you gain a Gold card from the [[Supply]], putting it into your discard pile. <br />
* If there are no Golds left, you do not get one. <br />
* If you have multiple Hoards in play, you will gain multiple Golds from buying a single Victory card. <br />
* If you buy multiple Victory cards, you will get Gold for each one. <br />
* So for example if you had two Hoards in play and no other money, with +1 Buy, you could buy two Estates and gain four Golds. <br />
* Victory cards gained other than via buying them do not get you Gold.<br />
=== Other Rules clarifications ===<br />
* A {{Card|Crown|Crowned}} Hoard will still only gain one Gold per Victory card buy.<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/12/02/prosperity-hoard/ Original article] by theory<br />
<br />
When Hoards are present, you may not need to buy Gold if you can just draw your Hoard often enough. And you really don’t need more than one or two; with Hoard, your deck will be quite a bit stronger than it usually is after the VP-buying starts. This means that with {{Cost|6}}, you can start buying Duchies much earlier than you normally would.<br />
<br />
Hoard is most powerful with the mixed Victory cards ({{Card|Great Hall}}, {{Card|Island}}, {{Card|Nobles}}, and {{Card|Harem}}). It’s also a great way to run a {{Card|Duke}}/{{Card|Duchy}} strategy, since picking up a couple Hoards before buying the Duchies and Dukes is usually enough to keep your deck producing {{Cost|5}} even after you saturate it with Victory cards. The same principle applies to {{Card|Gardens}} strategies, though you should keep in mind that most Gardens strategies depend on fast endings, and building up to {{Cost|6}} for the Hoard might be too slow.<br />
<br />
Hoard is also the rare card that benefits from a ton of extra Buys, especially with the {{Card|Bridge}}. And {{Card|Watchtower}} can turn this into a devastating combo: stack up on free {{Card|Estate|Estates}}, optionally trashing them as they come in, while top-decking your Golds. Add in an {{Card|Herbalist}} for further ridiculousness.<br />
<br />
In general, if there isn’t another viable buy, then you should always try to use Hoard to buy a Victory card, even if that means buying an Estate or Duchy before your first {{Card|Province}}. This is especially true when there are [[trashing]] cards available, and even more true when those trashing cards provide benefits. {{Card|Salvager}} works very well with Hoard, since it gives you a +Buy for all those Golds, and {{Card|Bishop}} is almost as good. With a source of +Buy and +Actions, {{Card|Apprentice}} and Hoard can be used to create a devastating engine where Apprentice has a continuous supply of Golds (or even Duchies or Provinces) to trash to draw huge numbers of cards, many of which will be golds, leading to tremendous buying power.<br />
=== When is Hoard not a good buy? ===<br />
So when would you pass up Hoard for Gold? Well, Hoard naturally works very badly with {{Card|Treasury}}. Hoards are also less effective when {{Card|Platinum|Platinums}} are available; cutting out the Hoard and bootstrapping from Gold to Platinum can get you to {{Card|Colony|Colonies}} faster, since it’s difficult to get to Colonies with just Hoarded Golds. And there’s not too much point to buying Hoards late in the game; for instance, if you have {{Card|Royal Seal}} or Watchtower, you might choose to buy and top-deck a late Gold rather than a Hoard, so that you can get to the last Province/Colony sooner.<br />
<br />
Hoard also does not work well with thinned engine strategies that are choked by adding even high-value treasure. Engines based around {{Card|Minion}} or {{Card|Scrying Pool}} are stopped dead by extra treasure. Hoard is less damaging to more straightforward deck drawing engines, like {{Card|Village}}+{{Card|Smithy}}, but it still can choke these engines, especially if Hoard is used to buy low-value VP like Estates. Care must be taken to keep the engine smooth and solid enough to continue drawing the deck. Trashing and buying {{Card|Nobles}} or even {{Card|Great Hall}} to activate the Hoard can minimize the negative impact on an engine.<br />
<br />
=== Synergies/Combos ===<br />
* [[Alt-VP]] such as {{Card|Harem}} and {{Card|Duke}}<br />
* +Buy, especially with {{Card|Watchtower}} to trash unwanted Estates<br />
* [[Trash for benefit]] cards such as {{Card|Apprentice}}, {{Card|Salvager}}, and {{Card|Remodel}}<br />
** A deck with both {{Card|Counterfeit}} and Hoard is especially fast, but using {{Card|Counterfeit}} on Hoard is not recommended<br />
* {{Card|Mint}}<br />
* {{Card|Herbalist}}<br />
<br />
=== Antisynergies ===<br />
* {{Card|Treasury}}<br />
* {{Card|Colony}} games<br />
* [[Engine|Engines]] that want few Treasures (like {{Card|Minion}} or {{Card|Scrying Pool}})<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|HoardOld|Hoard}} || {{CardVersionImage|HoardDigitalOld|Hoard from Goko/Making Fun}} || {{Cost|2}}.<br>While this is in play, when you buy a Victory card, gain a Gold. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Hoard|Hoard}} || {{CardVersionImage|HoardDigital|Hoard from Shuffle iT}} || {{Cost|2}}.<br>While this is in play, when you buy a Victory card, gain a Gold. || 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 />
| 儲藏室 || || || {{Cost|2}} 當此卡在出牌區,每次你購買分數卡,獲得一張黃金。<br />
|-<br />
!Czech <br />
| Bohatství (lit. ''wealth'') || || || <br />
|-<br />
!Dutch <br />
| Spaargeld (lit. ''savings'') || || || <br />
|-<br />
!Finnish <br />
| Aarre (lit. ''treasure'') || || || <br />
|-<br />
!French <br />
| Magot || || || <br />
|-<br />
!German <br />
| Hort || {{CardVersionImage|Hoard German-HiG|German language Hoard}} || || {{Cost|2}}<br>Ist diese Karte im Spiel, wenn du eine Punktekarte kaufst: Nimm ein Gold vom Vorrat.<br />
|-<br />
!Mucchio (lit. ''heap'') <br />
| || || Italian || <br />
|-<br />
!Japanese <br />
| 隠し財産 (pron. ''kakushi zaisan'', lit. ''hidden wealth'') || || || {{Cost|2}}。 これが場にある問、勝利点カード1枚を購入するとき、金貨1枚を獲得する。 <br />
|-<br />
!Polish <br />
| Krocie (lit. ''treasure'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Сокровищница (pron. ''sokrovishshnitsa'', lit. ''treasury'') || || || <br />
|-<br />
!Spanish <br />
| Tesoro escondido || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:HoardArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Started out at {{Cost|5}}. It was too strong, although it took a long time to get changed.<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>Love1323https://wiki.dominionstrategy.com/index.php/Grand_MarketGrand Market2018-03-16T13:46:03Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Grand Market<br />
|cost = 6*<br />
|type1 = Action<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = '''+1 Card<br/>+1 Action<br/>+1 Buy'''<br/>+{{Cost|2}}<br />
|text2 = You can’t buy this if you have any Coppers in play.<br />
}}<br />
<br />
'''Grand Market''' is an [[Action]] card from [[Prosperity]]. It is the ultimate [[Peddler variant]], giving an extra {{Cost|1}} and a +Buy, making it quite powerful if you can get it. Since it cannot be bought with {{Card|Copper}}, it can be difficult to get early in the game; but the card creates somewhat of a snowball effect, in that Grand Markets themselves are a very efficient source of non-Copper money, so having Grand Markets makes it even easier to get more Grand Markets.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* A single Copper in play is enough to stop you from buying Grand Market. <br />
* You do not have to play all of the Treasures in your hand. <br />
* Coppers in your hand do not stop you from buying Grand Market - only Coppers in play do. <br />
* Coppers that were in play earlier in the turn but aren't anymore also do not stop you; if you have 11 Coppers in play and 2 Buys, you could buy a {{Card|Mint}}, trash all of your played Treasures, and then buy a Grand Market. <br />
* You can gain Grand Market other ways - for example with {{Card|Expand}} - whether or not you have Coppers in play. <br />
* Treasures other than Copper do not prevent you from buying Grand Market, even if they are worth {{Cost|1}} (such as {{Card|Loan}}). <br />
* Remember you cannot play more Treasures after buying a card.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/28/prosperity-grand-market/ Original article] by theory<br />
<br />
Grand Markets are almost always preferable to {{Card|Gold|Golds}}, except when playing [[terminal card draw]]+[[Big Money]]. So long as the average card value in your deck is greater than {{Cost|1}}, the self-replacing, non-terminal Grand Market is monetarily superior. The +Buy is always nice, and unlike Golds, Grand Markets are affected by {{Card|Throne Room}} and {{Card|King's Court}}.<br />
<br />
Unfortunately, it’s difficult to buy Grand Market, since only quite strong decks are able to produce {{Cost|6}} without relying on Copper. There’s several ways to do so before your deck gets to that point.<br />
<br />
The first, and most obvious, way is with Actions that give money. Unfortunately, it’s difficult to get enough of them together; it normally takes quite a while to draw 3 {{Card|Festival|Festivals}} in one hand. Grand Markets themselves are great for grabbing more Grand Markets, though.<br />
<br />
A better way is with {{Card|Secret Chamber}}, {{Card|Storeroom}}, or {{Card|Vault}}, because it basically lets you use Coppers without having to play them. Of course, Vault is best for this purpose: because it gives +2 Cards, it guarantees at least {{Cost|6}}. In [http://councilroom.com/game?game_id=game-20101201-191421-7af50fd1.html.gz this game], by going Vault/{{Card|Chapel}} instead of Torturer/Chapel, I get my Grand Markets out much sooner than he does.<br />
<br />
{{Card|Quarry}} also helps; it lets you buy the Grand Market when paired with either two Silvers, a Gold, or another Quarry. (If you use {{Card|Black Market}} to play the Quarry during your Action phase, you can use {{Card|Ironworks}}/{{Card|Armory}}/{{Card|Workshop}} to gain it as well.) And the Copper restriction on Grand Markets doesn’t apply when you gain the card with {{Card|Remodel}}/{{Card|Expand}}/{{Card|Upgrade}}.<br />
<br />
Of course, if you trash your Coppers, buying Grand Markets isn’t a problem. Nor is it a problem if you have a ton of Silvers in your deck, either from {{Card|Bureaucrat}} or {{Card|Jack of all Trades}} or {{Card|Trading Post}}, but having so many Silvers can be a liability, a sign that you’re not ramping up your deck quickly enough.<br />
<br />
In all other respects, Grand Markets have the pretty much the same advantages and disadvantages as {{Card|Peddler|Peddlers}} and {{Card|Market|Markets}} (though of course beefed up considerably): they are most valuable in dense decks with high average card value, and are vulnerable to small handsizes.<br />
=== Synergies/Combos ===<br />
* {{Card|Secret Chamber}}/{{Card|Vault}}<br />
* {{Card|Moneylender}}/{{Card|Loan}}/{{Card|Spice Merchant}}<br />
* Silver-gaining cards like {{Card|Bureaucrat}} or {{Card|Jack of all Trades}}<br />
* Actions that give +{{Cost|}} (especially {{Card|Conspirator}})<br />
* [[Trashing]] cards (both to clear Coppers and for a denser deck)<br />
* {{Card|Remodel}}/{{Card|Expand}}/{{Card|Upgrade}}<br />
* {{Card|Quarry}}<br />
* [[Heirloom]] treasures are not copper and can help pay for a Grand Market.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Coppersmith}}/{{Card|Counting House}}/{{Card|Apothecary}}<br />
* {{Card|Mountebank}}<br />
* Attack-heavy opponents in general<br />
* {{Card|Bank}}, because it depends on large numbers of Treasures, typically Coppers<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Notes !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Grand MarketOld|Grand Market}} || {{CardVersionImage|Grand MarketDigitalOld|Grand Market from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. '''+1 Buy'''. +{{Cost|2}}.<br>You can’t buy this if you have any Copper in play. || || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Grand Market|Grand Market}} || {{CardVersionImage|Grand MarketDigital|Grand Market from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. '''+1 Buy'''. +{{Cost|2}}.<br>You can’t buy this if you have any Coppers in play. || Digital version has a cost of {{Cost|6}} rather than {{Cost|6*}}. || Prosperity [[Second Edition|2nd Edition]] || February 2017<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|- <br />
!Chinese <br />
| 大市場 || || || '''+1 卡片'''。 '''+1 行動'''。 '''+1 購入'''。 +{{Cost|2}}。如果有銅幣在出牌區,則無法購買這張卡。<br />
|-<br />
!Czech <br />
| Velký trh || || || <br />
|-<br />
!Dutch <br />
| Grote markt || || || <br />
|-<br />
!Finnish <br />
| Suurtori || || || <br />
|-<br />
!French <br />
| Grand marché || || || <br />
|-<br />
!German <br />
| Grosser Markt || {{CardVersionImage|Grand Market German-HiG|German language Grand Market}} || || '''+1 Karte'''<br>'''+1 Aktion'''<br>'''+1 Kauf'''<br>'''+{{Cost|2}}'''<br>Du darfst diese Karte nicht kaufen, wenn du Kupfer im Spiel hast.<br />
|-<br />
!Italian <br />
| Mercato di Lusso (lit. ''luxury market'') || || || <br />
|-<br />
!Japanese <br />
| 大市場 (pron. ''dai ichiba'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 '''+1 購入'''。 +{{Cost|2}}。 銅貨が場にある間、このカードを購入できない。<br />
|-<br />
!Polish <br />
| Wielki targ || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Центральный Рынок (pron. ''tsyentral'ny rynok'', lit. ''central market'') || || || <br />
|-<br />
!Spanish <br />
| Gran Mercado || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Grand_MarketArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally it cost {{Cost|7}} and was "+1 Card +1 Action +{{Cost|2}}." People sure complained about it not having +1 Buy. "How is it a Grand Market?" they'd say. So I added +1 Buy, and then later took the anti-Copper clause from another card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Prosperity}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/GoonsGoons2018-03-16T13:44:00Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Goons<br />
|cost = 6<br />
|type1 = Action<br />
| type2 = Attack<br />
|illustrator = Tu Pei-Shu<br />
|text = '''+1 Buy'''<br/>+{{Cost|2}}<br/>Each other player discards down to 3 cards in hand.<br />
|text2 = While this is in play, when you buy a card, '''+1'''{{VP}}.<br />
}}<br />
<br />
'''Goons''' is an [[Action]]–[[Attack]] card from [[Prosperity]]. It is a [[terminal silver]], since it gives +{{Cost|2}} but no +Action. It is similar to {{Card|Monument}} in that it gives you {{VP}} tokens - one token if you buy only one card this turn, but one more for each additional buy; it gives +Buy to help with that, as well. In addition, Goons is also a [[discard attack]] like {{Card|Militia}}. This combination of abilities makes Goons a powerful card both in [[Big Money]] and in [[engine|engines]]. <br />
<br />
Goons is one of two Attack cards costing more than {{Cost|5}}, the other being {{Card|Raider}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You get +1{{VP}} for each card you buy, but do not get a +1{{VP}} for gaining a card some other way. <br />
* Multiple copies of Goons are cumulative; if you have two Goons in play and buy a Silver, you get +2{{VP}}. <br />
* However if you {{Card|King's Court}} a Goons, despite having played the card 3 times, there is still only one copy of it in play, so buying Silver would only get you +1{{VP}}.<br />
=== Other Rules clarifications ===<br />
* Buying [[Event]]s does not give you {{VP}}.<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2011/01/04/prosperity-goons/ Original article] by theory<br />
<br />
Buy phase synergy is ordinarily a product of three factors: +Buy, cost reduction (e.g., {{Card|Quarry}}), and buy duplication ({{Card|Talisman}}). Increasing a single factor provides negligible benefits; no matter how cheap Peddler is, if you have only one Buy, it might as well cost you all the money in your hand. Increasing multiple factors, on the other hand, leads to explosive results. (See, e.g., Quarry/Talisman).<br />
<br />
The reason Goons is so powerful is because it adds a fourth factor: {{VP}} per buy. So on its own, Goons is a decent card, a combination of {{Card|Woodcutter}}, {{Card|Militia}}, and {{Card|Monument}}. But with other Buy phase synergy factors, Goons becomes a devastatingly effective card for churning {{VP}}.<br />
=== Goons engines ===<br />
Goons can make a crushing [[engine]] strategy. When building a Goons deck, you don’t need to bother with Victory cards: you’re looking to make the game drag on as long as possible, because you’re spending each turn buying more Actions to boost your Goons engine. As your deck gets stronger and stronger, you will earn more and more {{VP}} every turn. Because of this, you should try to avoid buying Coppers too early, because it needlessly gums up your deck (and you’ll probably earn more {{VP}} for it later). If the support cards are present, aim for a massive final turn where you buy out the piles while collecting a ton of {{VP}} (50+) from Victory cards and Copper buys.<br />
<br />
Goons decks depend heavily on +Actions, and ideally, +Cards as well. Without the ability to play multiple Goons per turn, you’ll usually only be able get multiple {{VP}} by buying Coppers. In addition, your Goons buys might end up actively hurting your deck unless you can find a way to play all the Actions you are buying. {{Card|City}} works especially well for this: it provides you both with +Actions and has an excellent chance of leveling up and providing you the card draw you probably need to play all your Goons. In the alternative, if there just aren’t good non-terminals left for you to buy, trash-for-benefit cards like {{Card|Salvager}} and {{Card|Apprentice}} are a good way to clear out some of the junk you’ll find yourself buying.<br />
<br />
Finally, [[Combo: Goons and Watchtower]] is a brutal combo if and only if the above conditions are met. {{Card|Watchtower}} alone cannot turn Goons into a viable card, but it can turn Goons from a viable card into a devastating one.<br />
<br />
Goons might appear to synergize with {{Card|Treasury}} because relying on Goons to generate {{VP}} could keep Treasury returning to the hand, but holding cantrips like Treasury makes the Goons attack stronger, because the discarding player does not know which cards are going to be drawn.<br />
<br />
=== Goons in Big Money ===<br />
Although Goons can often make a viable engine strategy, on boards where there are few or no good ingredients for an engine, such as boards lacking +Actions or card draw, Goons can still be a good addition to a [[big money]] strategy. In these decks, Goons functions somewhat like a combination of {{Card|Militia}} and {{Card|Monument}}, a terminal Silver that attacks the opponent while generating VP. The +Buy can sometimes be useful in Big Money, especially when you draw more than {{Cost|8}}. When you are playing a Big Money strategy, buying {{Card|Copper}} with the Goons is less damaging than when you are playing an engine.<br />
<br />
=== Synergies/Combos ===<br />
* [[villages|+Actions]] (especially {{Card|Fishing Village}} and {{Card|City}})<br />
* Other Buy phase synergies<br />
*+Buy (especially {{Card|City}} and {{Card|Bridge}})<br />
* Cost reducers (e.g., {{Card|Quarry}}, {{Card|Highway}}, {{Card|Bridge}}, and {{Card|Peddler}})<br />
* Non-terminal Actions or cheap [[cantrip|cantrips]] to soak up the +Buys<br />
** Alternatively, cards that allow you to benefit from soaking up +Buys on {{Card|Copper}}, such as {{Card|Apothecary}}, {{Card|Philosopher's Stone}}, and {{Card|Counting House}}, especially in games lacking [[villages]]<br />
* {{Card|Watchtower}}<br />
* {{Card|Council Room}}<br />
* {{Card|Masquerade}}<br />
* Goons can be an effective counter to {{Card|Possession}}.<br />
<br />
=== Antisynergies ===<br />
* Opponent’s {{Card|Library}}<br />
* Lack of +Actions, or terminal Actions in general (though Goons is still a powerful [[Big Money]] card)<br />
* {{Card|Gardens}}, {{Card|Silk Road}}, and {{Card|Duke}}/{{Card|Duchy}} decks: not only is the attack nullified by their Victory cards, they’ll look to end the game on piles before your engine reaches top speed<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|GoonsOld|Goons}} || {{CardVersionImage|GoonsDigitalOld|Goons from Goko/Making Fun}} || '''+1 Buy'''. +{{Cost|2}}. Each other player discards down to 3 cards in hand.<br>While this is in play, when you buy a card, +1{{VP}}. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Goons|Goons}} || {{CardVersionImage|GoonsDigital|Goons from Shuffle iT}} || '''+1 Buy'''. +{{Cost|2}}. Each other player discards down to 3 cards in hand.<br>While this is in play, when you buy a card, '''+1'''{{VP}}. || 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 />
| 暴徒 || || || '''+1 購買'''。 +{{Cost|2}}。 其它玩家將手牌棄到剩三張。當此卡在出牌區,每購買一張卡片+1 {{VP}}。<br />
|-<br />
!Czech <br />
| Hrdlořez (lit. ''thugs'') || || || <br />
|-<br />
!Dutch <br />
| Domkoppen (lit. ''fools'') || || || <br />
|-<br />
!Finnish <br />
| Roistot (lit. ''villains'') || || || <br />
|-<br />
!French <br />
| Fiers-à-bras (lit. ''braggarts'') || || || <br />
|-<br />
!German <br />
| Halsabschneider (lit. ''cutthroat'') || {{CardVersionImage|Goons German-HiG|German language Goons}} || || '''+1 Kauf'''<br>'''+{{Cost|2}}'''<br>Jeder Mitspieler muss Karten ablegen, bis er nur noch 3 Handkarten hat.<br>Solange diese Karte im Spiel ist: +1 {{VP}}-Marker, wenn du eine Karte kaufst.<br />
|-<br />
!Italian <br />
| Scagnozzi (lit. ''henchmen'') || || || <br />
|-<br />
!Japanese <br />
| ならず者 (pron. ''narazumono'', lit. ''ruffian'') || || || '''+1 購入'''。 +{{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。これが場にある間、カード1枚を購入するとき、+'''1'''{{VP}}。<br />
|-<br />
!Polish <br />
| Naciągacze (lit. ''tricksters'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Головорезы (pron. ''golovoryezy'') || || || <br />
|-<br />
!Spanish <br />
| Matones || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:GoonsArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text=This art was turned in for Pawn.<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<br />
|Text=The art originally submitted for Pawn was not what we wanted for Pawn. We saved it for a future card. It looked like an attack; it had two guys bugging a third guy, so maybe a "choose two." I went with "+{{Cost|2}}. Choose two: +1 Action; each other player discards down to 3 cards in hand; take a 1 {{VP}} token; gain a Silver. (The choices must be different.)" This card was popular. It had issues though, as pointed out by Wei-Hwa Huang and Bill Barksdale. It was political - someone would play it ahead of you, and then you could pick the discard option or not based on how well that one player was doing (since no-one else would be discarding). With +1 Action making it easy on your deck, it got bought up by everyone, so that you were having to discard constantly. I tried several other versions with different options in different combinations. I tried another card that I thought would work for a while but was just too strong, and finally ended up in a weaker form in another set (that set is Cornucopia and that card is Followers). Finally the Goons you know stuck. Again it squeezes in another use for those VP tokens.<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>Love1323https://wiki.dominionstrategy.com/index.php/VentureVenture2018-03-16T13:34:51Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Venture<br />
|cost = 5<br />
|type1 = Treasure<br />
|illustrator = Lee Smith<br />
|text = {{Cost|1|l}}<br/>When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.<br />
}}<br />
<br />
'''Venture''' is a [[Treasure]] card from [[Prosperity]]. When played, it is worth {{Cost|1}}; however, it also [[dig|digs]] through your deck for a different Treasure and forces you to play it. In a sense, it is the Treasure [[Peddler variant|equivalent of]] {{Card|Peddler}} - it gives +{{Cost|1}}, and lets you draw and play an extra Treasure. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play Venture, you reveal cards from your deck until revealing a Treasure card. <br />
* If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still don't find a Treasure, just discard all of the revealed cards. <br />
* If you do find a Treasure, discard the other cards and play the Treasure.<br />
* If that Treasure does something when played, do that something. <br />
* For example if Venture finds you another Venture, you reveal cards again. <br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2011/01/05/prosperity-venture/ Original article] by theory<br />
<br />
Venture is one of those {{Cost|5}} “{{Card|Silver}}-plus” cards: it’s (almost) guaranteed to be at least worth {{Cost|2}}, but usually provides a little extra. It does best in high-quality Treasure decks, and therefore works well with {{Card|Hoard}}, {{Card|Platinum}}, {{Card|Mint}}, {{Card|Moneylender}}, {{Card|Spice Merchant}}, and {{Card|Mine}}. Even {{Card|Loan}} trashing is normally good enough to justify buying Ventures. But even with high-value Treasures, Venture really depends on some kind of early trashing to get going: without it, it’s hard to justify buying Venture when so much other good stuff is at {{Cost|5}}. Mine can sometimes be enough to make Ventures the best {{Cost|5}} buy, as can Venture/{{Card|Bank}}. But in general, the card is too weak if you have too many {{Card|Copper|Coppers}} in your deck.<br />
<br />
Assuming you can get the trashing, Venture’s best feature is its chain reaction ability: if you can get to 5 or 6 Ventures and little other Treasure in your deck (a setup most likely achieved via Mint), then playing any Venture will net you at least {{Cost|5}}, and probably singlehandedly get you a Province.<br />
<br />
Decks that work well with Venture will also benefit strongly from an {{Card|Adventurer}}, but in most cases, Venture is probably going to be superior. Although it draws only one Treasure instead of two, Adventurer requires an Action to play and it doesn’t chain onto itself. That being said, Adventurer is more helpful early on, when you don’t have enough Ventures in your deck to reliably chain them together. In addition, Adventurer can be {{Card|Throne Room|Throne Roomed}} or {{Card|King's Court|King's Courted}} (to great effect), but Venture cannot.<br />
<br />
Venture doesn’t play particularly well with [[Alchemy]] and {{Card|Potion}}. You’ll rarely want your Ventures to be hitting Potions, since Potion has little place in the kind of [[Big Money]] deck that Venture is best in. Although it can be good for Potion-grabbing if you’re desperate to keep your {{Card|Alchemist}} chain going, [[Combo: Alchemist and Herbalist]] is a more reliable way to keep the Potions on your deck.<br />
<br />
Finally, Venture’s deck-cycling power is usually a good one. When you’re improving your deck, you want your cards reshuffled as soon as possible. It’s a bit weaker when you start buying Victory cards (since reshuffling your deck starts to dilute it), but Venture is still helping you find your Treasures amidst the sea of green cards. And it can help you against attacks like {{Card|Ghost Ship}} or {{Card|Bureaucrat}}: just dump your Victory cards on your deck and use Venture to power through them.<br />
=== Synergies/Combos ===<br />
* Strong early [[trashing]]<br />
* High-quality Treasure decks ({{Card|Hoard}}, {{Card|Mint}}, {{Card|Mine}}, {{Card|Platinum}}, {{Card|Spice Merchant}}, {{Card|Moneylender}}, and even {{Card|Loan}})<br />
* With {{Card|Bank}}, it's a [https://dominionstrategy.com/2010/12/08/combo-of-the-day-18-venturebank/ noted combo].<br />
* Opponents’ {{Card|Ghost Ship}} or {{Card|Bureaucrat}}<br />
* {{Card|Navigator}}<br />
* {{Card|Adventurer}}<br />
<br />
=== Antisynergies ===<br />
* {{Card|Grand Market}}, since it might draw an unwanted Copper (though both are enabled by early trashing)<br />
* {{Card|Contraband}}, if you didn’t want to draw it<br />
* Opponents’ Copper-giving attacks ({{Card|Mountebank}}, {{Card|Ambassador}})<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|VentureOld|Venture}} || {{CardVersionImage|VentureDigitalOld|Venture from Goko/Making Fun}} || {{Cost|1}}. When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Venture|Venture}} || {{CardVersionImage|VentureDigital|Venture from Shuffle iT}} || {{Cost|1}}. When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure. || 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 />
| 募資 || || ||{{Cost|1}} 當你打出此卡時,持續展示你的牌庫頂,直到你展示了一張錢幣卡為止,打出錢幣卡,棄掉其他展示的卡片。<br />
|-<br />
!Czech <br />
| Odvážlivec (lit. ''daredevil'') || || || <br />
|-<br />
!Dutch <br />
| Waagstuk || || || <br />
|-<br />
!Finnish <br />
| Palkkio (lit. ''reward'') || || || <br />
|-<br />
!French <br />
| Entreprise risquée (lit. ''risky undertaking'') || || || <br />
|-<br />
!German <br />
| Abenteuer (lit. ''adventure'') || {{CardVersionImage|Venture German-ASS|German language Venture}} || || {{Cost|1}}<br>Wenn du diese Karte ausspielst, decke solange Karten vom Nachziehstapel auf, bis du eine Geldkarte aufdeckst. Spiele diese Geldkarte aus und lege die restlichen aufgedeckten Karten ab.<br />
|-<br />
!Italian <br />
| Soldo (lit. ''soldier's pay'') || || || <br />
|-<br />
!Japanese <br />
| 投機 (pron. ''tōki'') || || || {{Cost|1}}。 財宝カード1枚が公開されるまで山札を上から公開する。公開した他のカードを捨て札にし、その財宝カードを使用する。<br />
|-<br />
!Polish <br />
| Złoty interes (lit. ''money business'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Авантюра (pron. ''avantyura'') || || || <br />
|-<br />
!Spanish <br />
| Especulación (lit. ''speculation'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:VentureArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This replaced some other treasure midway through development, but never changed. I thought of doing a "when you play this" treasure that drew you a card, and well you'd be sad if the card wasn't a treasure, so it always is.<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>Love1323https://wiki.dominionstrategy.com/index.php/VaultVault2018-03-16T13:30:57Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Vault<br />
|cost = 5<br />
|type1 = Action<br />
|illustrator = Alex Drummond<br />
|text = '''+2 Cards'''<br/>Discard any number of cards for +{{Cost|1}} each.<br/>Each other player may discard 2 cards, to draw a card.<br />
}}<br />
<br />
'''Vault''' is an [[Action]] card from [[Prosperity]]. It is a [[soft terminal|soft]] [[terminal draw]] card; it gives +2 Cards, then lets you discard any [[dead]] cards from your hand to get +{{Cost|1}} for each such card. In exchange, it gives your opponent a minor cycling benefit, letting them discard two cards to draw one. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
*"Any number" includes zero. <br />
* You draw two cards first; the cards you just drew can be among the cards you discard. <br />
* Each other player chooses whether or not to discard 2 cards, then discards 2 cards if they chose to, then draws a card if they did discard 2 cards. <br />
* A player with just one card can choose to discard it, but won't draw a card.<br />
* A player who discards but then has no cards left to draw shuffles in the discards before drawing.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
=== Overview === <br />
Vault provides a weak terminal draw, exceptionally weak for a card costing {{Cost|5}}. Its true strength lies in the discard-for-coin benefit. It is interesting to note, however, how powerful the combination of drawing 2 cards and then discarding for benefit is. The other card with this benefit, {{Card|Secret Chamber}}, only costs {{Cost|2}}, and Vault gives opponents a benefit--yet at {{Cost|5}}, it is still a powerful card.<br />
<br />
Vault is particularly strong in the presence of {{Card|Grand Market}}; not only does it enable you to use {{Card|Copper}} indirectly to buy a Grand Market, it guarantees a Grand Market purchase any time you draw Vault. (in the absence of a [[handsize attack]])<br />
<br />
Vault becomes weaker in the presence of strong [[trashing]], especially early-game trashers like {{Card|Steward}} or {{Card|Chapel}}, which remove {{Card|Estate|Estates}}. However, Vault can still be useful as a later addition to some engines constructed with the aid of these trashers, as described below.<br />
<br />
Because the cards are discarded, not played by Vault, you are able to reshuffle these cards into your deck and draw them again after discarding. When you are able to draw your whole deck, Vault provides one of the few ways to derive coin from the same cards multiple times in one turn. This benefit can be substantial in deck-drawing engines, as it provides a way to add buying power to a deck without adding treasure: each additional card can potentially increase buying power by more than {{Cost|1}}.<br />
<br />
The benefit of Vault to your opponents is very different in Big Money type games vs. engine games. This benefit tends to be of little use in Big Money games: discarding two coppers risks drawing another copper or Victory card, and provides no benefit unless drawing something better than a {{Card|Silver}}. If your opponent is also playing Vault/Big Money, the discard is even more likely to cost them {{Cost|1}}. In engines, however, the discard can increase the chance that a person starts with enough +Actions and +Cards to draw their deck or start off their engine.<br />
<br />
=== In Big Money ===<br />
Vault makes for a fairly powerful [[Big Money]] strategy; whenever you draw Vault you are guaranteed to be able to buy a {{Card|Gold}}, and whenever you draw both a Vault and a Gold together you are guaranteed to get a {{Card|Province}}. It is also very resilient to [[greening]], since the rest of your hand does not matter as long as you draw a Vault with a Gold, so you can expect to get some Provinces even if you dip in to Duchies early. The benefit to the opponent is also negligible if your opponent is also playing a Big Money strategy. This strategy is particularly viable on {{Cost|5}}/{{Cost|2}} openings, as it almost always guarantees a Gold on turn 3 or 4.<br />
<br />
=== In Engines ===<br />
Because it only draws 2 cards, Vault and Village alone is not usually able to build a viable deck-drawing engine. If your opponent is also playing an engine, your Vault is also likely to benefit them more. However, Vault can be a useful card for many engines. In draw-up-to-X engines, such as with {{Card|Watchtower}} or {{Card|Library}}, Vault can empty the hand while producing a benefit, which not only allows for more draw, but derives benefits from cards sent to the discard pile where they can be reshuffled into the deck and re-drawn, possibly to be discarded again by another Vault.<br />
<br />
Vault can also be a useful supplement to {{Card|Scrying Pool}}, allowing one to benefit from the discarded actions. This is particularly true in the case of [[ruins]], as the ruins can be drawn as actions by the Scrying pool and then discarded for {{Cost|}}.<br />
<br />
In conventional deck drawing engines, Vault can be useful for deriving extra {{Cost|}} out of starting {{Card|Estate|Estates}} or other [[Victory]] cards, as well as for unused Villages or drawing cards. In these decks, only one Vault is needed, and it is important to not rely on the Vault for the initial drawing, but to only play it after the whole deck has been drawn. However, if your deck has an excess of drawing power, additional Vaults can be useful to discard cards that can be redrawn.<br />
<br />
Vault can be used to discard your entire hand (save one card) for {{Cost|}} in a [[double Tactician]] deck, as the last move before playing the Tactician. A deck which consistently draws Vault+Tactician will guarantee a Province buy each turn.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Tactician}}<br />
* [[Combo: Vault and Grand Market|Grand Market]]<br />
* Vault is good for discarding {{Card|Tunnel|Tunnels}} for lots of Gold.<br />
* [[Non-terminal draw]]<br />
* [[Big Money]] <br />
* {{Card|Scrying Pool|Scrying Pools}}: draw your whole deck, discard all the actions with Vault, draw everything with Scrying Pool!<br />
* Draw-up-to-X: {{Card|Library}} or {{Card|Watchtower}}<br />
<br />
=== Antisynergies ===<br />
* Good [[estate]] trashers like {{Card|Masquerade}}, {{Card|Salvager}}, and {{Card|Steward}} make Vault little better than just +2 Cards.<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|VaultOld|Vault}} || {{CardVersionImage|VaultDigitalOld|Vault from Goko/Making Fun}} || '''+2 Cards'''. Discard any number of cards. +{{Cost|1}} per card discarded. Each other player may discard 2 cards. If he does, he draws a card. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Vault|Vault}} || {{CardVersionImage|VaultDigital|Vault from Shuffle iT}} || '''+2 Cards'''. Discard any number of cards for +{{Cost|1}} each. Each other player may discard 2 cards, to draw a card. || 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 />
| 寶庫 || || ||'''+2 卡片'''棄掉任意數量手牌,每棄掉一張則+{{Cost|1}}。其他玩家可以棄掉兩張卡片來抽一張卡片。<br />
|- <br />
!Czech <br />
| Trezor || || || <br />
|-<br />
!Dutch <br />
| Schatkelder (lit. '' treasure cellar'') || || || <br />
|-<br />
!Finnish <br />
| Holvi || || || <br />
|-<br />
!French <br />
| Chambre forte || || || <br />
|-<br />
!German <br />
| Gewölbe || || || '''+2 Karten'''<br>Lege beliebig viele Karten ab.<br>+{{Cost|1}} für jede abgelegte Karte.<br>Jeder Mitspieler darf 2 Handkarten ablegen.<br>Wer das tut, zieht eine Karte nach.<br />
|-<br />
!Italian <br />
| Nascondiglio (lit. ''hideout'') || || || <br />
|-<br />
!Japanese <br />
| 保管庫 (pron. ''hokan-ko'') || || || '''+2 カードを引く'''。 好きな枚数のカードを捨て札にし、1枚につき+{{Cost|1}}。他のプレイヤーは全員、1枚カードを引くために、2枚捨て札にしてもよい。 <br />
|-<br />
!Polish <br />
| Składnica (lit. ''repository'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Хранилище (pron. ''khranilishshye'', lit. ''repository'') || || || <br />
|-<br />
!Spanish <br />
| Cripta || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:VaultArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The main set once had a card called Vault that was just "Discard any number of cards. +{{Cost|1}} per card discarded." The top half of Secret Chamber. It cost {{Cost|4}} and then {{Cost|3}} and then it was Secret Chamber. Actually the oldest version was like "victory cards are also coppers this turn," but discarding cards is more flexible and way less confusing. Anyway the original mechanic was just not that good, as evidenced by Secret Chamber getting an additional ability and only costing {{Cost|2}} and still being nothing special. But tack on +2 Cards and you've got a monster. For a long time it had no penalty, but it was just too good.<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>Love1323https://wiki.dominionstrategy.com/index.php/BankBank2018-03-16T13:26:17Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bank<br />
|cost = 7<br />
|type1 = Treasure<br />
|illustrator = Jason Snair<br />
|text = When you play this, it’s worth {{Cost|1}} per Treasure card you have in play (counting this).<br />
}}<br />
<br />
'''Bank''' is a [[Treasure]] card from [[Prosperity]]. It gives a variable amount of {{Cost|}}, depending on how many other Treasures you've played before it. It counts Treasures that don't themselves give {{Cost|}}, like {{Card|Potion}} or {{Card|Horn of Plenty}}. It works best with large hands; in 5-card hands and without +Buy, it's rarely better than a {{Card|Gold}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play Bank, it is worth {{Cost|1}} per Treasure you have in play, counting itself. <br />
* If you play two copies of Bank in a row, the second one will be worth {{Cost|1}} more than the first one. <br />
* Playing more Treasures after Bank will not change how much {{Cost}} you got from it.<br />
=== Other Rules clarifications ===<br />
* Example Turn: You play 2 {{Card|Copper|Coppers}} followed by a {{Card|Venture}}. The Venture finds and Plays a Bank which will be worth {{Cost|4}}. You play another Venture which finds another Bank, which is worth {{Cost|6}} giving you a total of {{Cost|14}} to spend.<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=3022 Original article] on the forums by Davio, with comments by others.''<br />
<br />
Bank is a lovely card, but it can also be a trap for many new players. While it's true that in practice it's often better than {{Card|Gold}} in that it needs only 2 other Treasures to give you the same {{Cost|3}}, it's also a bit random. If you ever end up drawing your Bank [[dead]] it gives you just {{Cost|1}} where Gold would still have given {{Cost|3}}. But a hand with just 1 Treasure is often a dead hand anyway so the Bank vs. Gold wouldn't have that much of a difference.<br />
<br />
The thing with Bank is that it's often overkill on its own, it needs its biggest friend: +Buy. If you have a hand with 5 Banks you have 1+2+3+4+5 = {{Cost|15}} yet you can still only buy 1 {{Card|Colony}} or {{Card|Province}}. And remember that Bank only gives you more than Gold if it's the 4th or higher Treasure played. This means Bank needs hands with lots of Treasures.<br />
<br />
=== So what cards can Bank look to as a partner in crime? ===<br />
{{Card|Wharf}} is awesome and {{Card|Council Room}} and {{Card|Margrave}} are quite good as they give you not only the needed +Buy, but also a good draw. Drawing cards equals more Treasure cards equals higher worth Banks. Wharf is the best there is. Council Room gives you 4 cards and your opponent 1, while Margrave gives you 1 less card, but your opponent has to drop 2 cards. All in all Margrave may be slightly better because of the attack.<br />
<br />
Using rspeer's Dominiate simulator (Geronimoo's doesn't work on my PC with Java 7), it seems Margrave wins about 60% vs. Council Room if we let the sim just buy that card on every {{Cost|5}}. Wharf beats both, it beats Council Room with about 65% and Margrave with about 60%.<br />
<br />
Other terminal drawers can be good, but then you have to get the +Buy from somewhere else.<br />
<br />
You could use [[cantrips]] for your +Buy like {{Card|Market}} and {{Card|Worker's Village}} coupled with non-terminal drawers like {{Card|Laboratory}} and {{Card|Stables}}. Coupling a +Buy with other terminal drawers is risky business and you need quite a bit of luck to really be able to make use of it.<br />
<br />
{{Card|Tactician}} also works extremely well, as it both gives huge hands and gives +Buy.<br />
<br />
It potentiates the effects of multiple {{Card|Storyteller}}s since money cards expended by Storytellers still count towards the total "in-game" money card tally for Bank.<br />
<br />
=== Trash for Benefit and Cost Advantages ===<br />
Bank is a {{Cost|7}} card. That means most [[trash-for-benefit]] cards get a little extra out of it over Gold.<br />
* You can {{Card|Upgrade}} Bank into a Province or {{Card|Remake}} two Banks into two Provinces! Or {{Card|Develop}} it into a Province and a Gold.<br />
* You can {{Card|Remodel}} (or {{Card|Expand}}/{{Card|Farmland}}) it into a {{Card|Platinum}} or {{Card|Apprentice}} it for 7 cards.<br />
* {{Card|Salvager}} it and you get +{{Cost|7}}.<br />
* When it gets {{Card|Saboteur|Saboteured}} you could grab a {{Card|Duchy}} and when it gets {{Card|Swindler|Swindled}} there are often no other {{Cost|7}} cards around so you get it back.<br />
* Bank is even funnier with {{Card|Governor}}, because you could grab a Province on your opponent's turn.<br />
<br />
* And to boot it even can't be {{Card|Smugglers|Smuggled}}!<br />
* With {{Card|Haggler}} you could buy Bank and a {{Cost|6}} card like {{Card|Goons}} or {{Card|Grand Market}}.<br />
* It can't be stolen with {{Card|Noble Brigand}} since that chooses only Silver or Gold.<br />
<br />
=== When Not to Choose Bank over Gold ===<br />
If your hands are going to be cluttered with terminals and you will hardly ever reach the "4th Treasure" mark, stick with Gold. This can happen very easily. If every hand has exactly one terminal (like [[Big Money]]-{{Card|Monument}}), your other cards need to be Treasures for Bank to make it worth your while over Gold and even then it's hardly more effective than Gold.<br />
<br />
For example: A hand of Monument ({{Cost|2}}) + 3x Copper can buy a Province with both a Gold ({{Cost|3}}) and a Bank ({{Cost|4}}), so there's really no difference here. Often you will see a hand of Monument + 2x Copper and in this case both Gold and Bank get you to {{Cost|7}} so again there's no real difference.<br />
<br />
Using Bank instead of Gold in decks without +Buy is an effort in futility.<br />
<br />
In strategies where your deck will green very early ({{Card|Duchy}}-{{Card|Duke}}), a lucky early Gold may be better than a lucky early Bank.<br />
<br />
=== When Not to Choose Bank ===<br />
This is pretty easy: Engines that depend on action cards for their money have no business with Bank as they have no business with Treasure cards in general. A long {{Card|King's Court}}-Grand Market chain doesn't want it and double Tactician decks also don't need it. Just like any Treasure can throw a wrench in money from actions based engines, so can Bank.<br />
<br />
And obviously your classic [[rush|rushes]] don't need Bank and you'll probably never even be able to afford it anyway.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Tactician}}<br />
* +Buy terminal drawers<br />
* [[Engine|Engines]] with +Buy but without {{Card|Copper}}-trashing, especially {{Card|Wharf}} or {{Card|Apothecary}} engines<br />
* [[Trash for benefit]]<br />
* {{Card|Venture}}<br />
<br />
=== Antisynergies ===<br />
* [[Big Money]] (no advantage over Gold)<br />
* [[Rush]] strategies<br />
* [[Engine|Engines]] which rely on Actions for coin<br />
* Lack of +Buy<br />
* [[Attack|Attacks]], especially [[curser|cursers]].<br />
* {{Card|Spoils}} and {{Card|Counterfeit}} both take Treasures out of play before Bank can count them.<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Notes !! Release !! Date <br />
|-<br />
| {{CardVersionImage|BankOld|Bank}} || {{CardVersionImage|BankDigitalOld|Bank from Goko/Making Fun}} || When you play this, it’s worth {{Cost|1}} per Treasure card you have in play (counting this). || Digital version mistakenly put {{Cost|0}} symbols on the top banner instead of {{Cost|?}} symbols. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Bank|Bank}} || {{CardVersionImage|BankDigital|Bank from Shuffle iT}} || When you play this, it’s worth {{Cost|1}} per Treasure card you have in play (counting this). || || 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 />
| 銀行 || || || 當你打出這張卡,每一張出牌區的錢幣卡,會讓此卡多給予{{Cost|1}}。(算上這張)<br />
|- <br />
!Czech <br />
| Banka || || || <br />
|-<br />
!Dutch <br />
| Bank || || || <br />
|-<br />
!Finnish <br />
| Pankki || || || <br />
|-<br />
!French <br />
| Banque || || || <br />
|-<br />
!German <br />
| Bank || {{CardVersionImage|Bank German-ASS|German language Bank}} || || Wert {{Cost|1}} pro Geldkarte, die gerade im Spiel ist (inklusive dieser).<br />
|-<br />
!Italian <br />
| Banca || || || <br />
|-<br />
!Japanese <br />
| 銀行 (pron. ''ginkō'') || || || これも含めた場の財宝カード1枚につき{{Cost|1}}。<br />
|-<br />
!Polish <br />
| Bank || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Банк (pron. ''bank'') || || || <br />
|-<br />
!Spanish <br />
| Banco || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:BankArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I stole this from Alchemy, where it originally cost {{Cost|4}}{{Cost|P}}. I wanted something else really simple and classic-seeming. It had been a good fit for Alchemy, since it counts Potions even if you don't end up spending them. Alchemy was years off though, years I say, and Prosperity needed a card now. Then when Alchemy got bumped up, I didn't steal this card back, because it required a little more of the Prosperity rules than I was comfortable with putting out ahead of Prosperity.<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>Love1323https://wiki.dominionstrategy.com/index.php/BankBank2018-03-16T13:25:51Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bank<br />
|cost = 7<br />
|type1 = Treasure<br />
|illustrator = Jason Snair<br />
|text = When you play this, it’s worth {{Cost|1}} per Treasure card you have in play (counting this).<br />
}}<br />
<br />
'''Bank''' is a [[Treasure]] card from [[Prosperity]]. It gives a variable amount of {{Cost|}}, depending on how many other Treasures you've played before it. It counts Treasures that don't themselves give {{Cost|}}, like {{Card|Potion}} or {{Card|Horn of Plenty}}. It works best with large hands; in 5-card hands and without +Buy, it's rarely better than a {{Card|Gold}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play Bank, it is worth {{Cost|1}} per Treasure you have in play, counting itself. <br />
* If you play two copies of Bank in a row, the second one will be worth {{Cost|1}} more than the first one. <br />
* Playing more Treasures after Bank will not change how much {{Cost}} you got from it.<br />
=== Other Rules clarifications ===<br />
* Example Turn: You play 2 {{Card|Copper|Coppers}} followed by a {{Card|Venture}}. The Venture finds and Plays a Bank which will be worth {{Cost|4}}. You play another Venture which finds another Bank, which is worth {{Cost|6}} giving you a total of {{Cost|14}} to spend.<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=3022 Original article] on the forums by Davio, with comments by others.''<br />
<br />
Bank is a lovely card, but it can also be a trap for many new players. While it's true that in practice it's often better than {{Card|Gold}} in that it needs only 2 other Treasures to give you the same {{Cost|3}}, it's also a bit random. If you ever end up drawing your Bank [[dead]] it gives you just {{Cost|1}} where Gold would still have given {{Cost|3}}. But a hand with just 1 Treasure is often a dead hand anyway so the Bank vs. Gold wouldn't have that much of a difference.<br />
<br />
The thing with Bank is that it's often overkill on its own, it needs its biggest friend: +Buy. If you have a hand with 5 Banks you have 1+2+3+4+5 = {{Cost|15}} yet you can still only buy 1 {{Card|Colony}} or {{Card|Province}}. And remember that Bank only gives you more than Gold if it's the 4th or higher Treasure played. This means Bank needs hands with lots of Treasures.<br />
<br />
=== So what cards can Bank look to as a partner in crime? ===<br />
{{Card|Wharf}} is awesome and {{Card|Council Room}} and {{Card|Margrave}} are quite good as they give you not only the needed +Buy, but also a good draw. Drawing cards equals more Treasure cards equals higher worth Banks. Wharf is the best there is. Council Room gives you 4 cards and your opponent 1, while Margrave gives you 1 less card, but your opponent has to drop 2 cards. All in all Margrave may be slightly better because of the attack.<br />
<br />
Using rspeer's Dominiate simulator (Geronimoo's doesn't work on my PC with Java 7), it seems Margrave wins about 60% vs. Council Room if we let the sim just buy that card on every {{Cost|5}}. Wharf beats both, it beats Council Room with about 65% and Margrave with about 60%.<br />
<br />
Other terminal drawers can be good, but then you have to get the +Buy from somewhere else.<br />
<br />
You could use [[cantrips]] for your +Buy like {{Card|Market}} and {{Card|Worker's Village}} coupled with non-terminal drawers like {{Card|Laboratory}} and {{Card|Stables}}. Coupling a +Buy with other terminal drawers is risky business and you need quite a bit of luck to really be able to make use of it.<br />
<br />
{{Card|Tactician}} also works extremely well, as it both gives huge hands and gives +Buy.<br />
<br />
It potentiates the effects of multiple {{Card|Storyteller}}s since money cards expended by Storytellers still count towards the total "in-game" money card tally for Bank.<br />
<br />
=== Trash for Benefit and Cost Advantages ===<br />
Bank is a {{Cost|7}} card. That means most [[trash-for-benefit]] cards get a little extra out of it over Gold.<br />
* You can {{Card|Upgrade}} Bank into a Province or {{Card|Remake}} two Banks into two Provinces! Or {{Card|Develop}} it into a Province and a Gold.<br />
* You can {{Card|Remodel}} (or {{Card|Expand}}/{{Card|Farmland}}) it into a {{Card|Platinum}} or {{Card|Apprentice}} it for 7 cards.<br />
* {{Card|Salvager}} it and you get +{{Cost|7}}.<br />
* When it gets {{Card|Saboteur|Saboteured}} you could grab a {{Card|Duchy}} and when it gets {{Card|Swindler|Swindled}} there are often no other {{Cost|7}} cards around so you get it back.<br />
* Bank is even funnier with {{Card|Governor}}, because you could grab a Province on your opponent's turn.<br />
<br />
* And to boot it even can't be {{Card|Smugglers|Smuggled}}!<br />
* With {{Card|Haggler}} you could buy Bank and a {{Cost|6}} card like {{Card|Goons}} or {{Card|Grand Market}}.<br />
* It can't be stolen with {{Card|Noble Brigand}} since that chooses only Silver or Gold.<br />
<br />
=== When Not to Choose Bank over Gold ===<br />
If your hands are going to be cluttered with terminals and you will hardly ever reach the "4th Treasure" mark, stick with Gold. This can happen very easily. If every hand has exactly one terminal (like [[Big Money]]-{{Card|Monument}}), your other cards need to be Treasures for Bank to make it worth your while over Gold and even then it's hardly more effective than Gold.<br />
<br />
For example: A hand of Monument ({{Cost|2}}) + 3x Copper can buy a Province with both a Gold ({{Cost|3}}) and a Bank ({{Cost|4}}), so there's really no difference here. Often you will see a hand of Monument + 2x Copper and in this case both Gold and Bank get you to {{Cost|7}} so again there's no real difference.<br />
<br />
Using Bank instead of Gold in decks without +Buy is an effort in futility.<br />
<br />
In strategies where your deck will green very early ({{Card|Duchy}}-{{Card|Duke}}), a lucky early Gold may be better than a lucky early Bank.<br />
<br />
=== When Not to Choose Bank ===<br />
This is pretty easy: Engines that depend on action cards for their money have no business with Bank as they have no business with Treasure cards in general. A long {{Card|King's Court}}-Grand Market chain doesn't want it and double Tactician decks also don't need it. Just like any Treasure can throw a wrench in money from actions based engines, so can Bank.<br />
<br />
And obviously your classic [[rush|rushes]] don't need Bank and you'll probably never even be able to afford it anyway.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Tactician}}<br />
* +Buy terminal drawers<br />
* [[Engine|Engines]] with +Buy but without {{Card|Copper}}-trashing, especially {{Card|Wharf}} or {{Card|Apothecary}} engines<br />
* [[Trash for benefit]]<br />
* {{Card|Venture}}<br />
<br />
=== Antisynergies ===<br />
* [[Big Money]] (no advantage over Gold)<br />
* [[Rush]] strategies<br />
* [[Engine|Engines]] which rely on Actions for coin<br />
* Lack of +Buy<br />
* [[Attack|Attacks]], especially [[curser|cursers]].<br />
* {{Card|Spoils}} and {{Card|Counterfeit}} both take Treasures out of play before Bank can count them.<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Notes !! Release !! Date <br />
|-<br />
| {{CardVersionImage|BankOld|Bank}} || {{CardVersionImage|BankDigitalOld|Bank from Goko/Making Fun}} || When you play this, it’s worth {{Cost|1}} per Treasure card you have in play (counting this). || Digital version mistakenly put {{Cost|0}} symbols on the top banner instead of {{Cost|?}} symbols. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Bank|Bank}} || {{CardVersionImage|BankDigital|Bank from Shuffle iT}} || When you play this, it’s worth {{Cost|1}} per Treasure card you have in play (counting this). || || 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 />
| 銀行 || || || 當你打出這張卡,每一張出牌區的錢幣卡,會讓此卡多給予{{Cose|1}}。(算上這張)<br />
|- <br />
!Czech <br />
| Banka || || || <br />
|-<br />
!Dutch <br />
| Bank || || || <br />
|-<br />
!Finnish <br />
| Pankki || || || <br />
|-<br />
!French <br />
| Banque || || || <br />
|-<br />
!German <br />
| Bank || {{CardVersionImage|Bank German-ASS|German language Bank}} || || Wert {{Cost|1}} pro Geldkarte, die gerade im Spiel ist (inklusive dieser).<br />
|-<br />
!Italian <br />
| Banca || || || <br />
|-<br />
!Japanese <br />
| 銀行 (pron. ''ginkō'') || || || これも含めた場の財宝カード1枚につき{{Cost|1}}。<br />
|-<br />
!Polish <br />
| Bank || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Банк (pron. ''bank'') || || || <br />
|-<br />
!Spanish <br />
| Banco || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:BankArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I stole this from Alchemy, where it originally cost {{Cost|4}}{{Cost|P}}. I wanted something else really simple and classic-seeming. It had been a good fit for Alchemy, since it counts Potions even if you don't end up spending them. Alchemy was years off though, years I say, and Prosperity needed a card now. Then when Alchemy got bumped up, I didn't steal this card back, because it required a little more of the Prosperity rules than I was comfortable with putting out ahead of Prosperity.<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>Love1323https://wiki.dominionstrategy.com/index.php/ExpandExpand2018-03-16T13:17:54Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Expand<br />
|cost = 7<br />
|type1 = Action<br />
|illustrator = Ryan Laukat<br />
|text = Trash a card from your hand. Gain a card costing up to {{Cost|3}} more than it.<br />
}}<br />
<br />
'''Expand''' is an [[Action]] card from [[Prosperity]]. It is a beefed-up [[trasher#Remodelers|version of]] {{Card|Remodel}}, allowing you to trash a card and gain a card costing {{Cost|3}} more. It's great for expanding {{Card|Estate|Estates}} into {{Cost|5}}-cards and then Expanding those cards into {{Card|Province|Provinces}}. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<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|3}} more than the trashed card; it can cost that much or less, and can even be another copy of the trashed card.<br />
=== Other Rules clarifications ===<br />
* {{Cost|P}} is counted as part of the cost, so you could Expand a {{Card|Familiar}} into a {{Card|Possession}}. <br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=3344 Original article] on the forums started by Powerman, with comments by other forum members.'' <br />
<br />
Expand lets you trash a bad card from your hand, and instead gain a good one. It effectively is {{Card|Remodel|Remodel's}} older brother, as it does the same thing except adding up to {{Cost|3}} of value instead of {{Cost|2}} of value to the card. Does this make it a great card? Yes -- sometimes. But MOST of the time, the answer is no.<br />
<br />
=== When to buy Expand ===<br />
==== {{Card|Peddler}} ====<br />
Peddler is great with any [[trash for benefit]] card, and Expand is probably the best one for it. Why is that? Drawing a Peddler and an Expand gets you a Colony (or in a province game you can still get a province). This is extremely effective, as you can get the peddler for very little but trash it at full value for a huge VP Swing.<br />
<br />
==== {{Card|Grand Market}} ====<br />
Grand Market is probably the second best card for Expand. Why? Getting GM's is hard because you need not have copper in play. With Expand this isn't a problem, as you can turn your Silvers into GM's, which is more than a fair trade. Also late in the game, the {{Cost|6}} GM's can be turned into Provinces if need be, which can make a double province turn trivial.<br />
<br />
==== {{Card|Curse|Curses}} and [[curser|cursers]]. ====<br />
Expand is one of the few cards that can do anything with curses. Remodel lets you turn them into Estates (most of the time), bleh. {{Card|Upgrade}}, {{Card|Transmute}}, {{Card|Salvager}}, etc. give you no benefit except getting the Curse out of your deck, which is ok but too slow and leaves you with a 3 card hand and your turn accomplishes little. Expand lets you turn curses into {{Cost|3}} cards, which is at a minimum always a {{Card|Silver}}. Otherwise, there are many more {{Cost|3}} cards you want than {{Cost|2}} cards you want, and depending on your deck adding a {{Card|Village}}/{{Card|Fishing Village}}/{{Card|Wishing Well}}/{{Card|Great Hall}}/etc. can be even more effective.<br />
<br />
And the cards that give out Curses also work well with Expand. Cursers are great early. Late? Not so much! After the curses are out, cursers fall somewhere between useless and a poor Silver. However, with Expand, that's ok. {{Card|Witch}} is done giving out curses? Turn it into a Province! {{Card|Familiar}}? How about a {{Card|Possession}}!<br />
<br />
==== Price Reduction ====<br />
Price reduction allows you to do crazy things with Expand. The first (and often easiest) way is by use of {{Card|Highway}}. How? Cards can't cost less than 0. This means for Expanding purposes, cards become closer to 0, so cards that already are 0 (Curse/Copper) become closer to the other cards. For example, after just 2 Highways, you can Expand a Curse into a {{Card|Duchy}} for a 4 VP swing. You can Expand a Copper into another {{Card|Highway}}. Another fun way is by use of {{Card|Quarry}}. Buy Actions (preferably of value {{Cost|5}}) for cheap, and then Expand them into Provinces.<br />
<br />
==== Strong (Nonterminal) 5's ====<br />
{{Cost|5}} cards fill an important role in an Expander's world. They fill the crucial step between Estates ({{Cost|2}}) and Provinces ({{Cost|8}}). On every board, there is an option to simply expand via Duchy, but that is very rarely ideal until very near the end of the game. Instead, it is a lot better to turn your estates into {{Cost|5}} cards that you want lots of. Cards that fall into this category are almost always nonterminal, such as {{Card|Laboratory}}, {{Card|Hunting Party}}, {{Card|Bazaar}}, {{Card|Market}} and {{Card|Minion}} (or Highway, as in the previous section), but depending on the Kingdom, terminals such as {{Card|Torturer}}, {{Card|Rabble}} and {{Card|Wharf}} deserve close consideration. {{Card|Treasury}} is a special case, as it can go back on top of your deck, and since you are expanding to gain your Province instead of buying it, you can keep topdecking.<br />
<br />
=== When to avoid Expand ===<br />
While these all make Expand have value, what causes it to lose value? When should you avoid Expand?<br />
<br />
==== Lack of +Actions ====<br />
Although Expand is a non-drawing terminal (which is generally the type you like with the absence of [[villages]]), Expand is not normally the terminal you want to use, as there is normally a stronger one on the board. It is worth noting that in terminal collisions, you can Expand your other terminal, but you have to ask yourself if it is worth losing your other terminal if it is early.<br />
<br />
==== If it will be used as a (weaker) {{Card|Mine}} ====<br />
0 + 3 = 3. 3 + 3 = 6. 6 + 3 = 9. The synergy between Expand and Treasures appears obvious. However, there exists a card (Mine) that does this better, as the card you gain goes directly into your hand. And Mine costs {{Cost|2}} less. And it's considered a "weak" {{Cost|5}} card to begin with. So Expanding treasures is almost always a bad use of Expand.<br />
<br />
==== If it will be used as a {{Card|Remodel}} ====<br />
Although sometimes you need the Remodel effect, Expand is not normally the way you want it. Remodel costs {{Cost|3}} less, and is far from a power {{Cost|4}}. Yes, expanding your Gold into a Province to win the game is a nice feeling, but chances are if you had simply bought a Gold instead of the Expand, you could have simply bought the Province outright. So adding {{Cost|3}} of value is less than ideal.<br />
<br />
==== If it will be used to no effect ====<br />
This may seem obvious, but I have seen many players (even some experienced players) fall into this trap. For example, they might expand a Gold into a Platinum, and then buy a Gold. If they hadn't Expanded, their deck would have ended up with a Gold and a Platinum. And by Expanding... they end up with a Gold and a Platinum. Obviously, the expand is being misused in this situation.<br />
<br />
==== Large decks/ slow cycling decks ====<br />
Like Mine and Remodel, Expand gets better the more times through your deck the good cards go. With a large deck, you might only see the card you gained 1 or 2 times, so the better card will have little to no impact on your deck. Expand shines in the presence of sifters like {{Card|Warehouse}}, but is bad in treasure-bloated decks.<br />
<br />
=== General Comments ===<br />
Expand is a card that looks scarily powerful at first, but really isn't all that good. Most of the time it is used as a Mine or Remodel, in which case you are overpaying for a card that isn't all that good to begin with. Perhaps the situation where Expand "shines" the most is upgrading your victory cards. Turning your estates into duchies gains you VP points without additional clogging of your deck. However, even this is often a poor idea as you are gaining points really slowly. Expand is much better in Prosperity games (surprise surprise) but is often a non factor in games with little prosperity, especially when colony is not out. It is important to remember that every Expand you buy could have been a gold, which gives {{Cost|3}}. So you have to ask yourself if it is really worth it.<br />
<br />
The general population buys this card 68% of the time, which is way too high. The win rate with is higher without it than with it. Expand is useful in probably 1/3 of the games it is available, not 2/3.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Peddler}}<br />
* {{Card|Grand Market}}<br />
* {{Card|Curse|Curses}} and [[curser|cursers]]<br />
* [[Prosperity]] games with expensive cards, especially {{Card|Platinum}} and {{Card|Colony}}<br />
* {{Card|Mint}}<br />
* {{Card|Quarry}} and {{Card|Highway}} (and other cost reduction)<br />
* Strong {{Cost|5}}s like {{Card|Laboratory}}<br />
* {{Card|Treasury}}<br />
<br />
=== Antisynergies ===<br />
* [[Big Money]] boards<br />
* Lack of good {{Cost|5}}s<br />
* Bloated decks<br />
* Quick games<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|ExpandOld|Expand}} || {{CardVersionImage|ExpandDigitalOld|Expand from Goko/Making Fun}} || Trash a card from your hand. Gain a card costing up to {{Cost|3}} more than the trashed card. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Expand|Expand}} || {{CardVersionImage|ExpandDigital|Expand from Shuffle iT}} || Trash a card from your hand. Gain a card costing up to {{Cost|3}} more than it. || 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 />
| 擴張 || || || 移除一張手牌,獲得一張比該卡價值至多多{{Cost|3}}的卡片。<br />
|-<br />
!Czech <br />
| Růst || || || <br />
|-<br />
!Dutch <br />
| Uitbreiden || || || <br />
|-<br />
!Finnish <br />
| Laajennus || || || <br />
|-<br />
!French <br />
| Agrandissement || || || <br />
|-<br />
!German <br />
| Ausbau || {{CardVersionImage|Expand German-HiG|German language Expand}} || || Entsorge eine Handkarte und nimm eine Karte vom Vorrat, die bis zu {{Cost|3}} mehr kostet, als die entsorgte Karte.<br />
|-<br />
!Italian <br />
| Ampliamento || || || <br />
|-<br />
!Japanese <br />
| 拡張 (pron. ''kakuchō'') || || || 手札1枚を廃棄する。それよりコストが最大{{Cost|3}}高いカード1枚を獲得する。<br />
|-<br />
!Polish <br />
| Modernizacja || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Расширение (pron. ''rasshiryeniye'') || || || <br />
|-<br />
!Spanish <br />
| Expansión || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ExpandArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally cost {{Cost|6}}. I missed this the first time so there you go, this wasn't all for nothing. It cost {{Cost|6}} briefly but is {{Cost|7}} in the oldest file with it.<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>Love1323https://wiki.dominionstrategy.com/index.php/ForgeForge2018-03-16T13:06:56Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Forge<br />
|cost = 7<br />
|type1 = Action<br />
|illustrator = Martin Hoffmann<br />
|text = Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in {{Cost}} of the trashed cards.<br />
}}<br />
<br />
'''Forge''' is an [[Action]] card from [[Prosperity]]. It can be a powerful [[trasher]] and [[remodeler]], but it is often hampered by its high cost and relative lack of flexibility.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* "Any number" includes zero. <br />
* If you trash no cards, you have to gain a card costing {{Cost|0}} if you can.<br />
* If there is no card at the required cost, you do not gain a card. <br />
* The card you gain comes from the [[Supply]] and is put into your discard pile. <br />
* {{Cost|P}} (on cards from [[Alchemy|Dominion: Alchemy]]) and {{Debt}} (on cards from [[Empires|Dominion: Empires]]) are not added, and the card you gain cannot have those symbols in its cost.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There isn't a Forge strategy article. <br />
<br />
Forge is an awesome trasher which can trash any number of cards at once. Unfortunately, it costs {{Cost|7}}, so you can't use it for early-game trashing like a {{Card|Chapel}}. It can be used for mid-to-lategame trashing to make an [[engine]] super-reliable - if it was sort of kicking into gear already, enough to get you {{Cost|7}}. It is a good addition to an engine withstanding [[curser|cursers]] or [[looter|looters]]; and after the engine is built and the starting cards are trashed, Forge can cannibalize engine parts into [[Victory]] cards, like turning a {{Card|Village}} and a {{Card|Rabble}} into a {{Card|Province}}. <br />
<br />
To make use of Forge best, you really need to have big hands, where you can match it up to a lot of junk to trash and to cards which add up to the right cost.<br />
<br />
The options available to Forge depend heavily on what is on the board as well as what is in your deck. It can always be used to trash copper and curses, in addition to whatever other cards are being forged together, because these cards cost {{Cost|0}}. Standard treasures, costing multiples of {{Cost|3}}, always works with Forge, making the card a bit more powerful in Colony games. These treasures require cards of cost {{Cost|2}} or {{Cost|5}} to be forged into victory points.<br />
<br />
The interaction of Forge with cost-reducers like {{Card|Bridge}} and {{Card|Highway}} is a messy one - if you play enough of them that everything costs {{Cost|0}}, you can Forge a stack of Coppers into a Province. On the other hand, with only a couple of them in play you stand to lose value from each card you trash. With no reducers, two {{Card|Silver|Silvers}} gives you a {{Card|Gold}} easily enough. But after a single Highway, those Silvers cost {{Cost|2}} each while the Gold is now {{Cost|5}}, so you'll need to have a pair of them plus an {{Card|Estate}} (now worth {{Cost|1}}) to get it; with another Highway, you'll need ''four'' Silvers to manage a single Gold!<br />
<br />
Of course, you can also just repeatedly Forge the same two {{Card|Fortress|Fortresses}} into Provinces. So there's that. <br />
=== Synergies/Combos ===<br />
* {{Card|Platinum}} and {{Card|Colony}}; with those in play, the time you first hit {{Cost|7}} might still be considered the early or mid-game, so Forge can be used as a trasher for an [[engine]]. Forge can also turn three {{Card|Silver}}, or a {{Card|Gold}} and silver into platinum, enabling platinum gains without reaching {{Cost|9}}.<br />
* {{Card|Fortress}}. <br />
* {{Card|Tactician}}, which both gives you the coin to buy an early Forge and the handsize to use it well. <br />
* Math. With a hand of cards of various costs, be prepared to figure out what possible options you have.<br />
* {{Card|Border Village}}, or other trash friendly cards that are overcosted for other reasons.<br />
<br />
=== Antisynergies ===<br />
* [[Big Money]] <br />
* Lack of nonterminal draw or engines<br />
* {{Card|Province}} games<br />
* Situations where the math does not work. In particular, forge can only be reliably used to gain provinces or colonies in the endgame if your deck is rich in cards adding up to these cards' costs.<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|ForgeOld|Forge}} || {{CardVersionImage|ForgeDigitalOld|Forge from Goko/Making Fun}} || Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Forge|Forge}} || {{CardVersionImage|ForgeDigital|Forge from Shuffle iT}} || Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in {{Cost}} of the trashed cards. || 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 />
| 鍛造 || || ||移除任意數量手牌,計算被移除卡價值的總和(僅計算{{Cost}}的部分),獲得一張價值剛好等於總和的卡片。<br />
|- <br />
!Czech <br />
| Kování || || || <br />
|-<br />
!Dutch <br />
| Vervalsen (note: this connotes ''counterfeit'' as opposed to ''metalwork'') || || || <br />
|-<br />
!Finnish <br />
| Ahjo || || || <br />
|-<br />
!French <br />
| Forge || || || <br />
|-<br />
!German <br />
| Kunstschmiede || {{CardVersionImage|Forge German-ASS|German language Forge}} || || Entsorge beliebig viele Handkarten.<br>Nimm eine Karte vom Vorrat, die genau soviel kostet, wie die entsorgten Karten zusammen gekostet haben.<br />
|-<br />
!Italian <br />
| Incastonare (lit. ''to mount gems'') || || || <br />
|-<br />
!Japanese <br />
| 鍛造 (pron. ''tanzō'') || || || 手札から好きな枚数のカードを廃棄する。廃棄したカードの{{Cost}}コストの合計と同コス卜のカード1枚を獲得する。 <br />
|-<br />
!Polish <br />
| Płatnerz (lit. ''armorer'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Ковка (pron. ''kovka'', lit. ''forging'') || || ||<br />
|-<br />
!Spanish <br />
| Forja || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ForgeArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally cost {{Cost|5}}, then {{Cost|6}}. The "in coins" clause was added late, to simplify Alchemy interactions.<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>Love1323https://wiki.dominionstrategy.com/index.php/King%27s_CourtKing's Court2018-03-16T13:04:46Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = King's Court<br />
|cost = 7<br />
|type1 = Action<br />
|illustrator = Dennis Lohausen<br />
|text = You may play an Action card from your hand three times.<br />
}}<br />
<br />
'''King's Court''' is an [[Action]] card from [[Prosperity]]. When played, it gives you the opportunity to play another Action card from your hand three times, like a better {{Card|Throne Room}}. A few King's Courts can supercharge any engine and, with +Buy, enable huge game-ending turns. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is similar to {{Card|Throne Room}}, but plays the Action three times rather than twice. <br />
* Playing an Action card from your hand is optional. <br />
* If you do play one, you resolve it completely, then play it a second time, then play it a third time. <br />
* You cannot play other cards in-between (unless told to by the card, such as with King's Court itself). <br />
* Playing Action cards with King's Court is just like playing Action cards normally, except it does not use up Action plays for the turn.<br />
* For example if you start a turn by playing King's Court on {{Card|Village}}, you would draw a card, get +2 Actions, draw another card, get +2 Actions again, draw a 3rd card, and get +2 Actions again, leaving you with 6 Actions. <br />
* If you King's Court a King's Court, you may play an Action card three times, then may play another Action card three times, then may play a 3rd Action card three times; you do not play one Action card nine times.<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
King's Court is probably the card that gives the very most forceful push in the direction of [[engine|engines]], and may be the single most powerful card in the game, cost notwithstanding; its potential competition probably lies between {{Card|Champion}} and {{Card|Teacher}}. <br />
<br />
Other superlatives King's Court is in the running for are the highest potential damage for relationships, the highest resign rate, the most complained about on the [http://forum.dominionstrategy.com/ Forum] (although it seems like we have eventually gotten over it), and the card that costs {{Cost|7}} the most; sure, {{Card|Bank}} and {{Card|Forge}} cost {{Cost|7}}, but do they do it the same way? Dubious.<br />
<br />
The underlying theme here is that King's Court breaks Dominion, on a fundamental level. It is transcendent over its slightly grimier compatriots, {{Card|Throne Room}} et al., in that it allows more plays of an action than cards that you have. This sort of thing allows a chain such as, with three {{Card|Highway}}s in play, KC-KC-{{Card|Workshop}} to gain Workshop, {{Card|Market}}, and KC, play Market to draw them again, and then play KC to repeat. This is tied in to the high resign rate—many games with gaining during the action phase can have one superhuge KC turn wherein some [[three-pile ending]] will eventually reveal itself, and well, why would you let your wretched opponent, who somehow hit {{Cost|7}} twice in spite of barely getting economy, go through with it? <br />
<br />
Indeed, that is the paradox of King's Court—well, I have to get to {{Cost|7}} somehow, and usually I like to use {{Card|Silver}} for that, but Silver is useless to me, sorta, after I get King's Courts. The advice here is, try really, really hard to use something other than Silver to get to {{Cost|7}}. As in, buy {{Card|Chancellor}} over Silver and don't look back. Silver is great to get the first King's Court, Chancellor is great for the second, third, fourth and fifth ones. <br />
<br />
[[File:Bridge.jpg|100px|thumb|right| If you have a full house, {{Card|Bridge}}s over King's Courts, you can buy 8 [[Province|Provinces]] and a [[Duchy]]. In poker, the most that gets you is a few chips, ''sometimes''.]]<br />
<br />
King's Court is at its most powerful with any payload card that you can benefit from playing a lot, especially ones that compound on themselves. King's Court comes to mind for that. But, well, you do need to play something with it, and perhaps the prime example is {{Card|Bridge}}. [[Combo: King's Court and Bridge|King's Court and Bridge are made for each other]]—King's Court needs something to play a bunch, and Bridge gets increasingly better each sequential time you play one. But really, you don't need to think of King's Court as a combo card: its favorite card to play is King's Court, and it will always be there when King's Court is there. As long as there is an action card with at least one of money, draw, buys, or attacks, King's Court is worth considering. The real question, thus, is generally which thing you want King's Court to play a lot of. There are some boards where it is a pretty obvious choice, like, say, Bridge, but there are some boards that you just look at and you have no idea where to start. The advice for these boards is to have already gotten a lot of practice with the endgame engine scenario, and to just be good at evaluating which things like to be played a lot, more so than others.<br />
<br />
The few types of boards where King's Court loses its appeal are usually those without any +Buys (King's Court will take a few seconds to hit, and if it can't get more than one [[Province]] a turn then one should just opt for early consistency), ones where there are no cards that give even +1 action, since it is necessary to draw two King's Courts in hand to get anything going, which is not impossible but definitely much less consistent, and ones where there is plenty of junk around and little way to get rid of it, since King's Court is an expensive [[Confusion]] when it doesn't have something else to play. That said, in [http://www.gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160213/log.0.1455388588940.txt this game] from the championship match of Season 12 of the [[Dominion League]], Stef beats Mic Q, turn 31, in a King's Court superduperturn, and that board had all those issues.<br />
<br />
Here is a graph detailing the strength of King's Court as a function of how many of them you have.<br />
<br />
[[File:Schaddgraphs_kingscourt.png]]<br />
<br />
The y-axis is on a log scale, I should have mentioned that. Having a lot of King's Courts is pretty good.<br />
<br />
It should be noted that King's Court can only multiply on-play abilities, not abilities that trigger, for example, while a card is in play (such as {{Card|Highway|Highway's}} cost-reduction), or when it leaves play (such as {{Card|Herbalist|Herbalist's}} treasure-saving). This is why {{Card|Bridge}} is the only [[Cost reduction|cost-reducer]] that works well with King's Court. <br />
<br />
Additionally, using a King's Court on a [[Duration]] card causes the King's Court to stay in play as long as its Duration target does, potentially depriving you of the ability to play it as often (although this cost is often worth paying, depending on the Duration card in question). This can be particularly relevant when setting up King's Court chains, since it matters which specific King's Court played which cards: King's Court-King's Court-{{Card|Smithy}}-Smithy-King's Court-{{Card|Merchant Ship}}-Merchant Ship-Merchant Ship gives you one more King's Court in your deck next turn than King's Court-King's Court-King's Court-Smithy-Smithy-Merchant Ship-Merchant Ship-Merchant Ship.<br />
<br />
In spite of all I have typed, at some point it has likely become clear that the Court just doesn't have much all-encompassing advice. Although there is luck associated with buying it and lining it up with actions early on, in the King's Court, the better player will quite often emerge the victor. This is because King's Court games force many times more decisions, both strategical and tactical, and they do so in a very different framework than the average game; in order to win a King's Court game one must thoroughly understand what the transposed goals are and have a rigorous approach to the potential payload. Happy hunting!<br />
<br />
=== Synergies/Combos ===<br />
* [[Combo: King's Court and Bridge]]<br />
* {{Card|Wharf}} <br />
* Any source of +Buy, to make use of huge King's Court turns<br />
* {{Card|Colony}} games, where even without +Buy an [[engine]] will beat [[Big Money]] <br />
* Any [[engine]]<br />
* {{Card|Scheme}}<br />
* {{Card|Pirate Ship}}<br />
* {{Card|Torturer}}: Absolutely devastates an opponent's turn or clogs them with curses or both.<br />
* {{Card|Saboteur}}: [http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160120/log.0.1453253910709.txt example t17]<br />
* Unbounded desire for wealth and power<br />
<br />
=== Antisynergies ===<br />
* {{Card|Mountebank|Mountebank's}} junk makes it difficult to connect King's Court with good actions. Of course, the first player to King's Court a Mountebank will probably be able to keep doing it more often than the guy on the other side... <br />
* Games with no +Buy<br />
* [[rush|Rushes]]<br />
* Cards whose primary abilities either are not on-play abilities or aren't terribly useful when repeated multiple times in a row (e.g., draw-to-X, most [[handsize attack|handsize attacks]], etc.) tend to make poor King's Court targets.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|King's CourtOld|King's Court}} || {{CardVersionImage|King's CourtDigitalOld|King's Court from Goko/Making Fun}} || You may choose an Action card in your hand. Play it three times. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|King's Court|King's Court}} || {{CardVersionImage|King's CourtDigital|King's Court from Shuffle iT}} || You may play an Action card from your hand three times. || 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 />
| 王宮 || || || 你可以從手中打出一張行動卡,並執行三次效果。<br />
|-<br />
!Czech <br />
| Královský dvůr || || || <br />
|-<br />
!Dutch <br />
| Koningshof || || || <br />
|-<br />
!Finnish <br />
| Kuninkaan Hovi || || || <br />
|-<br />
!French <br />
| Cour du Roi || || || <br />
|-<br />
!German <br />
| Königshof || {{CardVersionImage|King's Court German-HiG|German language King's Court}} || || Du darfst eine Aktionskarte aus deiner Hand dreimal ausspielen.<br />
|-<br />
!Italian <br />
| Corte (lit. ''court'') || || || <br />
|-<br />
!Japanese <br />
| 宮廷 (pron. ''kyūtei'', lit. ''imperial court'') || || || 手札のアクションカード1枚を3度使用してもよい。<br />
|-<br />
!Polish <br />
| Rada królewska (lit. ''royal council'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Королевский Суд (pron. ''korolyevskiy sud'') || || ||<br />
|-<br />
!Spanish <br />
| Corte Real || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Kings_CourtArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally it cost {{Cost|5}}, then {{Cost|6}}. Of course Throne Room originally cost {{Cost|3}}. King's Court got "you may" at the last minute. Throne Room should say "you may," because what if you want to play it for some reason (making Peddler cheaper for example) but don't want to play the only other action in your hand (a card-trasher of some kind say)? The card doesn't keep you honest, like (most) other cards do. And "you may" is a lot less text than "or reveals a hand with no actions," which would also look weird. Anyway it's too late for Throne Room. Should King's Court match Throne Room, or have the fix? It matched until near the end. Man, why not use the fix? That's what I think.<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>Love1323https://wiki.dominionstrategy.com/index.php/PeddlerPeddler2018-03-16T12:09:27Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Peddler<br />
|cost = 8*<br />
|type1 = Action<br />
|illustrator = Joshua Stewart<br />
|text = '''+1 Card<br/>+1 Action'''<br/>+{{Cost|1}} <br />
|text2 = During your Buy phase, this costs {{Cost|2}} less per Action card you have in play, but not less than {{Cost|0}}.<br />
}}<br />
<br />
'''Peddler''' is a [[cantrip]] from [[Prosperity]] costing {{Cost|8}} that gets {{Cost|2}} cheaper to buy per [[Action]] card in play. Under normal circumstances, one would not purchase this card for more than about {{Cost|4}}, based on its usefulness relative to other cards in your deck. This card then works well with [[non-terminal]] Actions and [[+Buy]], which together can allow multiple copies of Peddler to be bought for free. During the [[Action phase]] of a turn, Peddler's cost is always {{Cost|8}}, which allows [[trash-for-benefit]] cards to get proportionally more value out of it than you spent to buy it.<br />
<br />
Other cantrips that provide +{{Cost|}} are often referred to as [[Peddler variant|Peddler variants]].<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Most of the time, this costs {{Cost|8}}. <br />
* During your Buy phase, this costs {{Cost|2}} less per Action card you have in play. <br />
* This cost applies to all Peddler cards, including ones in hands and decks. <br />
* It never costs less than {{Cost|0}}. <br />
* If you play {{Card|King's Court}} on {{Card|Worker's Village}}, for example, that is just two Action cards you have in play, even though you played the Worker's Village three times.<br />
* Buying cards using the promotional card {{Card|Black Market}} is something that does not happen during a Buy phase, so Peddler still costs {{Cost|8}} then.<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/25/prosperity-peddler/ Original article] by rrenaud''<br />
<br />
Without the variable pricing, Peddler should probably be priced at {{Cost|4}}, as a {{Card|Market}} without the +Buy. With the variable pricing, it’s a steal at {{Cost|2}} or {{Cost|0}}, and you should try to set up a deck with spammable non-terminal Actions to take advantage of it (e.g., {{Card|Caravan}}, {{Card|Spy}}, {{Card|Treasury}}). Peddlers themselves are also good ways to get more Peddlers.<br />
<br />
But Peddlers are best if you can get them down to {{Cost|0}} and then use them to soak up extra Buys. For example, the easiest way to grab Peddlers is with {{Card|Worker's Village|Worker's Villages}}, which provide free Actions as well as ample +Buy. Past 4, each Worker's Village represents an additional free Peddler. Markets can also work, though those are harder to get, as well as {{Card|Pawn|Pawns}}, which are not as effective.<br />
<br />
The biggest problem, in fact, is that after a certain point cheapness doesn’t matter any more. When you’re regularly pulling in {{Cost|6}}–{{Cost|8}} per turn, buying Peddlers is a bit of a waste without +Buy.<br />
<br />
Peddler’s variable pricing also makes it work extremely well with cards that depend on its cost. You can:<br />
<br />
* {{Card|Remodel}} or {{Card|Forge}} it into a {{Card|Province}};<br />
* {{Card|Upgrade}} or {{Card|Remake}} it to a {{Card|Platinum}};<br />
* {{Card|Expand}} it to a {{Card|Colony}};<br />
* {{Card|Bishop}} it for 5 {{VP}};<br />
* {{Card|Apprentice}} it for +8 cards;<br />
* {{Card|Salvager|Salvage}} it for +{{Cost|8}}.<br />
<br />
It also defends against {{Card|Swindler|Swindlers}} extremely well, since once you run out the Peddler pile, an opponent’s Swindler becomes very dangerous to play for fear of turning your Peddlers into Provinces. Peddler is also one of the few cards that defends against {{Card|Smugglers}}, since it’s cheap to buy but un-Smuggleable; it's also safe from the attacks of {{Card|Rogue}} and {{Card|Knights}}<br />
=== Synergies/Combos ===<br />
* {{Card|Worker's Village|Worker's Villages}}/{{Card|Market|Markets}}/non-terminal +Buy<br />
* {{Card|Conspirator|Conspirators}}/other Peddlers/{{Card|Caravan}}/{{Card|Treasury}}/spammable non-terminal Actions<br />
* [[Trash-for-benefit]] cards that depend on other cards’ cost (e.g., {{Card|Remodel}}, {{Card|Forge}}, {{Card|Apprentice}}, {{Card|Salvager}})<br />
* Opponents’ {{Card|Swindler|Swindlers}}<br />
* Opponents’ {{Card|Smugglers}}, {{Card|Rogue|Rogues}}, and {{Card|Knights}}<br />
*{{Card|Travelling Fair}} since if you have sufficient cards and money out, spend all your money on Travelling Fairs and then soak up all the Peddlers<br />
*{{card|Stonemason}}<br />
<br />
=== Antisynergies ===<br />
* Lack of +Buy<br />
* Lack of non-terminal Actions<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Notes !! Release !! Date <br />
|-<br />
| {{CardVersionImage|PeddlerOld|Peddler}} || {{CardVersionImage|PeddlerDigitalOld|Peddler from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. +{{Cost|1}}.<br>During your Buy phase, this costs {{Cost|2}} less per Action card you have in play, but not less than {{Cost|0}}. || || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Peddler|Peddler}} || {{CardVersionImage|PeddlerDigital|Peddler from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. +{{Cost|1}}.<br>During your Buy phase, this costs {{Cost|2}} less per Action card you have in play, but not less than {{Cost|0}}. || Digital version has a cost of {{Cost|8}} rather than {{Cost|8*}}. || 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 />
| 小販 || || || '''+1 卡片'''。 '''+1 行動'''。 +{{Cost|1}}。在你的購買階段時,你出牌區裡每有一張行動卡會讓此卡價值減少{{Cost|2}},但不會低於{{Cost|0}}"<br />
|-<br />
!Czech <br />
| Podomní obchodník || || || <br />
|-<br />
!Dutch <br />
| Venter || || || <br />
|-<br />
!Finnish <br />
| Kulkukauppias || || || <br />
|-<br />
!French <br />
| Colporteur || || || <br />
|-<br />
!German <br />
| Hausierer || || || '''+1 Karte<br>+1 Aktion<br>+{{Cost|1}}'''<br>Wenn du diese Karte in deiner Kaufphase kaufst, kostet sie pro Aktionskarte, die du im Spiel hast, {{Cost|2}} weniger, jedoch nicht weniger als {{Cost|0}}.<br />
|-<br />
!Italian <br />
| Ambulante (lit. ''wanderer'', which is a term used to describe street vendors) || || ||<br />
|-<br />
!Japanese <br />
| 行商人 (pron. ''gyōshōnin'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 +{{Cost|1}}。 購入フェイズ中、このカードのコストはターンプレイヤーの場のアクションカード1枚につき{{Cost|2}}下がる({{Cost|0}}未満にはならない)。 <br />
|-<br />
!Polish <br />
| Domokrążca || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Коробейник (pron. ''korobyeynik'') || || ||<br />
|-<br />
!Spanish <br />
| Buhonero || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PeddlerArt.jpg|thumb|right|354px|Official card art.]]<br />
The first edition of the card credits contained an error, mistakenly crediting Joshua Balvin as the artist.<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The first version was "This costs {{Cost|2}} less per Action played this turn." It came from the ruins of an expansion that only ever existed in 16-card form. That expansion had two themes, one of which was "weird stuff with costs." That was not a good theme. I mean some of the cards were cool but you don't want a bunch of that in one place. Peddler and the Grand Market penalty made it into Prosperity. Late in development I changed Peddler to only change cost during buy phases. This meant now you could Remodel it into Platinum and so forth. The change was for two reasons. First, the Remodel combos are fun and well why not try them out. Second, it made it less confusing. People were always trying to Remodel it and then having to be reminded that no, you played two Peddlers and a Remodel, now it only costs {{Cost|2}}. And then, close to the end, I tweaked it to count action cards in play, rather than actions played this turn, so there was nothing to remember.<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>Love1323https://wiki.dominionstrategy.com/index.php/Counting_HouseCounting House2018-03-16T12:05:38Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Counting House<br />
|cost = 5<br />
|type1 = Action<br />
|illustrator = Matthias Catrein<br />
|text = Look through your discard pile, reveal any number of Coppers from it, and put them into your hand.<br />
}}<br />
'''Counting House''' is an [[Action]] card from [[Prosperity]]. It allows you to pull all {{Card|Copper|Coppers}} from your discard pile and place them in your hand. It is generally considered a very weak card as it is highly dependent on how many coppers you have and how many of your cards are in your discard pile. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This card lets you look through your discard pile, something you normally are not allowed to do. <br />
* You only get to look through your discard pile when you play this. <br />
* You do not have to show the other players your entire discard pile, just the Coppers you take out. <br />
* After you take out the Coppers, you can leave your discard pile in any order.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/09/17/prosperity-counting-house/ Original Article] by axlemn, with analysis from jomini, edited by theory, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=2727.0 forum]''<br />
<br />
<br />
Counting House is not a great card. In fact, it’s not even a good card, when you factor in its price: because it’s {{Cost|5}}, every Counting House buy means you’re passing up another {{Cost|5}}, and {{Cost|5}} Actions are some of the best Actions in the game. It depends on a bad card (Copper) and is cripplingly awful when you draw it at the start of the reshuffle.<br />
<br />
But here’s a bold statement: Counting House is underused.<br />
<br />
Since it’s a 5-cost, it makes sense that Counting House is not a good buy most of the time since other 5-costs are just so good. Strategies that revolve around Counting House, however, always seem to be discounted immediately. It’s almost never used in a serious game. That seemed suboptimal.<br />
<br />
So why do people ignore Counting House so often? Because if you use it the most obvious way — if you’re just using Counting House for the occasional very high +{{Cost|}} — you see it will fail in nearly every common decktype.<br />
<br />
* With [[Big Money]], almost any decent, Smithy-style enabler will do better.<br />
* With an [[Engine]], you’re better off trashing those coppers.<br />
* When you draw your deck, it does absolutely nothing.<br />
* If you’re trying to use it in a game while also trying to rush for Duchies, it will fail.<br />
<br />
There are some extremely rare exceptions to these principles, which are mentioned later.<br />
<br />
=== So how can we ever use Counting House? ===<br />
<br />
There are essentially two ways to use Counting House. The first is a gimmick: towards the end of a game, you might find yourself nearing the reshuffle with some top-decking or deck-rigging potential. (For example: {{Card|Royal Seal}}, {{Card|Watchtower}}, {{Card|Develop}}, {{Card|Inn}}.) If you only have {{Cost|5}} to spend this turn, you can just grab the Duchy and move on, but you can also top-deck a Counting House and guarantee a big turn next turn (in exchange for possibly lousier future turns.) Similarly, Counting House can be used in gimmicky combos with [[Combo: Counting House and Golem | Golem]] or {{Card|Chancellor}}.<br />
<br />
The second is to make it the centerpiece of your deck, like in [http://dominion.isotropic.org/gamelog/201205/19/game-20120519-074816-fc6e07f4.html this game].<br />
<br />
With the 4 best enablers for Counting House, you can somewhat consistently grab 4 Colonies by turn 14-16, and often 8 by turn 19. In long games, with {{Card|Worker's Village}} or {{Card|Pawn}} support, you can sometimes double-Colony to make up for early round dead turns.<br />
<br />
[http://dominion.isotropic.org/gamelog/201205/29/game-20120529-101631-cef8810b.html Here’s] a real-game example. This deck is a deck type all on its own. And like {{Card|Outpost}}, it can be a card that can win you the game if you recognize when to use it.<br />
<br />
=== Playing the House – The Enablers ===<br />
<br />
You’ll either need to spend turns buying Coppers, get +buys, or gain them.<br />
<br />
A Counting House-centric deck functions best by utilizing early-round +buys to get Coppers (or more Houses) as often as possible. The reason for this is that if you draw 2-3 +Buy cards in the first turns of a round, that is, before you draw most of your Counting Houses, you’ve increased the value of every Counting House in the rest of the round by 3-4, assuming you used your regular Buy on Copper as well. Sacrificing one turn and gaining Coppers for an entire improved round? That’s like a beefed-up {{Card|Tactician}}.<br />
<br />
With a deck large enough to prevent you from having to reshuffle again, you can then buy a {{Card|Colony}}, or sometimes even two, for every Counting House that remains in your deck.<br />
<br />
{{Card|Hamlet}}, {{Card|Worker's Village}}, and {{Card|Pawn}} are the best sources of +Buy if all you care about is getting more +Buy. You really don’t care about boosting your average money when playing the House. You care more about boosting your decksize to reduce reshuffles, and increasing the average number of buys you’ll get before drawing your Houses. And you care a lot about making double-colony turns possible.<br />
<br />
The first few rounds you’ll want to obtain as many +Buy cards as is possible.<br />
<br />
The problem with {{Card|Gardens}}-type cards like {{Card|Woodcutter}} and {{Card|Bridge}} is that they are almost all terminals. They look helpful—and they are—but not late-game. When you get them early on in a round, you can’t get more than one +buy from it. This means you will never be able to get a +buy on a Counting House turn if they are your only source of +buy, which means no double-colony.<br />
<br />
Double-Colony not only feels good, but often it’s necessary to lock down a game. You almost need a double Colony turn at least once, or at least a Colony-Province turn, to make up for the fact that on some turns, potentially even your second-to-last turn, your buys might just be a handful of Copper.<br />
<br />
However, while Woodcutter and the like shouldn’t be massed, they remedy the hardest part of using Counting House with something like Hamlet: reliably reaching {{Cost|5}}. In an absolute worst case scenario, you can buy a single silver and wait, or if you’re really gutsy, you can just buy coppers and enablers for 4-5 rounds. With enough coppers and careful enough reshuffling, you’re mathematically guaranteed to hit {{Cost|5}} after about 6(?) such turns. Also note that because hitting {{Cost|6}} is completely unhelpful, any number of turns spent buying Silvers instead of an enabler should probably hurt more than help.<br />
<br />
=== Other helper cards ===<br />
<br />
Sifters are a good addition to Counting House decks because they allow you to move through your deck quickly. It doesn’t matter whether your Coppers are in the discard or in hand, and so you can freely discard Coppers to {{Card|Cellar|Cellars}} and {{Card|Warehouse|Warehouses}} so you get to your Counting Houses. Cellar has the added benefit of allowing you to precisely time your reshuffles, and being slightly cheaper and easier to pick up on a +Buy with the Counting House. ({{Card|Haven|Havens}} accomplish something similar.)<br />
<br />
{{Card|Cache}} both adds Coppers and gives you cheap Golds so that even on non-CH turns you can hit {{Cost|5}} (early on this can mean more CH or Caches, late this is good for Duchies). If you can follow your deck well, you can add Cache buys to add +{{Cost|2}} to a CH coming up next turn.<br />
<br />
=== Learning to Count ===<br />
<br />
The other major problem with Counting House is figuring out how to use it. Counting House has a lot of variability, and if you aren’t careful about when you trigger your reshuffles and or don’t track the number of houses you have left in your deck, you can lose valuable turns when your coppers are high-powered by triggering reshuffles too early. (One reason why Cellar is better than Warehouse for this kind of deck.) Will playing that worker’s village for the extra copper this round will mean you’ll miss the colony next hand?<br />
<br />
Be sure to keep track of how many 5-card hands you will end up drawing before the reshuffle.<br />
<br />
=== {{Card|Scheme}} ===<br />
<br />
This is the second most useful card to use with Counting House (after Copper).<br />
<br />
{{Card|Scheme}}:<br />
<br />
* allows you to never have bad shuffle luck and have all of your Houses in the first turn of a round<br />
* reduces the number of Houses you need to buy to 2<br />
* is relatively inexpensive, and you don’t want Silvers anyway<br />
* enables the House in Province play because of how consistent the House becomes<br />
<br />
[http://dominion.isotropic.org/gamelog/201205/18/game-20120518-235237-ff28bef3.html A game] versus RomaNorgy. Provinces are out by turn 14, even though neither of us were playing even near perfectly. RomaNorgy thanked me after for the new strategy (which I got from O, so here’s passing on the thanks).<br />
<br />
=== Attacks ===<br />
<br />
After dismissing the idea of a ‘Counting House + {{Card|Coppersmith}} combo’, the second thing people notice about Counting House is that it seems like it shouldn’t be hurt much by certain attacks.<br />
<br />
Here are games with [http://dominion.isotropic.org/gamelog/201205/18/game-20120518-191154-73b4b0fd.html Ambassador], [http://dominion.isotropic.org/gamelog/201205/19/game-20120519-081553-b4ff8016.html Sea Hag], [http://dominion.isotropic.org/gamelog/201205/19/game-20120519-105915-881e827a.html Sea Hag], and [http://dominion.isotropic.org/gamelog/201205/29/game-20120529-101631-cef8810b.html Mountebank] respectively. If you’re careful enough, the House will be able to face off against the cards we imagine it should. It doesn’t have a 100% winrate (see game 4), but it does hold advantage.<br />
<br />
If there’s nothing else going on or the only attack on the board is {{Card|Militia}}, {{Card|Goons}}, {{Card|Sea Hag}}, or {{Card|Mountebank}}, Counting House might be a good choice. The House benefits from slow environments where the number of good turns matters more than the average of turns. It can pick up {{Cost|4}}′s, since otherwise it’ll just be getting more +buy cards. Many attacks don’t hurt Counting House nearly as much as they hurt {{Card|Smithy}}-[[Big Money]] type decks. Notably, {{Card|Ghost Ship}} will actually help a player going Counting House-Scheme.<br />
<br />
When you’re playing Counting House, you are also going to have a lot of turns where you’ll have {{Cost|4}}, and this means that you can use things like Militia and {{Card|Cutpurse}} with essentially no drawback. They will help you hit the {{Cost|5}}s you so desperately need, and avoid the {{Cost|6}} that temps you into buying golds. Unfortunately, I don’t have solid statistics, and if anyone would like to run some, I would use them to revise this discussion.<br />
<br />
=== Multiplayer ===<br />
<br />
Counting House is much, much better in multiplayer games. The reason is that you are giving up less.<br />
<br />
Consider CH vs {{Card|Witch}} in 2p: you forego attacking the other guy and have a 10-0 split in the Curses. The loss of punishment for your opponent is a very high opportunity cost. CH vs Witch vs Witch means that you end up with a 9:6:5 curse split and you can spend your terminal 5 on a card that gives you a Duchy or Province most of the time you play it in the late game. The opportunity cost is now only 4 curses, not 10.<br />
<br />
Likewise if everyone else in 4p goes for {{Card|Ghost Ship}}, you can count on them all playing 3 card hands (most of which will spend an action on +2 Cards) and you can go for CH as you don’t care about hand size. Opportunity cost here is even lower. And of course, attacks that are countered by Counting House ({{Card|Noble Brigand}}, {{Card|Mountebank}}, {{Card|Jester}}) means the opportunity cost of Counting House is much lower.<br />
<br />
=== Summary: ===<br />
Counting House is situational, but when the situation fits, it’s amazing. Looking to make it work every turn without Scheme in a 2p game isn’t very likely, but an enabled Counting House is a card well worth considering.<br />
=== Synergies/Combos ===<br />
* Counting House counters many attacks, especially {{Card|Mountebank}}, {{Card|Noble Brigand}}, and {{Card|Jester}}<br />
* Works with sifters like {{Card|Sage}}, {{Card|Warehouse}}, {{Card|Cellar}}, and {{Card|Wandering Minstrel}}<br />
* Works with cheap nonterminal +Buy like {{Card|Hamlet}}, {{Card|Pawn}} and {{Card|Candlestick Maker}}<br />
* {{Card|Beggar}} lets you get to {{Cost|5}} easily and provides lots of Coppers.<br />
* [[Combo: Counting House and Golem]]<br />
* [[Combo: Counting House and Travelling Fair]]<br />
<br />
=== Antisynergies ===<br />
* Counting house cannot make use of strong trashing like {{Card|Chapel}} or {{Card|Remake}} like an engine can. <br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Counting HouseOld|Counting House}} || {{CardVersionImage|Counting HouseDigitalOld|Counting House from Goko/Making Fun}} || Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Counting House|Counting House}} || {{CardVersionImage|Counting HouseDigital|Counting House from Shuffle iT}} || Look through your discard pile, reveal any number of Coppers from it, and put them into your hand. || 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 />
| 會計部 || || || 觀看你的棄牌堆,將棄牌堆任意數量的銅幣加入手牌。<br />
|-<br />
!Czech <br />
| Zastavárna (lit. ''pawnshop'') || || || <br />
|-<br />
!Dutch <br />
| Boekhouding (lit. ''accounting'') || || || <br />
|-<br />
!Finnish <br />
| Tilitoimisto (lit. ''accounting office'') || || || <br />
|-<br />
!French <br />
| Bureau de comptabilité || || || <br />
|-<br />
!German <br />
| Leihhaus (lit. ''pawnshop'') || || || Schau dir deinen Ablagestapel an, decke beliebig viele Kupfer auf und nimm sie auf die Hand.<br />
|-<br />
!Italian <br />
| Contabilità (lit. ''accounting'') || || || <br />
|-<br />
!Japanese <br />
| 会計所 (pron. ''kaikei-sho'', lit. ''accounting office'') || || || 捨て札置き場のカードをすべて見て、その中の好きな枚数の銅貨を公開し、手札に加える。<br />
|-<br />
!Polish <br />
| Rachuba (lit. ''counting'', note: archaic) || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Счётная Палата (pron. ''schotnaya palata'', note: name for the Russian federal financial institution) || || || <br />
|-<br />
!Spanish <br />
| Casa de cuentas || || || <br />
|}<br />
<br />
== Trivia ==<br />
Donald X. and his playtesters nicknamed this card "Counting Horse".<br />
[[Image:Counting_HouseArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text=The art shows the victory point shield on the wall.<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<br />
|Text=My wife came up with this card. Her version got you back all of the Silvers, which was crazy. Women! The Coppers version worked out, and just left getting a good wording.<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 />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Counting House is narrow but a set can have a narrow card, some people love winning with narrow cards in the games where they are good enough. I just beat FTL's turn-two {{Card|Mountebank}} with it so there you go.<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 Prosperity}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/MintMint2018-03-16T12:03:05Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Mint<br />
|cost = 5<br />
|type1 = Action<br />
|illustrator = Kim Feigenbaum<br />
|text = You may reveal a Treasure card from your hand. Gain a copy of it.<br />
|text2 = When you buy this, trash all Treasures you have in play.<br />
}}<br />
<br />
'''Mint''' is an [[Action]] card from [[Prosperity]]. When played, it lets you gain a copy of a [[Treasure]] card that you have in your hand; when bought, it forces you to trash all the Treasures that were in play when you bought it. Buying a Mint can therefore be effective for clearing out early Coppers. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you buy this, you trash all of your Treasure cards in play (but not ones in your hand or elsewhere).<br />
* If you buy multiple cards in a turn, trash your Treasures right when you buy Mint; you still have any leftover {{Cost}} they produced for spending on something else. <br />
* Remember you do not have to play all of the Treasures from your hand each turn (just all the ones you want producing money for you), and you cannot play more Treasures after buying a card. <br />
* When you play this, you may reveal a Treasure card from your hand and gain a copy of it from the [[Supply]], putting the gained card into your discard pile. <br />
* The revealed card stays in your hand. <br />
* If you buy a Mint and use {{Card|Watchtower}} to put it on top of your deck or trash it, you still trash all of your Treasures from play. <br />
* However if you buy a Mint with {{Card|Royal Seal}} in play, the Royal Seal will be gone before you can use it to put Mint on your deck.<br />
<br />
=== Other Rules clarifications ===<br />
* If you buy a Mint with treasures such as {{Card|Talisman}} or {{Card|Quarry}}, the bonus from those cards is no longer applicable after they are trashed, but they still do apply to Mint.<br />
* You can have as many Treasure cards as you want in play, so you can put Potions in play, for example, to trash them even though they didn't go into the purchase of Mint.<br />
* If you buy Mint with at least {{Cost|11}} and 2 buys, you are able to purchase the Mint, trash your Treasures in play, and then buy a {{Card|Grand Market}}, even if some of those Treasures were {{Card|Copper|Coppers}}, as they are not in play anymore. <br />
* If you buy {{Card|Mandarin}} first and top-deck all your treasures, buying Mint will not result in any Treasures being trashed as there are none in play any longer.<br />
* Since gained cards must come from the supply, Mint cannot be used to gain copies of {{Card|Spoils}} or Treasures that were bought from the {{Card|Black Market}} deck.<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/12/22/prosperity-mint/ Original article] by theory<br />
<br />
Mint is a card with two very different abilities that synergize well with each other.<br />
<br />
First, Mint’s “trash-all-Treasures” ability is a considerable asset in the early game when you need to get rid of your {{Card|Copper|Coppers}} (or {{Card|Loan}}). It’s less useful if you have good trashing through {{Card|Chapel}} or {{Card|Steward}}, but without other options (and especially with good card draw) it can considerably streamline your deck. (Keep in mind that you can selectively play Treasures; if you draw a Gold and 7 Coppers, you can play only the Coppers and use the Mint buy to trash all 7 of them. Indeed, with 4 Coppers and a Silver, it’s usually worth trashing the {{Card|Silver}} to trash the 4 Coppers with it.) But buying a second (or third) Mint for the trashing is usually not that helpful; there are better terminal Actions, and unless you can {{Card|Remodel}}/{{Card|Salvager|Salvage}}/{{Card|Expand}} the extra Mints, it’ll probably end up getting wasted.<br />
<br />
Occasionally, with a {{Split|5|2}} [[opening]], you’ll see people open with Mint to trash 5 Coppers. Personally, I don’t think it’s a great idea; you’re really set back by the loss of all those Coppers, and unless you have a {{Cost|2}} like {{Card|Lighthouse}}, {{Card|Secret Chamber}}, {{Card|Embargo}}, or {{Card|Pawn}}, it’ll be tough to get to and Mint Silvers quickly enough. It’s a viable option if there are no other {{Cost|5}}′s, but probably not otherwise. However, [[Combo: Mint and Fool's Gold| Mint and Fool's Gold]] make a powerful opening combo; if you are [[Split advantage|lucky enough to open]] {{Split|5|2}} with those available, you are well on your way to victory. <br />
<br />
Of course, if you gain Mint (through Expand, Remodel, {{Card|Smugglers}}, etc.), this ability doesn’t trigger. This is useful if good trashing has already thinned your deck into high quality Treasures.<br />
<br />
Mint’s minting ability is more straightforward. It tends to avalanche; the more Golds you Mint, the more likely you are to draw Gold with Mint. Try to avoid using it on Silvers unless you have no other choice; bloating your deck with Silvers nullifies the whole point of Mint. Naturally, Mint works really well with {{Card|Platinum}}; it also does well with other cards that benefit from high-quality Treasure decks ({{Card|Adventurer}}, {{Card|Venture}}, {{Card|Grand Market}}) or lead to high-quality Treasure decks ({{Card|Mine}}, {{Card|Hoard}}). In the late game, when you can’t really count on the reshuffle, Mint is usually too slow (exception: {{Card|Harem}} and {{Card|Watchtower}}); look to Salvage or Remodel it instead.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Platinum}} games<br />
* {{Card|Fool's Gold}}<br />
* {{Card|Harem}}<br />
* {{Card|Hoard}}<br />
* In the absence of other trashing, can be a good way to get rid of Coppers<br />
* High-quality Treasure decks (e.g., {{Card|Mine}}/{{Card|Adventurer}}/{{Card|Venture}})<br />
* Treasure Map (trashing to activate them, Minting for additional Golds)<br />
* {{Card|Watchtower}} (which turns Mint into something like a Mine)<br />
* {{Card|Grand Market}}<br />
* {{Card|Loan}}/{{Card|Talisman}}/possibly {{Card|Quarry}}, if you have no need for them past early game<br />
<br />
=== Antisynergies ===<br />
* Low-quality Treasure decks<br />
* Very big decks that take a while to reshuffle<br />
* {{Card|Coppersmith}}, {{Card|Counting House}}<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MintOld|Mint}} || {{CardVersionImage|MintDigitalOld|Mint from Goko/Making Fun}} || You may reveal a Treasure card from your hand. Gain a copy of it.<br>When you buy this, trash all Treasures you have in play. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Mint|Mint}} || {{CardVersionImage|MintDigital|Mint from Shuffle iT}} || You may reveal a Treasure card from your hand. Gain a copy of it.<br>When you buy this, trash all Treasures you have in play. || 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 />
| 鑄幣局 || || || 你可以展示手牌的一張錢幣卡,獲得一張同名卡。當你購買這張卡,移除這回合所有出牌區的錢幣卡。<br />
|- <br />
!Czech <br />
| Mincovna || || || <br />
|-<br />
!Dutch <br />
| Aanmunten || || || <br />
|-<br />
!Finnish <br />
| Rahapaja || || || <br />
|-<br />
!French <br />
| Hôtel de la Monnaie || || || <br />
|-<br />
!German <br />
| Münzer || || || Du darfst eine Geldkarte aus deiner Hand aufdecken. Wenn du das tust: Nimm sofort eine gleiche Karte vom Vorrat.<br>Wenn du diese Karte kaufst, entsorge alle deine Geldkarten, die gerade im Spiel sind.<br />
|-<br />
!Italian <br />
| Zecca || || || <br />
|-<br />
!Japanese <br />
| 造幣所 (pron. ''zōhei-sho'') || || || 手札の財宝カード1枚を公開してもよい。それと同じカード1枚を獲得する。これを購入するとき、場の財宝カードをすべて廃棄する。<br />
|-<br />
!Polish <br />
| Mincerz (lit. ''minter'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Монетный Двор (pron. ''monyetny dvor'') || || || <br />
|-<br />
!Spanish <br />
| Acuñador (lit. ''coiner'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MintArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=At one point, the expansions were all 20 cards. Do you count Platinum and Colony? Initially I did. Later I decided not to, and added two cards to Prosperity - Wishing Well and Mint. Wishing Well as you know migrated to Intrigue, but Mint hung around. Originally it did nothing when you bought it. I took that "penalty" from Mountebank. Mint had been too weak and Mountebank too strong, and moving the "penalty" addressed both of those problems. Plus it seems more natural here.<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>Love1323https://wiki.dominionstrategy.com/index.php/MountebankMountebank2018-03-16T12:00:07Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Mountebank<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = Kieron O'Gorman<br />
|text = +{{Cost|2}}<br/>Each other player may discard a Curse. If they don't, they gain a Curse and a Copper.<br />
}}<br />
<br />
'''Mountebank''' is an [[Action]]–[[Attack]] card from [[Prosperity]]. It is considered one of the strongest [[curser|cursers]] because it can hand out two junk cards per play—both a {{Card|Curse}} and an (only slightly less undesirable) {{Card|Copper}}—thus rapidly weakening [[engine|engines]] that depend on deck-thinning and fast [[cycling]]. Because it also distributes Coppers, unlike other cursers such as {{Card|Witch}}, it can remain an effective attack even after the Curses are depleted. However, it can be more luck-dependent than Witch, and it is less effective against players who have already been hit by it a few times, since an opponent who already has a Curse in hand may discard it to avoid the junk-distribution effects of Mountebank.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This hits the other players in turn order, which can matter when the Curse or Copper piles are low. <br />
* Each of the other players in turn chooses whether or not to discard a Curse card, and the players who do not gain a Curse and a Copper from the [[Supply]], putting them into their discard piles. <br />
* If either the Curse or Copper pile is empty, players still gain the other card.<br />
=== Other Rules clarifications ===<br />
* A player hit by Mountebank gains the Curse first, and then the Copper.<br />
== Strategy Article ==<br />
Mountebank is a very powerful card. It's slightly weaker than {{Card|Witch}} in a head-to-head [[Big Money]] game because the {{Card|Curse|Curses}} from Mountebank can be blocked and because {{Card|Copper}} does not hurt Big Money that much, but Mountebank is far more devastating to [[engines]] because it gives out two junk cards at once. The presence of Mountebank on the board makes some engine-based strategies less attractive, especially in the absence of counters or strong trashers.<br />
<br />
The fact that the attack can be blocked by discarding a Curse leads Mountebank to be more of a self-limiting card than other straight-up cursers like {{Card|Witch}}, {{Card|Sea Hag}}, or {{Card|Familiar}}. It also, however, makes it more of a swingy card. This has several interesting effects and interactions. A {{Cost|5}}/{{Cost|2}} opening is not quite as an overwhelming advantage with Mountebank as with Witch, although it still provides an advantage--this is because a lead in cursing is more likely to equalize after both players get Mountebanks and play them slightly.<br />
<br />
Curses tend to run out more slowly in Mountebank games, and—except in 4-player games, where there may be roughly the same number of Coppers as Curses in the supply—the Coppers generally do not run out. This makes Mountebank keep its attack power longer than other cursers. It also leads to an interesting dilemma when trashing cards, especially early in the game. Trashing a Curse may make one more vulnerable to future Mountebank attacks, and it is often preferable to trash an {{Card|Estate}} or even a Copper in these situations. A thinned deck that consistently draws one Curse can actually protect against Mountebank, so if trying to build an engine against the attacks of an opponents' Mountebank, trashing Coppers and Estates is an even better choice.<br />
<br />
Because the Curse must be discarded to block the attack, it can be advantageous to play multiple Mountebanks per turn. It is generally stronger to play two Mountebanks in one turn than to play them on two separate turns, but this may not be the best strategy on most boards.<br />
<br />
Mountebank is not usually thought of as a [[discard attack]], but the fact that you have to discard to block the Curse-and-Copper gaining can still hurt. Cards that are weakened by small handsize, such as {{Card|Cellar}}, can therefore be weakened by Mountebank; and you'll often find yourself planning to {{Card|Upgrade}} or {{Card|Chapel}} your Curse only to find yourself discarding it instead so you don't get junked up even worse. By the same token, though, {{Card|Library}} is slightly more useful against Mountebank than against, say, {{Card|Witch}}. There are a few cases where it might be advantageous to decide to gain the Curse and Copper rather than discarding, but such cases are much rarer than they are against {{Card|Torturer}}—for instance, when you hold {{Card|Vault}}, {{Card|Gold}}, Curse, and two other cards, hanging onto the Curse in hand will guarantee you a {{Card|Province}} next turn. Once the Curses are depleted, however, it can often be a better choice to gain the Copper and keep the Curse in hand so that you can discard it for benefit or trash it on your turn.<br />
<br />
The fact that the attack can be blocked by discarding a Curse makes it less beneficial to trash curses in Mountebank games than in games with {{Card|Witch}}, where there is typically no downside to trashing a curse. Although trashing a curse can still be beneficial, it makes one vulnerable to future attacks, including coppers after the curses run out. For optimal strategy, one must factor this into the decision of whether or not to put resources into trashing curses; Mountebank often makes it more worthwhile to sift through curses, rather than discard them. This is especially true in the presence of cards able to benefit by discarding a card, from sifters like {{Card|Cellar}} or {{Card|Warehouse}} to cards like {{Card|Hamlet}}, {{Card|Oasis}}, or {{Card|Vault}}.<br />
=== Synergies/Combos ===<br />
* Opponents' [[engines]]<br />
=== Antisynergies ===<br />
* {{Card|Gardens}}<br />
* Opponents' {{Card|Counting House}}<br />
* Opponents' {{Card|Watchtower}}<br />
* {{Card|Witch}} - but only in [[Big Money]]-like games.<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MountebankOld|Mountebank}} || {{CardVersionImage|MountebankDigitalOld|Mountebank from Goko/Making Fun}} || +{{Cost|2}}. Each other player may discard a Curse. If he doesn’t, he gains a Curse and a Copper. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Mountebank|Mountebank}} || {{CardVersionImage|MountebankDigital|Mountebank from Shuffle iT}} || +{{Cost|2}}. Each other player may discard a Curse. If they don't, they gain a Curse and a Copper. || 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 />
| 詐騙 || || || '''+{{Cost|2}}''' 其它玩家可以棄掉手上的一張詛咒。如果沒棄,則他獲得一張詛咒與一張銅幣。<br />
|- <br />
!Czech <br />
| Mastičkář (lit. ''quack'') || || || <br />
|-<br />
!Dutch <br />
| Charlatan (lit. ''charlatan'') || || || <br />
|-<br />
!Finnish <br />
| Petkuttaja (lit. ''trickster'') || || || <br />
|-<br />
!French <br />
| Charlatan (lit. ''charlatan'') || || || <br />
|-<br />
!German <br />
| Quacksalber (lit. ''quack'') || || || '''+{{Cost|2}}'''<br>Jeder Mitspieler darf einen Fluch aus seiner Hand ablegen. Wer das nicht tut, nimmt einen Fluch und ein Kupfer.<br />
|-<br />
!Italian <br />
| Ciarlatano (lit. ''charlatan'') || || || <br />
|-<br />
!Japanese <br />
| 香具師 (pron. ''yashi'', lit. ''charlatan'') || || || +{{Cost|2}}。 他のプレイヤーは全員、呪い1枚を捨て札にしてもよく、捨て札にしなかった場合、呪い1枚と銅貨1枚を獲得する。 <br />
|-<br />
!Polish <br />
| Szarlatan (lit. ''charlatan'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Шаралатан (pron. ''sharlatan'', lit. ''charlatan'') || || || <br />
|-<br />
!Spanish <br />
| Charlatán (lit. ''charlatan'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MountebankArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Name ===<br />
{{Quote<br />
|Text=Mountebank was originally called Villain, then Trickster. The Germans said, could you rename that? As they'd already used Trickster for Swindler.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12170.msg448007#msg448007 from the forums]<br />
}}<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally it had the {{Card|Mint}} "penalty" and no discarding clause. It was too powerful and left the set. Later I brought it back without the "penalty" (yes it is not really a penalty), then added the Curse-Moating. Briefly you just revealed the Curse (rather than discard it), but I decided that was more hosing than I wanted.<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>Love1323https://wiki.dominionstrategy.com/index.php/Trade_RouteTrade Route2018-03-15T22:17:25Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Trade Route<br />
|cost = 3<br />
|type1 = Action<br />
|illustrator = Harald Lieske<br />
|text = '''+1 Buy'''<br/>Trash a card from your hand.<br/>+{{Cost|1}} per Coin token on the Trade Route mat.<br />
|text2 = Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.<br />
}}<br />
'''Trade Route''' is an [[Action]] card from [[Prosperity]]. It trashes a card and gives money proportional to how many different [[Victory card|Victory cards]] have been gained. As such, it becomes stronger when there are more different types of VP cards in the [[Kingdom]]. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You get +1 Buy, and trash a card from your hand if you can. <br />
* Then you get +{{Cost|1}} per Coin token on the Trade Route mat.<br />
* This card has setup; at the start of games using it, you put a [[Coin token]] on each Victory card pile being used (including Kingdom card piles such as {{Card|Gardens}}, and {{Card|Colony|Colonies}} if used). <br />
* In the rare cases where there are more than 8 Victory piles, the tokens are not counter-limited; use a replacement. <br />
* Whenever any player gains the first card from a Victory card pile - whether by buying it or otherwise gaining it - the Coin token is moved to the mat. <br />
* So if no Victory cards have been gained this game, the mat has no tokens and Trade Route makes +{{Cost|0}}; if four {{Card|Province|Provinces}} and one {{Card|Estate}} have been gained, the mat has two tokens and Trade Route makes +{{Cost|2}}. <br />
* If you are using the [[Promo|promotional]] card {{Card|Black Market}}, and Trade Route is in the Black Market deck, you do the setup for Trade Route.<br />
=== Other Rules clarifications ===<br />
* Although {{Card|Dame Josephine}} is a Victory card, gaining her does not add a token to the Trade Route mat.<br />
* Trashing a Victory card with {{Event|Salt the Earth}} will ''not'' move the Trade Route token on the pile.<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/16/prosperity-trade-route/ Original article] by theory''<br />
<br />
Depending on which way you look at it, Trade Route is either a useful card throughout the whole game, or a card that anti-synergizes with itself. The forced trashing ability is quite valuable early but a pain in the late game. But it doesn’t provide any money until the late game, and the +Buy is equally useless unless you have enough money to make it worthwhile.<br />
<br />
In general, {{Card|Silver|Silvers}} are preferable to Trade Route if there are other sources of card-trashing: {{Card|Chapel}}, {{Card|Remake}}, and {{Card|Steward}} are much faster, and {{Card|Bishop}} and {{Card|Remodel}} can provide bigger benefits early on. But deck-thinning is often important enough that Trade Route is probably worth buying if there are no other ways to do so.<br />
<br />
Naturally, Trade Route is most powerful when there are Victory cards in the Kingdom set, because those are usually popular enough that you can get at least some money off of the Trade Route early on. The presence of {{Card|Hoard}} also greatly incentivizes players to pick up {{Card|Duchy|Duchies}} and {{Card|Estate|Estates}} in order to gain Golds.<br />
<br />
Trade Route is also useful in a {{Card|Silk Road}} strategy, taking the place of Woodcutter or Workshop. Even though it requires a card to be trashed, thus lowering your deck size, the +Buy helps make up for it. More importantly, a Silk Road deck that concentrates on Gardens and Estates can guarantee at least +{{Cost|2}} on the Trade Route, and often {{Cost|3}} or {{Cost|4}} if {{Card|Great Hall|Great Halls}} or {{Card|Nobles}} are present. Opponents are also forced to buy Victory cards earlier than they would otherwise in Silk Road or Gardens games, further increasing the value of your Trade Route.<br />
<br />
Trade Route is usually a card that one only wants to buy one of. Late in the game, the forced trashing can be a liability, and the fact that it is terminal makes it less useful even in the uncommon cases where one would want to play multiple ones per turn. A possible exception would be {{Card|Goons}} engines with good card draw and ample actions: the +Buy benefits the Goons while the trashing helps clear out excess copper.<br />
<br />
Trade Route is slightly more attractive when {{Card|Fairgrounds}} is on the board. Besides being an alt-VP, Fairgrounds induces players to buy a diversity of VP cards, causing the cash benefit to bump up faster than it normally would; the +Buy also benefits Fairgrounds-based strategies. And as a card that one generally buys only one of, it fits naturally into decks in these games.<br />
=== Synergies/Combos ===<br />
* {{Card|Hoard}}<br />
* [[Alt-VP|Kingdom Victory cards]], especially {{Card|Silk Road}}<br />
<br />
=== Antisynergies ===<br />
* {{Card|Treasury}}, since people will be discouraged from buying Victory cards<br />
* {{Card|Chapel}}, {{Card|Remake}}, and {{Card|Steward}}, since they are better deck-thinners, and Trade Route’s forced trashing is more likely to be a liability<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Trade RouteOld|Trade Route}} || {{CardVersionImage|TradeRouteDigitalOld|Trade Route from Goko/Making Fun}} || '''+1 Buy'''. +{{Cost|1}} per token on the Trade Route mat. Trash a card from your hand.<br>Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Trade Route|Trade Route}} || {{CardVersionImage|TradeRouteDigital|Trade Route from Shuffle iT}} || '''+1 Buy'''. Trash a card from your hand. +{{Cost|1}} per Coin token on the Trade Route mat.<br>Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile. || 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 />
| 商路 || || ||'''+1 購買''' 移除手上一張卡片,商路板塊上每有一枚錢代幣就'''+{{Cost|1}}'''。起始設置:在每一個分數卡堆上放一個錢代幣;當卡片被獲得時將那枚錢代幣移到商路板塊上。<br />
|-<br />
!Czech <br />
| Obchodní stezka || || || <br />
|-<br />
!Dutch <br />
| Handelsroute || || || <br />
|-<br />
!Finnish <br />
| Kauppareitti || || || <br />
|-<br />
!French <br />
| Route commerciale || || || <br />
|-<br />
!German <br />
| Handelsroute || {{CardVersionImage|Trade Route German-HiG|German language Trade Route}} || || '''+1 Kauf'''<br>'''+{{Cost|1}}''' pro Marker auf dem Handelsrouten-Tableau.<br>Entsorge eine Handkarte.<br>Spielvorbereitung: Legt einen {{Cost}}-Marker auf jeden Punktekarten-Stapel im Vorrat. Wir im Spiel die erste Karte eines Stapels genommen, legt den entsprechenden Marker auf das Handelsrouten-Tableau.<br />
|-<br />
!Italian <br />
| Mercante (lit. ''merchant'') || || || <br />
|-<br />
!Japanese <br />
| 交易路 (pron. ''kōekiro'') || || || '''+1 購入'''。 手札1枚を廃棄する。交易路マットの上の交易路トークン1枚につき+{{Cost|1}}。準備:勝利点カードのサプライの山すべての上に交易路トークン1枚を追加する。その山のカード1枚を獲得するとき、交易路トークンを交易路マットの上に移動する。<br />
|-<br />
!Polish <br />
| Szlak handlowy || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Торговый Путь (pron. ''torgovy put''') || || ||<br />
|-<br />
!Spanish <br />
| Ruta comercial || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Trade_RouteArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in the original 4th expansion, and migrated here in the great diaspora of interactive cards. The first version in the 4th expansion was "+1 Card +1 Buy +{{Cost|1}}. If anyone got a Province this game, +1 Card." I fixed that up to a less-well-worded version of the card you know when I moved it to Prosperity. Late in the going it got a wording that used tokens and mentioned setup. <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>Love1323https://wiki.dominionstrategy.com/index.php/RabbleRabble2018-03-15T22:13:51Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Rabble<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = Attack<br />
|illustrator = RC Torres<br />
|text = '''+3 Cards'''<br/>Each other player reveals the top 3 cards of their deck, discards the Actions and Treasures, and puts the rest back in any order they choose.<br />
}}<br />
<br />
'''Rabble''' is an [[Action]]-[[Attack]] card from [[Prosperity]]. It draws 3 cards like a {{Card|Smithy}}, but also attacks the opponents by making them discard [[Action]] and [[Treasure]] cards from their deck and keeping [[Victory]] and {{Card|Curse}} cards on top. It is a weak attack when played only once or in the early or mid-game, but becomes very potent when stacked in the late-game, having the potential to make your opponent start every turn with 3 [[dead]] cards in hand. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The other players shuffle if necessary to get 3 cards to reveal, and just reveal what they can if they still have fewer than 3 cards. <br />
* They discard revealed Treasures and Actions and put the rest back on top in whatever order they want. <br />
=== Other Rules clarifications ===<br />
* The order in which cards were returned to your deck is public knowledge.<br />
== Strategy Article ==<br />
There isn't a Rabble strategy article, though it was discussed [http://forum.dominionstrategy.com/index.php?topic=2973.msg108925#msg108925 on the forums]. <br />
<br />
Alone, Rabble is little better than an expensive {{Card|Smithy}}. Up until the mid-game, its attack can even help the opponent by providing cycling, especially if there's a way to trash the starting {{Card|Estate|Estates}}. However, in the late-game, a Rabble stack can make an opponent stall hard, giving your engine time to catch up. Typically, a Rabble engine needs a little bit more help from +Buy or from another good engine enabler to be viable. <br />
<br />
When playing against Rabble, remember not to green early, and don't start buying Duchies until you have to - any extra green will make the lock that much more powerful. <br />
=== Synergies/Combos ===<br />
* {{Card|University}}, as another slow-to-ramp-up card which will gain you huge numbers of Rabbles, is a good fit for a [[Villages|village]] in a Rabble engine. <br />
* {{Card|Saboteur}} can destroy your opponent's Provinces after the Rabble leaves them on top.<br />
* {{Card|Ghost Ship}} can make a Rabble lock even more potent.<br />
* {{Card|Council Room}} is safe to play with Rabble, since the +1 Card benefit to the opponent is negated if the Rabble has left green on top. <br />
* {{Card|Minion}} can be used to make the opponent immediately draw the green cards you've left on their deck.<br />
* {{Card|Colony}} games give Rabble engines more time to ramp up, and ensure that early greening is punished extra-heavily<br />
=== Antisynergies ===<br />
* {{Card|Native Village}} can be used to hide away on a mat the green cards that are conveniently left on top of the deck. <br />
* {{Card|Adventurer}}, {{Card|Farming Village}}, {{Card|Golem}}, {{Card|Loan}}, {{Card|Venture}}, and {{Card|Scout}} laugh at green cards on top of the deck.<br />
* {{Card|Warehouse}}: a single play of Warehouse can clear all three green cards.<br />
* {{Card|Navigator}} can discard all three cards.<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|RabbleOld|Rabble}} || {{CardVersionImage|RabbleDigitalOld|Rabble from Goko/Making Fun}} || '''+3 Cards'''. Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Rabble|Rabble}} || {{CardVersionImage|RabbleDigital|Rabble from Shuffle iT}} || '''+3 Cards'''. Each other player reveals the top 3 cards of their deck, discards the Actions and Treasures, and puts the rest back in any order they choose. || 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 />
| 暴民 || || ||'''+3卡''' 其它玩家展示牌庫頂的三張牌,棄掉行動卡與金錢,剩下的卡讓他們以任意順序放回各自的牌庫頂。<br />
|-<br />
!Czech <br />
| Dav || || || <br />
|-<br />
!Dutch <br />
| Gespuis || || || <br />
|-<br />
!Finnish <br />
| Rahvas || || || <br />
|-<br />
!French <br />
| Foule || || || <br />
|-<br />
!German <br />
| Gesindel || || || '''+3 Karten'''<br>Jeder Mitspieler deckt die obersten 3 Karten seines Nachziehstapels auf und legt alle aufgedeckten Aktions- und Geldkarten ab. Die restlichen aufgedeckten Karten legt er in beliebiger Reihenfolge zurück auf den Nachziehstapel.<br />
|-<br />
!Italian <br />
| Tumulto (lit. ''riot'') || || || <br />
|-<br />
!Japanese <br />
| 大衆 (pron. ''taishū'') || || || '''+3 カードを引く'''。 他のプレイヤーは全員、山札の上から3枚を公開し、アクションカードと財宝カードを捨て札にし、残りを好きな順番で山札に置く。 <br />
|-<br />
!Polish <br />
| Motłoch || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Сброд (pron. ''sbrod'') || || || <br />
|-<br />
!Spanish <br />
| Chusma || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:RabbleArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally you also revealed your own top 3 cards, discarding the Victory cards. There are two reasons that changed. First, it made the card defend against itself too well, which makes it get played more, which makes the game more oppressive. Second, the card was wordy, and didn't need that extra text to be good enough.<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>Love1323https://wiki.dominionstrategy.com/index.php/Royal_SealRoyal Seal2018-03-15T22:10:19Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Royal Seal<br />
|cost = 5<br />
|type1 = Treasure<br />
|illustrator = Jason Slavin<br />
|text = {{Cost|2|l}}<br />
|text2 = While this is in play, when you gain a card, you may put that card onto your deck.<br />
}}<br />
<br />
'''Royal Seal''' is a [[Treasure]] from [[Prosperity]]. It is worth {{Cost|2}} like {{Card|Silver}} but lets you immediately top-deck cards you buy when you have it in play.<br />
<br />
== FAQ ==<br />
=== Official FAQ === <br />
* If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. <br />
* This applies both to cards gained due to being bought, and to cards gained other ways with Royal Seal in play, such as with {{Card|Hoard}}.<br />
=== Other Rules clarifications ===<br />
* If Royal Seal is no longer in play when you gain a card, such as because it was trashed with {{Card|Mint}} or top-decked with {{Card|Mandarin}}, you cannot use its ability. <br />
== Strategy Article ==<br />
There is no strategy article for Royal Seal.<br />
<br />
There isn't going to be a Royal Seal strategy, but Royal Seal is situationally useful. It's great for [[Big Money]] decks which might draw {{Cost|5}} instead of {{Cost|3}} or {{Cost|6}}. It's less useful for [[engine|engines]] which probably have better things to buy with {{Cost|5}} than a Silver-equivalent.<br />
=== Synergies/Combos ===<br />
* Strong [[Big Money]] enablers which cost {{Cost|3}}-{{Cost|4}} like {{Card|Masquerade}}, {{Card|Smithy}}, {{Card|Jack of all Trades}}<br />
=== Antisynergies ===<br />
* {{Card|Watchtower}} does the same thing but is better for engines<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Royal SealOld|Royal Seal}} || {{CardVersionImage|Royal SealDigitalOld|Royal Seal from Goko/Making Fun}} || {{Cost|2}}.<br>While this is in play, when you gain a card, you may put that card on top of your deck. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Royal Seal|Royal Seal}} || {{CardVersionImage|Royal SealDigital|Royal Seal from Shuffle iT}} || {{Cost|2}}.<br>While this is in play, when you gain a card, you may put that card onto your deck. || 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 />
| 玉璽 || || || {{Cost|2}} 當此卡在出牌區,當你獲得一張卡片,你可以將該卡放到牌庫頂。<br />
|-<br />
!Czech <br />
| Královská pečeť || || || <br />
|-<br />
!Dutch <br />
| Koninklijk zegel || || || <br />
|-<br />
!Finnish <br />
| Sinetti (lit. ''seal'') || || || <br />
|-<br />
!French <br />
| Sceau royal || || || <br />
|-<br />
!German <br />
| Königliches Siegel || {{CardVersionImage|RoyalSeal German-ASS|German language Royal Seal}} || || {{Cost|2}}<br>Wenn diese Karte im Spiel ist und du eine Karte Nimmst oder Kaufst, darfst du die neue Karte auf deinen Nachziehstapel legen.<br />
|-<br />
!Italian <br />
| Sigillo Reale || || || <br />
|-<br />
!Japanese <br />
| 玉璽 (pron. ''gyokuji'') || || || {{Cost|2}}。 これが場にある間、カード1枚を獲得するとき、それを山札の上に置いてもよい。<br />
|-<br />
!Polish <br />
| Królewska pieczęć || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Королевская Печать (pron. ''korolyevskaya pyechat''') || || || <br />
|-<br />
!Spanish <br />
| Sello Real || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Royal_SealArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally it was "when you spend this," which is more confusing. When I got rid of those, this one got its "while this is in play" functionality. For a while it triggered on buying, but in the end it triggered on gaining, to line it up with Watchtower.<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>Love1323https://wiki.dominionstrategy.com/index.php/QuarryQuarry2018-03-15T22:03:53Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Quarry<br />
|cost = 4<br />
|type1 = Treasure<br />
|illustrator = Brian Brinlee<br />
|text = {{Cost|1|l}}<br />
|text2 = While this is in play, Action cards cost {{Cost|2}} less, but not less than {{Cost|0}}.<br />
}}<br />
'''Quarry''' is a [[Treasure]] card from [[Prosperity]]. It acts like a {{Card|Copper}} that [[Cost reduction|lowers the cost]] of [[Action]] cards by {{Cost|2}}. It is only really powerful if you plan to purchase a large number of Action cards; therefore it works well in [[engine|engines]] with a lot of +buy, but fares poorly in [[Big Money]] decks. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* While Quarry is in play, Action cards cost {{Cost|2}} less, to a minimum of {{Cost|0}}. <br />
* It is cumulative; if you play two Quarries during your Buy phase, then King's Court will only cost {{Cost|3}}, rather than the usual {{Cost|7}}. <br />
* It is also cumulative with other effects that modify costs; if you play {{Card|Worker's Village}} in your Action phase, then two Quarries in your Buy phase, {{Card|Peddler}} will cost {{Cost|2}}. <br />
* It affects cards everywhere, such as cards in players' hands.<br />
=== Other Rules clarifications ===<br />
* If you use {{Card|Counterfeit}} on Quarry, costs do not end up reduced at all: the Quarry ends up in the trash, not in the play area, so its cost-reducing effect is not active. The same is true if you buy {{Card|Mint}}, trashing treasures, or gain {{Card|Mandarin}}, top-decking treasures, with Quarry in play: costs go back up as soon as Quarry leaves the play area.<br />
* If you use {{Card|Crown}} on Quarry, costs will only be reduced by {{Cost|2}}, as there is still only one copy of Quarry in play.<br />
== Strategy Article ==<br />
There is no comprehensive strategy article for Quarry.<br />
<br />
Quarry is fairly straightforward in how you would play it. It only lowers the cost of action cards, so it is like a {{Card|Gold}} for buying actions but a {{Card|Copper}} when buying Treasure or Victory only cards. And unless you are getting a large number of actions, it is likely to be the same as Silver since you often end up overpaying anyway. It is helpful with plenty of +buy from other cards and cheap actions, such as {{Card|Hamlet}}, or if you want to get a high cost action card quickly like {{Card|Forge}} or {{Card|Expand}}. It is particularly strong in Kingdoms with {{Card|Grand Market}} since 2 Quarries is enough to buy Grand Market, which quickly leads to turns buying multiple Grand Markets for a quick economic explosion. <br />
<br />
Like with {{Card|Bridge}} and {{Card|Highway}}, the cost-lowering effect of Quarry is cumulative, possibly reducing card costs to {{Cost|0}}, but unlike these cards, only a few quarries are necessary to easily make actions free to pick up. These scenarios benefit greatly from +Buy: with a single action purchase, each Quarry is like a Gold; with two buys, each Quarry is like a Platinum, and with three buys, it can be worth {{Cost|7}}.<br />
<br />
Because Quarry lowers the cost of mixed VP-Action cards, the presence of these cards makes Quarry more valuable. Quarry works well with {{Card|Nobles}} and {{Card|Great Hall}} in the presence of +Buy.<br />
<br />
Because Quarry only affects action cards, it is typically a bad purchase in a [[Big Money]] type game.<br />
<br />
With one Quarry in play, {{Card|Stonemason}} costs {{Cost|0}}, and all other Actions are cheaper as well, so using its overpay ability becomes much easier (except for buying {{Cost|2}} cards).<br />
<br />
=== Synergies/Combos ===<br />
* [[Engines]]<br />
* [[Action|Actions]]<br />
* {{Card|Talisman}}, which together with Quarry can enable the fast purchase of high-cost actions in quantity.<br />
* {{Card|Grand Market}}<br />
* [[+Buy]]<br />
* Mixed Action-VP cards: {{Card|Nobles}}, {{Card|Great Hall}}, {{Card|Island}}, etc.<br />
* {{Card|Stonemason}}<br />
* {{Card|Storyteller}} or {{Card|Black Market}}, because they both get Quarry into play faster. An example is allowing you to Ironworks an action costing up to {{Cost|6}}.<br />
<br />
=== Antisynergies ===<br />
* [[Big Money]]<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|QuarryOld|Quarry}} || {{CardVersionImage|QuarryDigitalOld|Quarry from Goko/Making Fun}} || {{Cost|1}}.<br>While this is in play, Action cards cost {{Cost|2}} less, but not less than {{Cost|0}}. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Quarry|Quarry}} || {{CardVersionImage|QuarryDigital|Quarry from Shuffle iT}} || {{Cost|1}}.<br>While this is in play, Action cards cost {{Cost|2}} less, but not less than {{Cost|0}}. || 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 />
| 採石場 || || ||{{Cost|1}} 當此卡在出牌區,行動卡的價值減少{{Cost|2}}。但不會低於{{Cost|0}}。<br />
|-<br />
!Czech <br />
| Kamenolom || || || <br />
|-<br />
!Dutch <br />
| Steengroeve || || || <br />
|-<br />
!Finnish <br />
| Louhos || || || <br />
|-<br />
!French <br />
| Carrière || || || <br />
|-<br />
!German <br />
| Steinbruch || {{CardVersionImage|Quarry German-HiG|German language Quarry}} || || {{Cost|1}}<br>Solange diese Karte im Spiel ist, kostet jede Aktionskarte {{Cost|2}} weniger, jedoch nicht weniger als {{Cost|0}}.<br />
|-<br />
!Italian <br />
| Cava || || || <br />
|-<br />
!Japanese <br />
| 石切場 (pron. ''ishikiriba'') || || || {{Cost|1}}。 これが場にある間、(サプライ以外も含めた)すべてのアクションカードのコストは{{Cost|2}}下がる ({{Cost|0}}未満にはならない)。<br />
|-<br />
!Polish <br />
| Kamieniołom || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Карьер (pron. ''kar'yer'') || || ||<br />
|-<br />
!Spanish <br />
| Cantera || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:QuarryArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started out as an action, "+{{Cost|2}}. Action cards cost {{Cost|1}} less this turn." It was in Seaside; this was a better home for it. It left the set at some point, then I brought it back as a treasure, which made it a lot sexier.<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>Love1323https://wiki.dominionstrategy.com/index.php/QuarryQuarry2018-03-15T22:03:26Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Quarry<br />
|cost = 4<br />
|type1 = Treasure<br />
|illustrator = Brian Brinlee<br />
|text = {{Cost|1|l}}<br />
|text2 = While this is in play, Action cards cost {{Cost|2}} less, but not less than {{Cost|0}}.<br />
}}<br />
'''Quarry''' is a [[Treasure]] card from [[Prosperity]]. It acts like a {{Card|Copper}} that [[Cost reduction|lowers the cost]] of [[Action]] cards by {{Cost|2}}. It is only really powerful if you plan to purchase a large number of Action cards; therefore it works well in [[engine|engines]] with a lot of +buy, but fares poorly in [[Big Money]] decks. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* While Quarry is in play, Action cards cost {{Cost|2}} less, to a minimum of {{Cost|0}}. <br />
* It is cumulative; if you play two Quarries during your Buy phase, then King's Court will only cost {{Cost|3}}, rather than the usual {{Cost|7}}. <br />
* It is also cumulative with other effects that modify costs; if you play {{Card|Worker's Village}} in your Action phase, then two Quarries in your Buy phase, {{Card|Peddler}} will cost {{Cost|2}}. <br />
* It affects cards everywhere, such as cards in players' hands.<br />
=== Other Rules clarifications ===<br />
* If you use {{Card|Counterfeit}} on Quarry, costs do not end up reduced at all: the Quarry ends up in the trash, not in the play area, so its cost-reducing effect is not active. The same is true if you buy {{Card|Mint}}, trashing treasures, or gain {{Card|Mandarin}}, top-decking treasures, with Quarry in play: costs go back up as soon as Quarry leaves the play area.<br />
* If you use {{Card|Crown}} on Quarry, costs will only be reduced by {{Cost|2}}, as there is still only one copy of Quarry in play.<br />
== Strategy Article ==<br />
There is no comprehensive strategy article for Quarry.<br />
<br />
Quarry is fairly straightforward in how you would play it. It only lowers the cost of action cards, so it is like a {{Card|Gold}} for buying actions but a {{Card|Copper}} when buying Treasure or Victory only cards. And unless you are getting a large number of actions, it is likely to be the same as Silver since you often end up overpaying anyway. It is helpful with plenty of +buy from other cards and cheap actions, such as {{Card|Hamlet}}, or if you want to get a high cost action card quickly like {{Card|Forge}} or {{Card|Expand}}. It is particularly strong in Kingdoms with {{Card|Grand Market}} since 2 Quarries is enough to buy Grand Market, which quickly leads to turns buying multiple Grand Markets for a quick economic explosion. <br />
<br />
Like with {{Card|Bridge}} and {{Card|Highway}}, the cost-lowering effect of Quarry is cumulative, possibly reducing card costs to {{Cost|0}}, but unlike these cards, only a few quarries are necessary to easily make actions free to pick up. These scenarios benefit greatly from +Buy: with a single action purchase, each Quarry is like a Gold; with two buys, each Quarry is like a Platinum, and with three buys, it can be worth {{Cost|7}}.<br />
<br />
Because Quarry lowers the cost of mixed VP-Action cards, the presence of these cards makes Quarry more valuable. Quarry works well with {{Card|Nobles}} and {{Card|Great Hall}} in the presence of +Buy.<br />
<br />
Because Quarry only affects action cards, it is typically a bad purchase in a [[Big Money]] type game.<br />
<br />
With one Quarry in play, {{Card|Stonemason}} costs {{Cost|0}}, and all other Actions are cheaper as well, so using its overpay ability becomes much easier (except for buying {{Cost|2}} cards).<br />
<br />
=== Synergies/Combos ===<br />
* [[Engines]]<br />
* [[Action|Actions]]<br />
* {{Card|Talisman}}, which together with Quarry can enable the fast purchase of high-cost actions in quantity.<br />
* {{Card|Grand Market}}<br />
* [[+Buy]]<br />
* Mixed Action-VP cards: {{Card|Nobles}}, {{Card|Great Hall}}, {{Card|Island}}, etc.<br />
* {{Card|Stonemason}}<br />
* {{Card|Storyteller}} or {{Card|Black Market}}, because they both get Quarry into play faster. An example is allowing you to Ironworks an action costing up to {{Cost|6}}.<br />
<br />
=== Antisynergies ===<br />
* [[Big Money]]<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|QuarryOld|Quarry}} || {{CardVersionImage|QuarryDigitalOld|Quarry from Goko/Making Fun}} || {{Cost|1}}.<br>While this is in play, Action cards cost {{Cost|2}} less, but not less than {{Cost|0}}. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Quarry|Quarry}} || {{CardVersionImage|QuarryDigital|Quarry from Shuffle iT}} || {{Cost|1}}.<br>While this is in play, Action cards cost {{Cost|2}} less, but not less than {{Cost|0}}. || 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 />
| 採石場 || || || 當此卡在出牌區,行動卡的價值減少{{Cost|2}}。但不會低於{{Cost|0}}。<br />
|-<br />
!Czech <br />
| Kamenolom || || || <br />
|-<br />
!Dutch <br />
| Steengroeve || || || <br />
|-<br />
!Finnish <br />
| Louhos || || || <br />
|-<br />
!French <br />
| Carrière || || || <br />
|-<br />
!German <br />
| Steinbruch || {{CardVersionImage|Quarry German-HiG|German language Quarry}} || || {{Cost|1}}<br>Solange diese Karte im Spiel ist, kostet jede Aktionskarte {{Cost|2}} weniger, jedoch nicht weniger als {{Cost|0}}.<br />
|-<br />
!Italian <br />
| Cava || || || <br />
|-<br />
!Japanese <br />
| 石切場 (pron. ''ishikiriba'') || || || {{Cost|1}}。 これが場にある間、(サプライ以外も含めた)すべてのアクションカードのコストは{{Cost|2}}下がる ({{Cost|0}}未満にはならない)。<br />
|-<br />
!Polish <br />
| Kamieniołom || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Карьер (pron. ''kar'yer'') || || ||<br />
|-<br />
!Spanish <br />
| Cantera || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:QuarryArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started out as an action, "+{{Cost|2}}. Action cards cost {{Cost|1}} less this turn." It was in Seaside; this was a better home for it. It left the set at some point, then I brought it back as a treasure, which made it a lot sexier.<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>Love1323https://wiki.dominionstrategy.com/index.php/TalismanTalisman2018-03-15T21:59:50Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Talisman<br />
|cost = 4<br />
|type1 = Treasure<br />
|illustrator = Eric J Carter<br />
|text = {{Cost|1|l}}<br/><br />
|text2 = While this is in play, when you buy a non-Victory card costing {{Cost|4}} or less, gain a copy of it.<br />
}}<br />
<br />
'''Talisman''' is a [[Treasure]] card from [[Prosperity]]. It is worth {{Cost|1}}, like {{Card|Copper}}, and allows you to gain a second copy of any cheap ({{Cost|4}} or less) non-[[Victory]] card that you buy. It is typically rather weak, since you usually want a few expensive cards rather than lots of cheap cards, but it can be quite strong with the right support. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Each time you buy a non-Victory card costing {{Cost|4}} or less with this in play, you gain another copy of the bought card. <br />
* If there are no copies left, you do not gain one. <br />
* The gained card comes from the [[Supply]] and goes into your discard pile. <br />
* If you have multiple Talismans, you gain an additional copy for each one; if you buy multiple cards for {{Cost|4}} or less, Talisman applies to each one. <br />
* For example if you have two Talismans, four {{Card|Copper|Coppers}}, and two Buys, you could buy {{Card|Silver}} and {{Card|Trade Route}}, gaining two more Silvers and two more Trade Routes. <br />
* Talisman only affects buying cards; it does not work on cards gained other ways, such as with Expand. <br />
* Talisman only cares about the cost of the card when you buy it, not its normal cost; so for example it can get you a {{Card|Peddler}} if you have played two [[Action]]s this turn, thus lowering Peddler’s cost to {{Cost|4}}, or can get you a {{Card|Grand Market}} if you have a {{Card|Quarry}} in play.<br />
=== Other Rules clarifications ===<br />
* When you buy a card from the {{Card|Black Market}} deck, you do not get a second copy of it even if Talisman is in play, since there is no second copy in the Supply.<br />
* Talisman, like most other gainers, cannot be used to gain cards with {{Cost|P}} or {{Debt}} in their cost.<br />
== Strategy Article ==<br />
Talisman is a card that can greatly speed the building of engines in some situations, but can be slow and even cause considerable harm to your deck in other situations. As a {{Cost|4}}-cost card that only provides {{Cost|1}}, Talisman has a high [[opportunity cost]]. Typically you do not want an overabundance of cheap cards, as they are typically weaker, but when you do, Talisman can be extremely powerful. Any [[engine]] built around cards like {{Card|Fishing Village}}, {{Card|Menagerie}}, {{Card|Hamlet}}, {{Card|Caravan}}, {{Card|Watchtower}}, etc. will allow you to pick up important engine parts quickly. <br />
<br />
Cards which lower the costs of cards can be particularly strong when paired with Talisman. Lower costs of actions with {{Card|Quarry}}, {{Card|Bridge}} or {{Card|Highway}} will allow you to pick up extra copies of the normally more expensive, but more powerful cards you want. Talisman also pairs well with [[alt-VP|alternate VP]] cards like {{Card|Duke}} or {{Card|Gardens}}, because, although you can't pick up multiple copies of the VP card, you can pick up a large number of cheap cards like Silver which are very helpful to avoid stalling out while greening. If there are some good cheap actions on the board, Talisman can greatly benefit a {{Card|Vineyard}} strategy since it can pick up multiple actions with a single buy. It also allows you to delay greening since you can pick up multiple {{Card|Potion|Potions}} at once to buy up the Vineyards quickly.<br />
<br />
Still, the cases where Talisman features prominently are small, since you need another of other helper cards to get significant benefit over a simple Silver.<br />
<br />
When considering whether to buy Talisman, consider whether or not you want to have ''a lot of'' the low-cost cards you would buy with it. For example, {{Card|Jack of all Trades}} is a power card, but buying more than two Jacks usually harms a deck. When you want to buy cards like this, Talisman can actually harm your deck by forcing you to buy two of a card you only want one of.<br />
=== Synergies/Combos ===<br />
* Strong cards costing {{Cost|4}} or less that benefit you more if you have more of them (i.e. {{Card|Caravan}}).<br />
* [[Engines]] based on cards costing {{Cost|4}} or less.<br />
* Decks that benefit from large numbers of Silver and don't just use Silver as a stepping-stone to {{Cost|5}} and {{Cost|6}} engine components.<br />
* Cost reducers like {{Card|Quarry}}, {{Card|Bridge}} and {{Card|Highway}}<br />
* {{Card|Gardens}}, {{Card|Silk Road|Silk Roads}}, {{Card|Duke|Dukes}}, and {{Card|Vineyard|Vineyards}}<br />
* {{Card|Fool's Gold}}<br />
<br />
=== Antisynergies ===<br />
* Lack of the above, particularly:<br />
:* Boards where the only desirable cards cost {{Cost|5}} or more.<br />
:* Boards where the only strong {{Cost|3}}-{{Cost|4}} cards are terminal actions that you want a limited number of.<br />
* Boards where reaching {{Cost|5}} or {{Cost|6}} quickly is important, such as when {{Card|Witch}}, {{Card|Mountebank}}, or {{Card|Goons}} are present.<br />
* [[Big Money]] boards where reaching {{Cost|6}} for {{Card|Gold}} is critical.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|TalismanOld|Talisman}} || {{CardVersionImage|TalismanDigitalOld|Talisman from Goko/Making Fun}} || {{Cost|1}}.<br>While this is in play, when you buy a card costing {{Cost|4}} or less that is not a Victory card, gain a copy of it. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Talisman|Talisman}} || {{CardVersionImage|TalismanDigital|Talisman from Shuffle iT}} || {{Cost|1}}.<br>While this is in play, when you buy a non-Victory card costing {{Cost|4}} or less, gain a copy of it. || 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 />
| 幸運符 || || || {{Cost|1}}當此卡在出牌區,當你購買一張價值{{Cost|4}}以下的非分數卡,再獲得一張。<br />
|- <br />
!Czech <br />
| Talisman || || || <br />
|-<br />
!Dutch <br />
| Talisman || || || <br />
|-<br />
!Finnish <br />
| Talismaani || || || <br />
|-<br />
!French <br />
| Talisman || || || <br />
|-<br />
!German <br />
| Talisman || || || {{Cost|1}}<br>Wenn diese Karte im Spiel ist und du eine Nicht-Punktekarte kaufst, die maximal {{Cost|4}} kostet, nimm eine gleiche Karte vom Vorrat.<br />
|-<br />
!Italian <br />
| Talismano || || || <br />
|-<br />
!Japanese <br />
| 護符 (pron. ''gofu'') || || || {{Cost|1}}。 これが場にある間、コスト{{Cost|4}}以下の勝利点以外のカード1枚を購入するとき、それと同じカード1枚を獲得する。<br />
|-<br />
!Polish <br />
| Talizman || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Талисман (pron. ''talisman'') || || ||<br />
|-<br />
!Spanish <br />
| Talismán || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:TalismanArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally this worked on victory cards; you only need to see so many games of Talisman/Gardens to give up on that. Also it cost {{Cost|5}} and only worked on one card per turn, via a "when you spend this" wording.<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 />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Talisman would be a lot more exciting if it could get VP cards somehow, but some people do like it as is. There might have been a good tweak there, dunno.<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 Prosperity}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/Worker%27s_VillageWorker's Village2018-03-15T21:57:47Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{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 Vilage''' is an [[Action]] card from [[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|engines]]—extra actions and +buy. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw a card and get +2 Actions and +1 Buy.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
Worker's Village is one of the stronger villages in the game. Typically, any time you want a village, you are building an engine. And most engines benefit greatly from having extra buys. And getting both from one card is huge, as it frees you up to focus on buying important [[terminal|terminals]] like {{Card|Catacombs}} and {{Card|Monument}}. Obviously this card is rather weak in any [[Big Money]] game as you don't need the actions and the extra buy is rarely going to be useful compared with an extra {{Card|Silver}} in your deck.<br />
<br />
One particularly noteworthy combo for Worker's Village is {{Card|Peddler}}. Buying many Worker's Villages, you will soon be able to play multiple in one turn which will allow you to drain the Peddler pile very quickly. <br />
<br />
=== Synergies/Combos ===<br />
* [[Engines]]<br />
* {{Card|Peddler}} ([[Combo: Worker's Village and Peddler]])<br />
<br />
=== Antisynergies ===<br />
[[Big Money]]<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'''. '''+2 Actions'''. '''+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'''. '''+2 Actions'''. '''+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 || || || '''+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>Love1323https://wiki.dominionstrategy.com/index.php/Worker%27s_VillageWorker's Village2018-03-15T21:57:23Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{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 Vilage''' is an [[Action]] card from [[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|engines]]—extra actions and +buy. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw a card and get +2 Actions and +1 Buy.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
Worker's Village is one of the stronger villages in the game. Typically, any time you want a village, you are building an engine. And most engines benefit greatly from having extra buys. And getting both from one card is huge, as it frees you up to focus on buying important [[terminal|terminals]] like {{Card|Catacombs}} and {{Card|Monument}}. Obviously this card is rather weak in any [[Big Money]] game as you don't need the actions and the extra buy is rarely going to be useful compared with an extra {{Card|Silver}} in your deck.<br />
<br />
One particularly noteworthy combo for Worker's Village is {{Card|Peddler}}. Buying many Worker's Villages, you will soon be able to play multiple in one turn which will allow you to drain the Peddler pile very quickly. <br />
<br />
=== Synergies/Combos ===<br />
* [[Engines]]<br />
* {{Card|Peddler}} ([[Combo: Worker's Village and Peddler]])<br />
<br />
=== Antisynergies ===<br />
[[Big Money]]<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'''. '''+2 Actions'''. '''+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'''. '''+2 Actions'''. '''+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 || || || '''+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>Love1323https://wiki.dominionstrategy.com/index.php/CityCity2018-03-15T21:54:17Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = City<br />
|cost = 5<br />
|type1 = Action<br />
|illustrator = Marco Morte<br />
|text = '''+1 Card<br/>+2 Actions'''<br/>If there are one or more empty Supply piles, '''+1 Card'''. If there are two or more, '''+1 Buy''' and +{{Cost|1}}.<br />
}}<br />
<br />
'''City''' is an [[Action]] card from [[Prosperity]]. It begins as a simple {{Card|Village}}, but grows stronger as [[Supply]] piles are depleted. If another Supply pile is likely to run out anyway, or there is a way to gain cities quickly, this card can be quite strong. However, if those are not present, it is often best to skip City entirely, as by the time it powers up, your opponent has too large a lead. <br />
<br />
Cities will often be referenced with respect to their level of power, corresponding to the bonuses given for empty piles. This is commonly seen as either a 1/2/3 or 0/1/2 format, with the Dominion community [http://forum.dominionstrategy.com/index.php?topic=6687.0 split] fairly evenly on which approach is appropriate. The 1/2/3 system refers to the power level of the City, as seen by the bonuses attained with emptying piles. The 0/1/2 system references either the number of empty piles or a system where one starts counting from 0. Though past usage seems to favor the 1/2/3 system, it is recommended that you make it clear via context if you choose to use one of the systems, at least until a consensus can be reached on how to refer to Cities.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You draw a card and can play two more Actions no matter what. <br />
* If there is just one empty pile in the Supply, you also draw another card. <br />
* If there are two or more empty piles, you both draw another card, and get +{{Cost|1}} and +1 Buy. <br />
* There are no further bonuses if three or more piles are empty. <br />
* This only checks how many piles are empty when you play it; what you got does not change if a pile becomes empty (or non-empty, such as due to {{Card|Ambassador}} from [[Seaside|Dominion: Seaside]]).<br />
* This only counts Supply piles, not non-Supply piles like {{Card|Spoils}} from [[Dark Ages]].<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/12/09/prosperity-city/ Original article] by theory<br />
<br />
Can I start by noting how well-designed this card is, thematically? It’s one of the few Dominion cards that makes perfect thematic sense: Cities start as Villages, but slowly grow and develop...<br />
<br />
City is one of those cards very susceptible to groupthink. The first time anyone gets spanked by the Unstoppable City Stack (“UCS”), they vow that next game they will buy up the Cities themselves. This leads to a City race, which, of course, further powers up the Cities. Maxed-out Cities are absolute juggernauts, easily drawing your deck with bonus money and Buys to boot.<br />
<br />
But before committing to blowing all your {{Cost|5}}′s on Cities, it’s important to identify the situations under which Cities are likely to become anything more than {{Card|Village|Villages}}. Piles run out most frequently in multiplayer games; similarly, Cities will level up quickly when popular cheap cards are available, like {{Card|Fishing Village}}, {{Card|Caravan}}, or {{Card|Peddler}}. ({{Card|Great Hall}} and {{Card|Island}}, too, for although they are not technically super-popular, they are fewer in number in 2-player games, and a great pile to run out as the City player.) This is especially true if your opponents are buying {{Card|Bridge|Bridges}}, {{Card|Talisman|Talismans}}, and other Buy multipliers—though you should also beware them ending the game on piles before you have the chance to deploy the UCS. {{Card|Curse}}-giving attacks are another reason to invest in Cities, by guaranteeing another pile that will inevitably be exhausted.<br />
<br />
Of course, there’s the other question of what to do with all those extra Actions. It makes a lot of sense to accumulate Cities when there are uses for the extra Actions, i.e., worthwhile terminal Actions to pair with it (Bridge, terminal attacks, trash-for-benefits, or +Cards like {{Card|Smithy}}/{{Card|Courtyard}}), and Villages are not available. It also makes sense in {{Card|Colony}} games, where you should have enough time to build up the UCS and pummel opponents with it.<br />
<br />
So when are Cities bad? When the opposite of the above apply. When it doesn’t look like piles are going to be running out, and there aren’t any worthwhile terminals, a player that buys Cities is just spending a ton of money on Villages that become little more than {{Card|Laboratory|Laboratories}} when you buy 10 of them. Meanwhile, your opponent can be buying actual Laboratories instead, pummeling you before your Cities can get anywhere. As mentioned several times before, {{Cost|5}} is an elite tier of Actions. Blowing your money on Cities is just not worth it if your opponents, by buying other powerful {{Cost|5}} Actions, can buy up the Victory cards before your Cities upgrade into something better than a Village.<br />
<br />
There’s a caveat to this rule: it’s easy enough to resist the allure of City if there’s only one opponent buying Cities. But if you’re in a multiplayer game and two players are racing for Cities, you may have little choice other than to get Cities yourself, even if it means contributing to the emptying of the pile. Otherwise they will empty the pile and then hold a huge advantage over you.<br />
<br />
Likewise, if you’re in a City race with your opponent, and the Cities are split somewhat evenly, it is absolutely critical not to be the one to empty the first pile (unless it is the City pile itself), as it gives your opponent first crack at a mega-turn. The difference between drawing 1 and 2 cards is huge. Ideally, you’d like to use a [[gainer]] like {{Card|Ironworks}}, or a card like {{Card|Remodel}} or {{Card|Upgrade}} to empty a pile during your turn so you can be the first to make use of the UCS. {{Card|Ambassador}} can also be used to empty a pile on your turn by gifting the cards to your opponents, especially in multiplayer as you will give out multiple cards with each Ambassador played, allowing you to quickly empty a stack.<br />
<br />
Ironically, when your Cities finally do hit maximum level, you might want to consider winning on piles rather than glamorous Colonies. After all, two piles will already have been emptied; the plethora of Buys your UCS provides might give you the win just by emptying the {{Card|Estate|Estates}} (or another pile), if your opponents haven’t yet built up a significant lead.<br />
<br />
=== Synergies/Combos ===<br />
* Popular Kingdom cards (usually non-terminal; e.g., {{Card|Fishing Village}}, {{Card|Caravan}}, {{Card|Peddler}})<br />
* Mixed Kingdom/Victory cards ({{Card|Great Hall}}, {{Card|Island}}, {{Card|Nobles}}, {{Card|Harem}})<br />
* The existence of worthwhile terminal Actions (especially +Cards)<br />
* Curse-giving attacks<br />
* {{Card|Talisman}} and {{Card|Bridge}} / {{Card|Quarry}}<br />
* Strategies that focus on pile-emptying<br />
* {{Card|Colony}} games<br />
<br />
=== Antisynergies ===<br />
* Unpopular Kingdom piles that aren’t going to empty<br />
* {{Card|Embargo}}<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|CityOld|City}} || {{CardVersionImage|CityDigitalOld|City from Goko/Making Fun}} || '''+1 Card'''. '''+2 Actions'''. If there are one or more empty Supply piles, +1 Card. If there are two or more, +{{Cost|1}} and +1 Buy. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|City|City}} || {{CardVersionImage|CityDigital|City from Shuffle iT}} || '''+1 Card'''. '''+2 Actions'''. If there are one or more empty Supply piles, '''+1 Card'''. If there are two or more, '''+1 Buy''' and +{{Cost|1}}. || 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 />
!Chines <br />
| 都市 || || || '''+1 卡片'''。 '''+2 行動'''。如果有一個或以上的供應區牌堆是空的:'''+1 卡片'''。 如果有兩疊以上的話:'''+1 購買''' 和 +1 {{Cost|1}}。<br />
|- <br />
!Czech <br />
| Město || || || <br />
|-<br />
!Dutch <br />
| Stad || || || <br />
|-<br />
!Finnish <br />
| Kaupunki || || || <br />
|-<br />
!French <br />
| Ville || || || <br />
|-<br />
!German <br />
| Stadt || {{CardVersionImage|City_German-ASS|City german version by ASS}} || || '''+1 Karte'''<br>'''+2 Aktionen'''<br>Wenn genau 1 Vorratsstapel leer ist, zusätzlich:<br>+'''1 Karte'''<br>Wenn 2 oder mehr Vorratstapel leer sind, zusätzlich:<br>+'''1 Karte,''' +{{Cost|1}} '''und '''+'''1 Kauf'''<br />
|-<br />
!Italian <br />
| Città || || || <br />
|-<br />
!Japanese <br />
| 都市 (pron. ''toshi'') || || || '''+1 カードを引く'''。 '''+2 アクション'''。 サプライに空の山がある場合、追加で'''+1 カードを引く'''。2山以上ある場合、さらに追加で'''+1 購入'''、 +{{Cost|1}}。 <br />
|-<br />
!Polish <br />
| Miasto || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Город (pron. ''gorod'') || || || <br />
|-<br />
!Spanish <br />
| Ciudad || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:CityArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text=This art was also used for the box for Carcassonne: The City.<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<br />
|Text=Didn't change from the first version, except for wording. The idea for this card came from the Seaside outtake that cared about the trash, and of course Trade Route. I needed cards in the set that interacted with other players but weren't attacks, so I could have fewer attacks overall (so that Colony would usually be reachable) but still have enough interaction. One thing to do is to look at shared data - the piles. Trade Route cares if a pile isn't full; this cares if a pile is empty. Those were just the two simplest things to check.<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>Love1323https://wiki.dominionstrategy.com/index.php/ContrabandContraband2018-03-15T21:45:51Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Contraband<br />
|cost = 5<br />
|type1 = Treasure<br />
|illustrator = RC Torres<br />
|text = {{Cost|3|l}}<br/>'''+1 Buy'''<br/>When you play this, the player to your left names a card. You can’t buy that card this turn.<br />
}}<br />
'''Contraband''' is a [[Treasure]] card from [[Prosperity]]. It is worth {{Cost|3}}, like Gold, but also gives +buy and costs {{Cost|1}} less. However, it comes with the drawback that you will be prohibited from buying a particular card that your opponent names. Therefore, it is often best when you have multiple choices of cards which you want to buy. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you get {{Cost|3}} and +1 Buy.<br />
* The player to your left names a card, and you cannot buy the named card this turn. <br />
* This does not stop you from gaining the card in ways other than buying it (such as via {{Card|Hoard}}). <br />
* They do not have to name a card in the Supply. <br />
* If you play multiple Contrabands in one turn, the player to your left names a card each time; if they name different cards, you cannot buy any of the named cards this turn. <br />
* If you play Contraband before other Treasures, you hide how much {{Cost}} you will have; however the number of cards left in a player's hand is public information.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/07/10/prosperity-contraband/ Article] by WanderingWinder, edited by theory, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=2938.0 forum]''<br />
<br />
Contraband needs options.<br />
<br />
For example, if you play a standard [[Big Money]]-esque game, where all you want is {{Card|Gold}} and {{Card|Province|Provinces}}, Contraband is very bad. Early on, your opponent will just block you off of Gold, and later, they block you off of Province, which just makes it very difficult to win. And indeed, in any case where you’re really needing one card, it’s not going to be good for you.<br />
<br />
Contraband is also rarely good in multiples, because if one thing doesn’t totally block you, two much more likely will – each Contraband you play means a new thing your opponent can block. So oddly enough, this Treasure tends to be best in an “[[engine]]”, where you play a lot of different Actions, because those tend to have the most different cards that can help you, can make use of the buy, and proscribing one card just isn’t as big a deal.<br />
<br />
Because of the enormous complexity of choices, the card doesn’t simulate so well. So unlike most of my articles, there’s no simulation data backing this stuff up. But lots of thought and experience.<br />
<br />
Before we go any farther, I think it’s important to note a couple of tactical items about playing Contraband. The first is that you don’t have to play it! Many times, in the endgame, you need to be buying a particular card – say a Province. Well, if you can afford the thing anyway, just don’t play the Contraband!<br />
<br />
Second, if you do play the Contraband, play it first, before your other treasures. The less information you give to your opponents, the better, as they can’t know what to proscribe nearly so well. The exception is if you want to trick your opponents — play three Coppers, say “oops”, and then play your Contraband. Your opponent will block Gold, thinking you only have {{Cost|6}}, and then you play another two Coppers to buy a Province. (This may not work so well online, where opponents may notice that you're not using your 'play all Treasures' button.) <br />
<br />
A corollary to this is that Contraband is not so good with the handful of cards that reveal your hand to your opponent. {{Card|Menagerie}} might be the biggest exception here, especially when it goes off, but even it can have some weakness. But cards like {{Card|Hunting Party}}, {{Card|Crossroads}}, and an engine that draws your whole deck are really bad for Contraband, because it gives your opponent a solid insight into what you’re trying to buy with the Contraband.<br />
<br />
=== Playing against Contraband ===<br />
<br />
To play Contraband, you first need to know how to play against it. The most basic way to shut down a Contraband player is to block Gold then Province. This is Contraband’s most fundamental weakness: if you spent {{Cost|5}} on Contraband, that probably means the power {{Cost|5}}′s ({{Card|Laboratory}}, {{Card|Hunting Party}}, {{Card|Witch}}, {{Card|Wharf}}, etc.) aren’t out, so you really need to get to {{Cost|6}}′s to be able to buy Provinces. Being stuck with a whole bunch of {{Cost|3}}′s and {{Cost|4}}′s is not the route to Provinces, generally speaking.<br />
<br />
In other words, as DG notes, as long as Gold is prohibited, the player remains dependent upon the Contraband for {{Cost|}} and might find it difficult to buy essential cards whilst the Contraband is essential currency. As soon as a player has Gold the Contraband is no longer essential currency.<br />
<br />
Sometimes, though, another card is more powerful than Gold early on. This is most common if they are playing an engine deck that needs a lot of Actions: in those situations, you’d rather cut them off from the KEY card they need in their action deck: maybe they’re lacking in [[Smithies]] or other +Cards, +Buy, or perhaps [[Villages]].<br />
<br />
Contraband is even more painful in the endgame, however, especially if the Contraband player is behind. Blocking Provinces is the most obvious, which works regardless of whether you are ahead or behind. But more importantly, there can really come times where Provinces don’t cut it, and they’re going to need a lot of {{Card|Duchy|Duchies}}. Block them from Duchy. I cannot stress enough how important this can be. If they’re going to need lots of {{Card|Silk Road|Silk Roads}} to come back, block them from that. In a great twist of events, if they’ve played a few {{Card|Goons}} with their Contraband, you probably want to block {{Card|Copper}}.<br />
<br />
[http://dominion.isotropic.org/gamelog/201206/19/game-20120619-204543-da3f8807.html Here’s an example] by chwhite where, going into the final turn, his opponent is down 36-43 and plays Contraband with two Colonies remaining. chwhite blocks Province, because if his opponent double-Provinced, the opponent would be up in a [[Penultimate Province Rule|PPC]] situation. Instead, the opponent is forced to take the penultimate Colony and a Duchy, leaving chwhite free to buy the last one instead.<br />
<br />
[http://dominion.isotropic.org/gamelog/201206/09/game-20120609-150918-10cf798a.html Here’s a game] against -Stef- where he uses a Contraband together with his Apothecary engine as basically his entire economy (mine is not so much stronger). The key here is that Apothecary is very very fast, but doesn’t have tons of staying power. So, early on, I block Gold, which is standard. However, I continue doing this for quite a while – indeed, there were multiple occasions where he drew his ENTIRE deck, played Contraband, and I knew he was holding {{Cost|10P}}, and I block Gold.<br />
<br />
Now, why do I block Gold instead of Province when he has {{Cost|10P}} to spend? Well, I could block Provinces later on. More importantly, all the money in his deck was {{Cost|10P}}, and {{Cost|3}} of that was tied up in Contraband, meaning he couldn’t possibly buy a Province without one. If I had blocked Province instead, -Stef- would be able to buy Golds and no longer rely on Contrabands; by blocking Gold, the nature of his engine means he ends up stalling out.<br />
<br />
Then we get to the really interesting part of the game, where I start blocking him on Duchies. He’s behind and needs Duchies to come back. In particular, on Turn 22, I blocked Duchy—he might have had enough for a Province, but if he did, and I blocked Province, he would have won anyway by buying Duchies and Estates. So this is another principle to keep in mind: if you need good luck to win, play for that luck.<br />
<br />
Similarly, when playing from behind, in a situation where they can end the game on three piles, you absolutely need to be able to use that Contraband prohibition on that third pile that they are trying to run out. I’m pretty sure I’ve blocked {{Card|Curse|Curses}} before (though it’s very hard to look for that kind of log). In these situations, you’re very often lost either way, but you need to at least give yourself a chance.<br />
<br />
More generally, beyond the simple “Block Gold Block Province”, you should just keep careful track of your opponent’s potential buying power. If they remake 2 cards, play Contraband, well, they only have 1 card left in hand, and if it’s early enough in the game, there’s a good chance you KNOW they don’t have a Gold – so don’t prohibit a 6-cost, as you already know they can’t buy it. Similarly, if they reveal their hand, for Menagerie, for a {{Card|Bureaucrat}}, for whatever, pay attention. If they put back a card, pay attention to what that is. Pay attention to where they are in their reshuffle, and what they’ve already played/discarded. Most important, pay attention to what’s in their deck. You want to know what they have, so you know what they’re capable of, and you want to know what they want to get, so you can stop them from getting it.<br />
<br />
=== Playing with Contraband ===<br />
<br />
Now that you know how to shut down Contraband, how do you play it?<br />
<br />
The biggest thing is that you need here is, as I said, options. In particular, you need options at the {{Cost|6}}-{{Cost|7}} level. {{Card|Nobles}}, {{Card|Harem}}, {{Card|Hoard}}, {{Card|Goons}}, etc. will all defeat the standard anti-Contraband strategy of blocking Gold every time. Of course, later on, the main thing to block is Province, so [[Alt-VP|alternate VP]] can help a lot too. The important thing here is that you need to maintain some flexibility. If you buy Contraband and then lock yourself into a {{Card|Gardens}} strategy, well, your opponent is just going to block Gardens and the fact that you could buy Province or Gold isn’t very helpful.<br />
<br />
There’s one particular alternate VP synergy I’d like to highlight: {{Card|Fairgrounds}}. Not only is it a nice {{Cost|6}} target, and a good source of alternate VP (potentially exceeding a Province, so even if you are blocked from it you can still buy a Province), but with Fairgrounds you also want to buy pretty much every card on the board. So no matter what they block, there’s going to be something for you to pick up, and the +Buy really, really helps. [http://dominion.isotropic.org/gamelog/201205/24/game-20120524-064325-747b030f.html Here] is a game where I use contraband with a bit of an engine, mostly a big potpourri of stuff, to pump up Fairgrounds and help me win a long game against ddubois. Of course, it also features Nobles, so it’s really a model game for Contraband being a nice card.<br />
<br />
Likewise, {{Card|Vineyard}} works well too. The +Buy helps you grab the Vineyards, you can frequently buy Vineyards on non-Contraband turns, and on Contraband turns you can pick up your choice of Actions.<br />
<br />
Another way of getting “options” is with those buy-one-get-another-free cards: {{Card|Border Village}} and {{Card|Haggler}}. {{Card|Black Market}} functions similarly by giving your opponent three more choices to block, and has the added benefit of getting your Contraband played super early.<br />
<br />
So in general, Contraband needs options. Either this means you have multiple {{Cost|6}} cards to choose from, or it’s not such a big deal that you can’t get one particular card. In an engine, in particular, you often find yourself needing two cheap cards rather than one expensive card. (But the {{Cost|5}} cost is usually a big deterrent, because if you have {{Cost|5}} to spend, why not spend it on an engine part?)<br />
<br />
The other nice kind of card to help Contraband is a trash for benefit card. Stopping you from getting Gold is pretty harsh in the early game, but the real drawback to Contraband is the endgame blocks. I mean, usually, you’re able to pick up a couple components to help you if they block that Gold – two Silvers at least. But losing out on that Province is particularly painful. With a trash-for-benefit, you can get some good use out of Contraband early on and then trash it in the endgame. Its high cost becomes a boon: {{Card|Salvager}}, {{Card|Apprentice}}, {{Card|Expand}}, etc. all perform nicely with Contraband for fuel.<br />
<br />
Overall, it’s not a very good card, but a lot better than the plague some people tend to think it is, in the right circumstances. And the kind of game it can create is a lot of fun, and can make for quite a lot of skill, and a kind of skill you don’t get out of many other Dominion cards.<br />
=== Synergies/Combos ===<br />
* Flexibility!<br />
* Trash-for-benefit: {{Card|Apprentice}}, {{Card|Upgrade}}, {{Card|Salvager}}, {{Card|Expand}}<br />
* Options at the {{Cost|6}}-{{Cost|7}} level: {{Card|Hoard}}, {{Card|Harem}}, {{Card|Nobles}}, {{Card|Goons}}<br />
* {{Card|Quarry}}<br />
* {{Card|Horn of Plenty}}<br />
* [[Alt-VP|Alternate VP]]: especially {{Card|Fairgrounds}}, {{Card|Vineyard|Vineyards}}<br />
* [[Event|Events]] - your opponents can't block events at all<br />
* Engines where you aren’t drawing your whole deck and you aren’t stuck to needing one particular component<br />
<br />
=== Antisynergies ===<br />
* Hand-revealers: {{Card|Hunting Party}}, {{Card|Menagerie}}, {{Card|Crossroads}}<br />
* Getting stuck needing one thing (a la a lot of [[Big Money]] strategies), especially games where you need Golds<br />
* Other Contrabands (if you are having problems with your first Contraband, the answer is not more Contrabands!)<br />
* {{Card|Venture}} (which can force you to play it at an inopportune moment)<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|ContrabandOld|Contraband}} || {{CardVersionImage|ContrabandDigitalOld|Contraband from Goko/Making Fun}} || {{Cost|3}}. '''+1 Buy'''. When you play this, the player to your left names a card. You can’t buy that card this turn. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Contraband|Contraband}} || {{CardVersionImage|ContrabandDigital|Contraband from Shuffle iT}} || {{Cost|3}}. '''+1 Buy'''. When you play this, the player to your left names a card. You can’t buy that card this turn. || 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 />
| 違禁品 || || || '''+1 購買'''當你打出此卡時,你左邊的玩家可以指名一張卡,你這回合不能購買該卡。<br />
|-<br />
!Czech <br />
| Kontraband || || || <br />
|-<br />
!Dutch <br />
| Smokkelwaar || || || <br />
|-<br />
!Finnish <br />
| Hämärät varat (lit. ''murky assets'') || || || <br />
|-<br />
!French <br />
| Contrebande || || || <br />
|-<br />
!German <br />
| Schmuggelware || || || {{Cost|3}}<br>'''+1 Kauf'''<br>Wenn du diese Karte ausspielst, nennt dein linker Mitspieler eine Karte. Diese Karte darfst du in diesem Zug nicht kaufen.<br />
|-<br />
!Italian <br />
| Contrabbando || || || <br />
|-<br />
!Japanese <br />
| 禁制品 (pron. ''kinseihin'') || || || {{Cost|3}}。 '''+1 購入'''。 左隣のプレイヤーはカード1枚を指定する。このターン、あなたはそのカードを購入できない。 <br />
|-<br />
!Polish <br />
| Kontrabanda || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Контрабанда (pron. ''kontrabanda'') || || || <br />
|-<br />
!Spanish <br />
| Contrabando || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ContrabandArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Another card that didn't change from the first version, except for a wording tweak.<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>Love1323https://wiki.dominionstrategy.com/index.php/MonumentMonument2018-03-15T21:44:04Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Monument<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Julien Delval<br />
|text = +{{Cost|2}}<br/>'''+1'''{{VP}}<br />
}}<br />
'''Monument''' is an [[Action]] card from [[Prosperity]]. It is one of the three Prosperity cards which utilize {{VP}} [[VP token|token]]s, along with {{Card|Bishop}} and {{Card|Goons}}. It is a [[terminal silver]] which grants a single {{VP}} token on play. It is strong both in [[big money]], where it supplies a steady stream of points, and in [[engine|engines]], where it can be played repeatedly to generate large numbers of {{VP}} tokens. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You get +{{Cost|2}} and take a {{VP}} token.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/18/prosperity-monument/ Original article] by theory<br />
<br />
Despite having one of the most awesome card images, Monument is one of the most boring cards. It’s not bad: the VP token power is good, and can really add up. Certainly if there are no better [[terminal|terminals]], then opening Monument/Silver is definitely better than Silver/Silver.<br />
<br />
But the problem is that it competes with so much other stuff. If there aren’t any +Actions, then it has a pretty bad claim to be one of your terminal Actions. Even if there are, so many other {{Cost|4}} cards offer more interesting (and more stackable) powers. {{Card|Militia|Militias}} and {{Card|Cutpurse|Cutpurses}} provide nearly the same benefit while crippling your opponents; {{Card|Salvager}}/{{Card|Remodel}}/{{Card|Bishop}}/{{Card|Island}} trim your deck; {{Card|Baron}}/{{Card|Mining Village}} can catapult you to {{Cost|5}} and {{Cost|6}} before your opponents. (Monument is generally better than {{Card|Scout}} and {{Card|Spy}} … but then again, what isn’t?)<br />
<br />
Its unique perk is that it’s the only +{{VP}} card that really works well with {{Card|Throne Room}} / {{Card|King's Court}}. A Throned or Kinged {{Card|Bishop}} usually just runs out of stuff to trash, whereas Throned and Kinged {{Card|Goons}} are a bit of waste, since it only adds to the +Buy and not the +{{VP}}.<br />
<br />
Naturally, Monument is nicer the earlier you buy it. It’s probably worth buying in the early game if there aren’t any other good options. Mid-game, it’s a good pickup if you’re feeling like you have Actions to burn and want to get some tiebreaker points. Late-game, it might be too late and you might be better off buying {{Card|Estate|Estates}}/{{Card|Gardens}} with your {{Cost|4}}. (Unless, of course, you have a {{Card|Royal Seal}} / {{Card|Watchtower}} and can play it on the next turn, preferably Kinged or Throned.) And it works best in thin decks, where you can play it as often as possible.<br />
<br />
Monument is stronger in deck-drawing engines with enough actions to play them, as it can be played every turn, and can add VP without clogging the engine. This effect can be magnified with Throne Room and King's Court. Although typically not as strong as engines based on Goons or Bishop, under certain circumstances Monument alone can build a viable VP-token engine. Such approaches are more attractive if cards like {{Card|Rabble}} which punish Victory Cards are on the board. Monument-based engines can also secure a win in the case of a [[pin]] or near-pin. Usually though, even in these engines, a better approach is to see Monument as a supplement to buying Provinces.<br />
=== Synergies/Combos ===<br />
* {{Card|Prince}}<br />
* {{Card|Throne Room}} / {{Card|King's Court}}<br />
* Very long games / thin decks (both being situations where you can play it often)<br />
<br />
=== Antisynergies ===<br />
* The existence of more attractive {{Cost|4}} Actions<br />
* The existence of more attractive terminal Actions in a set without +Actions<br />
* Sets that lead to fast games (e.g., {{Card|Chapel}}, {{Card|Gardens}}, {{Card|Wharf}})<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MonumentOld|Monument}} || {{CardVersionImage|MonumentDigitalOld|Monument from Goko/Making Fun}} || +{{Cost|2}}. '''+1'''{{VP}}. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Monument|Monument}} || {{CardVersionImage|MonumentDigital|Monument from Shuffle iT}} || +{{Cost|2}}. '''+1'''{{VP}}. || 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 />
| 紀念碑 || || || '''+{{Cost|2}}'''<br>'''+1{{VP}}'''<br />
|-<br />
!Czech <br />
| Památník || || || <br />
|-<br />
!Dutch <br />
| Monument || || || <br />
|-<br />
!Finnish <br />
| Monumentti || || || <br />
|-<br />
!French <br />
| Monument || || || <br />
|-<br />
!German <br />
| Denkmal || || || '''+{{Cost|2}}'''<br>'''+1{{VP}}-Marker'''<br />
|-<br />
!Italian <br />
| Monumento || || || <br />
|-<br />
!Japanese <br />
| 記念碑 (pron. ''kinenhi'') || || || +{{Cost|2}}。 +'''1'''{{VP}}。<br />
|-<br />
!Polish <br />
| Monument || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Памятник (pron. ''pamyatnik'') || || || <br />
|-<br />
!Spanish <br />
| Monumento || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MonumentArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally you tracked VP with Coppers from the supply. You set aside a Copper; at the end of the game it was worth 1 VP. Also the first tested version did not have +{{Cost|2}}. It got that in order to be playable. After Seaside it was clear this would use tokens, so I rephrased it, and eventually added more VP token cards so it wouldn't be lonely. Late in the going I realized it could be phrased as "+1 VP" rather than "Take a VP token."<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>Love1323https://wiki.dominionstrategy.com/index.php/MonumentMonument2018-03-15T21:43:41Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Monument<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Julien Delval<br />
|text = +{{Cost|2}}<br/>'''+1'''{{VP}}<br />
}}<br />
'''Monument''' is an [[Action]] card from [[Prosperity]]. It is one of the three Prosperity cards which utilize {{VP}} [[VP token|token]]s, along with {{Card|Bishop}} and {{Card|Goons}}. It is a [[terminal silver]] which grants a single {{VP}} token on play. It is strong both in [[big money]], where it supplies a steady stream of points, and in [[engine|engines]], where it can be played repeatedly to generate large numbers of {{VP}} tokens. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You get +{{Cost|2}} and take a {{VP}} token.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/18/prosperity-monument/ Original article] by theory<br />
<br />
Despite having one of the most awesome card images, Monument is one of the most boring cards. It’s not bad: the VP token power is good, and can really add up. Certainly if there are no better [[terminal|terminals]], then opening Monument/Silver is definitely better than Silver/Silver.<br />
<br />
But the problem is that it competes with so much other stuff. If there aren’t any +Actions, then it has a pretty bad claim to be one of your terminal Actions. Even if there are, so many other {{Cost|4}} cards offer more interesting (and more stackable) powers. {{Card|Militia|Militias}} and {{Card|Cutpurse|Cutpurses}} provide nearly the same benefit while crippling your opponents; {{Card|Salvager}}/{{Card|Remodel}}/{{Card|Bishop}}/{{Card|Island}} trim your deck; {{Card|Baron}}/{{Card|Mining Village}} can catapult you to {{Cost|5}} and {{Cost|6}} before your opponents. (Monument is generally better than {{Card|Scout}} and {{Card|Spy}} … but then again, what isn’t?)<br />
<br />
Its unique perk is that it’s the only +{{VP}} card that really works well with {{Card|Throne Room}} / {{Card|King's Court}}. A Throned or Kinged {{Card|Bishop}} usually just runs out of stuff to trash, whereas Throned and Kinged {{Card|Goons}} are a bit of waste, since it only adds to the +Buy and not the +{{VP}}.<br />
<br />
Naturally, Monument is nicer the earlier you buy it. It’s probably worth buying in the early game if there aren’t any other good options. Mid-game, it’s a good pickup if you’re feeling like you have Actions to burn and want to get some tiebreaker points. Late-game, it might be too late and you might be better off buying {{Card|Estate|Estates}}/{{Card|Gardens}} with your {{Cost|4}}. (Unless, of course, you have a {{Card|Royal Seal}} / {{Card|Watchtower}} and can play it on the next turn, preferably Kinged or Throned.) And it works best in thin decks, where you can play it as often as possible.<br />
<br />
Monument is stronger in deck-drawing engines with enough actions to play them, as it can be played every turn, and can add VP without clogging the engine. This effect can be magnified with Throne Room and King's Court. Although typically not as strong as engines based on Goons or Bishop, under certain circumstances Monument alone can build a viable VP-token engine. Such approaches are more attractive if cards like {{Card|Rabble}} which punish Victory Cards are on the board. Monument-based engines can also secure a win in the case of a [[pin]] or near-pin. Usually though, even in these engines, a better approach is to see Monument as a supplement to buying Provinces.<br />
=== Synergies/Combos ===<br />
* {{Card|Prince}}<br />
* {{Card|Throne Room}} / {{Card|King's Court}}<br />
* Very long games / thin decks (both being situations where you can play it often)<br />
<br />
=== Antisynergies ===<br />
* The existence of more attractive {{Cost|4}} Actions<br />
* The existence of more attractive terminal Actions in a set without +Actions<br />
* Sets that lead to fast games (e.g., {{Card|Chapel}}, {{Card|Gardens}}, {{Card|Wharf}})<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MonumentOld|Monument}} || {{CardVersionImage|MonumentDigitalOld|Monument from Goko/Making Fun}} || +{{Cost|2}}. '''+1'''{{VP}}. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Monument|Monument}} || {{CardVersionImage|MonumentDigital|Monument from Shuffle iT}} || +{{Cost|2}}. '''+1'''{{VP}}. || 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 />
| 紀念碑 || || || '''+{{Cost|2}}'''<br>'''+1{{VP}}-Marker'''<br />
|-<br />
!Czech <br />
| Památník || || || <br />
|-<br />
!Dutch <br />
| Monument || || || <br />
|-<br />
!Finnish <br />
| Monumentti || || || <br />
|-<br />
!French <br />
| Monument || || || <br />
|-<br />
!German <br />
| Denkmal || || || '''+{{Cost|2}}'''<br>'''+1{{VP}}-Marker'''<br />
|-<br />
!Italian <br />
| Monumento || || || <br />
|-<br />
!Japanese <br />
| 記念碑 (pron. ''kinenhi'') || || || +{{Cost|2}}。 +'''1'''{{VP}}。<br />
|-<br />
!Polish <br />
| Monument || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Памятник (pron. ''pamyatnik'') || || || <br />
|-<br />
!Spanish <br />
| Monumento || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MonumentArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Originally you tracked VP with Coppers from the supply. You set aside a Copper; at the end of the game it was worth 1 VP. Also the first tested version did not have +{{Cost|2}}. It got that in order to be playable. After Seaside it was clear this would use tokens, so I rephrased it, and eventually added more VP token cards so it wouldn't be lonely. Late in the going I realized it could be phrased as "+1 VP" rather than "Take a VP token."<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>Love1323https://wiki.dominionstrategy.com/index.php/BishopBishop2018-03-15T21:41:52Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bishop<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Rom<br />
|text = +{{Cost|1}}<br/>'''+1'''{{VP}}<br/>Trash a card from your hand. '''+1'''{{VP}} per {{Cost|2}} it costs (round down). Each other player may trash a card from their hand.<br />
}}<br />
'''Bishop''' is an [[Action]] card from [[Prosperity]]. It is one of the three Prosperity cards which utilize [[VP token|VP tokens]], along with {{Card|Goons}} and {{Card|Monument}}. Bishop allows you to [[trash]] a card and gain points proportional to its cost, but allows your opponents to trash a card as well, which can potentially be highly valuable to them in setting up a strong [[engine]] quickly. Bishop can enable a strategy known as the [[Golden Deck]], wherein each turn you trash one {{Card|Province}} with Bishop and have enough {{Cost|}} to buy another, scoring +5{{VP}} for each one trashed, until the Province supply is exhausted and the game ends.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Trashing a card is optional for the other players but mandatory for you. <br />
* If players care about the order things happen for this, you trash a card first, then each other player may trash a card, in turn order. <br />
* Only the player who played Bishop can get {{VP}} tokens from it. <br />
* {{Cost|P}} and {{Debt}} in costs is ignored, for example if you trash {{Card|Golem}} (from [[Alchemy|Dominion: Alchemy]]), which costs {{Cost|4P}}, you get 3{{VP}} total. <br />
* If you have no cards left in hand to trash, you still get the {{Cost|1}} and 1{{VP}}.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/18/prosperity-bishop/ Original article] by theory<br />
<br />
Bishop is a rather complex card, doing a lot of things at once. On some boards it can be a game-changer, and on others it can be a dangerous pitfall. Bishop's benefit to you is exceptionally strong for costing {{Cost|4}}, but the benefit is offset by allowing an opponent to trash a card (for free, without using up a card or action to do the trashing).<br />
<br />
There’s two ways to view Bishop. The first is by lumping it with {{Card|Salvager}} and {{Card|Remodel}}, as a {{Cost|4}}-cost, single-card [[trasher]] that provides some kind of benefit. (In this sense, {{Card|Island}} is a bit like a one-time version of Bishop: it provides 2{{VP}} + the value of the Island card, but Bishop’s ability scales upward and can be used multiple times.) From this vantage, Bishop is just another deck-trimmer that isn’t quite as fast as {{Card|Chapel}} but provides a little ancillary benefit while trashing. Its +{{Cost|1}} is more useful than one might think; the worst possible opening draw with Salvager is 4 Coppers and 1 Salvager, especially if there are key {{Cost|4}} cards to buy. Bishop doesn’t have this problem.<br />
<br />
The alternative is to view Bishop with {{Card|Goons}} and/or {{Card|Monument}} as a different strategy altogether. This approach eschews Victory cards, instead focusing on buying crappy cards with Goons for {{VP}} tokens, then trashing them with Bishop for more {{VP}} tokens. If your opponent can’t end the game, you can happily collect {{VP}} in perpetuity. This approach depends heavily on +Actions and some way to get through your deck.<br />
<br />
Alternatively, with {{Card|Talisman}}, {{Card|Rats}} or {{Card|Hoard}}, you can gain a ton of fuel for your Bishops. Trashing Estates and Duchies with Bishop is usually a win-win: you (mostly) break even on {{VP}}, while trimming your deck. Trashing Provinces is equivalent to trashing an estate through regular means (you gain 5{{VP}} off of trashing it, but lose the 6{{VP}} that the card was worth and have 1 less junk card in your deck.)<br />
<br />
Bishop is also central to a class of strategies called the [[Golden Deck]]. In a Golden Deck, the goal is to trash your hand down to the point where you can guarantee that you'll be able to trash a Province or Colony each turn while buying a new one to replace it, thus netting 5 or 6{{VP}} per turn while draining the respective Victory pile very quickly. The trashing from Bishop is too slow to achieve this on its own, but when paired with another strong trasher like {{Card|Chapel}}, it can be done very quickly. <br />
<br />
=== When Bishop does not benefit the opponent ===<br />
Bishop is stronger if your opponent is pursuing a card-rich strategy like {{Card|Gardens}} or especially {{Card|Silk Road}}. In this case, the trashing is unlikely to benefit your opponent much: trashing Copper or Estates can actively harm their strategy.<br />
<br />
Bishop sometimes works slightly better when your opponent is playing a [[big money]] strategy: these strategies benefit less from the trashing of copper, although early in the game, they are likely to get a modest boost from the trashing of Estates. Certain alt-treasure, like {{Card|Venture}} and {{Card|Fool's Gold}}, change this, however, as these cards benefit greatly from increased concentration in the deck.<br />
<br />
=== Weaknesses of Bishop ===<br />
Bishop is weakest when your opponent benefits most from the trashing.<br />
<br />
One of the worst scenarios for this card is when you have weighed down your opponents with {{Card|Curse|Curses}} and {{Card|Copper|Coppers}}, since they derive more benefit than you out of the trashing. Bishop can also be very problematic if your opponent is trying to construct an [[engine]], as the added trashing can make an engine viable on a board where it normally wouldn't be, such as in the absence of strong trashing. Any card that benefits from increased concentration in the deck, such as {{Card|Venture}}, {{Card|Conspirator}}, {{Card|Minion}}, or {{Card|Fool's Gold}}, will benefit more from the trashing.<br />
<br />
In the early game, there’s often a tension over who has to buy Bishop. This is because if there are other useful {{Cost|4}} cards (or other, more important terminal Actions of any cost), then neither side wants to be the one who buys the Bishop, letting the other player trim his deck for free. It can be a bit of a volunteer’s dilemma.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Chapel}} <br />
* {{Card|Fortress}}<br />
* {{Card|Goons}}, as part of an overall {{VP}} strategy<br />
* {{Card|Bridge}} / {{Card|Peddler}} / {{Card|Quarry}}, because of the cost differential (buy a Peddler for {{Cost|0}}, trash it for 5{{VP}})<br />
* {{Card|Hoard}}, {{Card|Rats}} or {{Card|Talisman}}, for Bishop fodder<br />
<br />
=== Antisynergies ===<br />
* Opponents’ handsize-reduction attacks (e.g., {{Card|Militia}})<br />
* Your own Curse-giving attacks<br />
* Odd-cost cards and {{Cost|P}}-cost cards<br />
* Opponents' [[engines]]<br />
* Opponents' cards that benefit from increased concentration in the deck, like {{Card|Venture}}, {{Card|Conspirator}}, {{Card|Minion}}, or {{Card|Fool's Gold}}.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|BishopOld|Bishop}} || {{CardVersionImage|BishopDigitalOld|Bishop from Goko/Making Fun}} || +{{Cost|1}}. '''+1'''{{VP}}. Trash a card from your hand. +{{VP}} equal to half its cost in {{Cost|}}, rounded down. Each other player may trash a card from his hand. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Bishop|Bishop}} || {{CardVersionImage|BishopDigital|Bishop from Shuffle iT}} || +{{Cost|1}}. '''+1'''{{VP}}. Trash a card from your hand. '''+1'''{{VP}} per {{Cost|2}} it costs (round down). Each other player may trash a card from their hand. || 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 />
| 主教 || || ||'''+{{Cost|1}}''' 移除手上的一張卡,那張卡每價值{{Cost|2}}則獲得1{{VP}}(無條件捨去)。其它每位玩家可以移除手上的一張卡。<br />
|-<br />
!Czech <br />
| Biskup || || || <br />
|-<br />
!Dutch <br />
| Bisschop || || || <br />
|-<br />
!Finnish <br />
| Piispa || || || <br />
|-<br />
!French <br />
| Évêque || || || <br />
|-<br />
!German <br />
| Bischof || {{CardVersionImage|Bishop German-ASS|German language Bishop}} || || '''+{{Cost|1}}'''<br>'''+1{{VP}}-Marker'''<br>Entsorge eine Handkarte.<br>Lege halb so viele {{VP}}-Marker auf dein Spieler-Tableau, wie die entsorgte Karte gekostet hat (abgerundet).<br>Jeder Mitspieler darf eine Handkarte entsorgen.<br />
|-<br />
!Italian <br />
| Vescovo || || || <br />
|-<br />
!Japanese <br />
| 司教 (pron. ''shikyō'') || || || +{{Cost|1}}。 +'''1'''{{VP}}。 手札1枚を廃棄する。そのコスト{{Cost|2}}(端数切り捨て)につき+'''1'''{{VP}}。他のプレイヤーは全員、手札1枚を廃棄してもよい。<br />
|-<br />
!Polish <br />
| Biskup || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Епископ (pron. ''yepiskop'') || || || <br />
|-<br />
!Spanish <br />
| Obispo || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:BishopArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=When Prosperity got delayed, I got extra time to make changes. I decided, why not take out the worst card? At the same time I wanted more cards that used the VP tokens, so they'd seem less gratuitous. I tried a few different cards in this slot and liked Bishop the best.<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>Love1323https://wiki.dominionstrategy.com/index.php/BishopBishop2018-03-15T21:41:22Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Bishop<br />
|cost = 4<br />
|type1 = Action<br />
|illustrator = Rom<br />
|text = +{{Cost|1}}<br/>'''+1'''{{VP}}<br/>Trash a card from your hand. '''+1'''{{VP}} per {{Cost|2}} it costs (round down). Each other player may trash a card from their hand.<br />
}}<br />
'''Bishop''' is an [[Action]] card from [[Prosperity]]. It is one of the three Prosperity cards which utilize [[VP token|VP tokens]], along with {{Card|Goons}} and {{Card|Monument}}. Bishop allows you to [[trash]] a card and gain points proportional to its cost, but allows your opponents to trash a card as well, which can potentially be highly valuable to them in setting up a strong [[engine]] quickly. Bishop can enable a strategy known as the [[Golden Deck]], wherein each turn you trash one {{Card|Province}} with Bishop and have enough {{Cost|}} to buy another, scoring +5{{VP}} for each one trashed, until the Province supply is exhausted and the game ends.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Trashing a card is optional for the other players but mandatory for you. <br />
* If players care about the order things happen for this, you trash a card first, then each other player may trash a card, in turn order. <br />
* Only the player who played Bishop can get {{VP}} tokens from it. <br />
* {{Cost|P}} and {{Debt}} in costs is ignored, for example if you trash {{Card|Golem}} (from [[Alchemy|Dominion: Alchemy]]), which costs {{Cost|4P}}, you get 3{{VP}} total. <br />
* If you have no cards left in hand to trash, you still get the {{Cost|1}} and 1{{VP}}.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/18/prosperity-bishop/ Original article] by theory<br />
<br />
Bishop is a rather complex card, doing a lot of things at once. On some boards it can be a game-changer, and on others it can be a dangerous pitfall. Bishop's benefit to you is exceptionally strong for costing {{Cost|4}}, but the benefit is offset by allowing an opponent to trash a card (for free, without using up a card or action to do the trashing).<br />
<br />
There’s two ways to view Bishop. The first is by lumping it with {{Card|Salvager}} and {{Card|Remodel}}, as a {{Cost|4}}-cost, single-card [[trasher]] that provides some kind of benefit. (In this sense, {{Card|Island}} is a bit like a one-time version of Bishop: it provides 2{{VP}} + the value of the Island card, but Bishop’s ability scales upward and can be used multiple times.) From this vantage, Bishop is just another deck-trimmer that isn’t quite as fast as {{Card|Chapel}} but provides a little ancillary benefit while trashing. Its +{{Cost|1}} is more useful than one might think; the worst possible opening draw with Salvager is 4 Coppers and 1 Salvager, especially if there are key {{Cost|4}} cards to buy. Bishop doesn’t have this problem.<br />
<br />
The alternative is to view Bishop with {{Card|Goons}} and/or {{Card|Monument}} as a different strategy altogether. This approach eschews Victory cards, instead focusing on buying crappy cards with Goons for {{VP}} tokens, then trashing them with Bishop for more {{VP}} tokens. If your opponent can’t end the game, you can happily collect {{VP}} in perpetuity. This approach depends heavily on +Actions and some way to get through your deck.<br />
<br />
Alternatively, with {{Card|Talisman}}, {{Card|Rats}} or {{Card|Hoard}}, you can gain a ton of fuel for your Bishops. Trashing Estates and Duchies with Bishop is usually a win-win: you (mostly) break even on {{VP}}, while trimming your deck. Trashing Provinces is equivalent to trashing an estate through regular means (you gain 5{{VP}} off of trashing it, but lose the 6{{VP}} that the card was worth and have 1 less junk card in your deck.)<br />
<br />
Bishop is also central to a class of strategies called the [[Golden Deck]]. In a Golden Deck, the goal is to trash your hand down to the point where you can guarantee that you'll be able to trash a Province or Colony each turn while buying a new one to replace it, thus netting 5 or 6{{VP}} per turn while draining the respective Victory pile very quickly. The trashing from Bishop is too slow to achieve this on its own, but when paired with another strong trasher like {{Card|Chapel}}, it can be done very quickly. <br />
<br />
=== When Bishop does not benefit the opponent ===<br />
Bishop is stronger if your opponent is pursuing a card-rich strategy like {{Card|Gardens}} or especially {{Card|Silk Road}}. In this case, the trashing is unlikely to benefit your opponent much: trashing Copper or Estates can actively harm their strategy.<br />
<br />
Bishop sometimes works slightly better when your opponent is playing a [[big money]] strategy: these strategies benefit less from the trashing of copper, although early in the game, they are likely to get a modest boost from the trashing of Estates. Certain alt-treasure, like {{Card|Venture}} and {{Card|Fool's Gold}}, change this, however, as these cards benefit greatly from increased concentration in the deck.<br />
<br />
=== Weaknesses of Bishop ===<br />
Bishop is weakest when your opponent benefits most from the trashing.<br />
<br />
One of the worst scenarios for this card is when you have weighed down your opponents with {{Card|Curse|Curses}} and {{Card|Copper|Coppers}}, since they derive more benefit than you out of the trashing. Bishop can also be very problematic if your opponent is trying to construct an [[engine]], as the added trashing can make an engine viable on a board where it normally wouldn't be, such as in the absence of strong trashing. Any card that benefits from increased concentration in the deck, such as {{Card|Venture}}, {{Card|Conspirator}}, {{Card|Minion}}, or {{Card|Fool's Gold}}, will benefit more from the trashing.<br />
<br />
In the early game, there’s often a tension over who has to buy Bishop. This is because if there are other useful {{Cost|4}} cards (or other, more important terminal Actions of any cost), then neither side wants to be the one who buys the Bishop, letting the other player trim his deck for free. It can be a bit of a volunteer’s dilemma.<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Chapel}} <br />
* {{Card|Fortress}}<br />
* {{Card|Goons}}, as part of an overall {{VP}} strategy<br />
* {{Card|Bridge}} / {{Card|Peddler}} / {{Card|Quarry}}, because of the cost differential (buy a Peddler for {{Cost|0}}, trash it for 5{{VP}})<br />
* {{Card|Hoard}}, {{Card|Rats}} or {{Card|Talisman}}, for Bishop fodder<br />
<br />
=== Antisynergies ===<br />
* Opponents’ handsize-reduction attacks (e.g., {{Card|Militia}})<br />
* Your own Curse-giving attacks<br />
* Odd-cost cards and {{Cost|P}}-cost cards<br />
* Opponents' [[engines]]<br />
* Opponents' cards that benefit from increased concentration in the deck, like {{Card|Venture}}, {{Card|Conspirator}}, {{Card|Minion}}, or {{Card|Fool's Gold}}.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|BishopOld|Bishop}} || {{CardVersionImage|BishopDigitalOld|Bishop from Goko/Making Fun}} || +{{Cost|1}}. '''+1'''{{VP}}. Trash a card from your hand. +{{VP}} equal to half its cost in {{Cost|}}, rounded down. Each other player may trash a card from his hand. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Bishop|Bishop}} || {{CardVersionImage|BishopDigital|Bishop from Shuffle iT}} || +{{Cost|1}}. '''+1'''{{VP}}. Trash a card from your hand. '''+1'''{{VP}} per {{Cost|2}} it costs (round down). Each other player may trash a card from their hand. || 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 />
| 主教 || || ||'''+{{Cost|1}}''' 移除手上的一張卡,那張卡每價值{{Cost|2}}則獲得{{VP}}(無條件捨去)。其它每位玩家可以移除手上的一張卡。<br />
|-<br />
!Czech <br />
| Biskup || || || <br />
|-<br />
!Dutch <br />
| Bisschop || || || <br />
|-<br />
!Finnish <br />
| Piispa || || || <br />
|-<br />
!French <br />
| Évêque || || || <br />
|-<br />
!German <br />
| Bischof || {{CardVersionImage|Bishop German-ASS|German language Bishop}} || || '''+{{Cost|1}}'''<br>'''+1{{VP}}-Marker'''<br>Entsorge eine Handkarte.<br>Lege halb so viele {{VP}}-Marker auf dein Spieler-Tableau, wie die entsorgte Karte gekostet hat (abgerundet).<br>Jeder Mitspieler darf eine Handkarte entsorgen.<br />
|-<br />
!Italian <br />
| Vescovo || || || <br />
|-<br />
!Japanese <br />
| 司教 (pron. ''shikyō'') || || || +{{Cost|1}}。 +'''1'''{{VP}}。 手札1枚を廃棄する。そのコスト{{Cost|2}}(端数切り捨て)につき+'''1'''{{VP}}。他のプレイヤーは全員、手札1枚を廃棄してもよい。<br />
|-<br />
!Polish <br />
| Biskup || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Епископ (pron. ''yepiskop'') || || || <br />
|-<br />
!Spanish <br />
| Obispo || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:BishopArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=When Prosperity got delayed, I got extra time to make changes. I decided, why not take out the worst card? At the same time I wanted more cards that used the VP tokens, so they'd seem less gratuitous. I tried a few different cards in this slot and liked Bishop the best.<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>Love1323https://wiki.dominionstrategy.com/index.php/WatchtowerWatchtower2018-03-15T21:38:22Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Watchtower<br />
|cost = 3<br />
|type1 = Action<br />
|type2 = Reaction<br />
|illustrator = Rick Hershey<br />
|text = Draw until you have 6 cards in hand.<br />
|text2 = When you gain a card, you may reveal this from your hand, to either trash that card or put it onto your deck.<br />
}}<br />
'''Watchtower''' is an [[Action]]–[[Reaction]] card from [[Prosperity]]. It is useful in certain [[engine|engines]] and as a defense against many attacks—its Action effect defends against [[handsize attack|handsize attacks]] and its reaction against [[junking attack|junking attacks]]. It reacts any time a card is gained, including when you gain one during your or another player's turn, allowing you to trash the card or put it on top of your deck. In some situations this will allow you to use the new card on your current turn (or at least the very next turn).<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you draw cards one at a time until you have 6 cards in hand. <br />
* If you have 6 or more cards in hand already, you don't draw any cards. <br />
* When you gain a card, directly afterwards, you may reveal Watchtower from your hand, to either trash the gained card or put it on top of your deck (with Watchtower staying in your hand). <br />
* You may reveal Watchtower whether you gained the card due to buying it, or gained it some other way, such as with {{Card|Expand}} or {{Card|Mountebank}}. <br />
* You may reveal Watchtower each time you gain a card, and each gain is a separate decision; for example if another player plays Mountebank, you may reveal Watchtower to trash both the {{Card|Copper}} and {{Card|Curse}}, or just one, or trash one and put the other on your deck, and so on. <br />
* Cards trashed with Watchtower were still gained; they were just immediately trashed afterwards. <br />
* If a gained card is going somewhere other than to your discard pile, such as a card gained with {{Card|Mine}}, you can still use Watchtower to trash it or put it on your deck.<br />
=== Other Rules clarifications ===<br />
* Trashing a card with Watchtower does not prevent on-gain effects from happening.<br />
* Watchtower's topdecking happens after the gain happens; the card still visits the discard pile, or whatever location it was gained to.<br />
* Watchtower's topdecking has the same timing as on-gain effects, so for example you could choose to topdeck {{Card|Death Cart}} before gaining the 2 [[Ruins]].<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/16/prosperity-watchtower/ Original article] by theory''<br />
<br />
At {{Cost|3}}, Watchtower was the most expensive [[Reaction]] until the release of [[Cornucopia]], but well worth the price. It is one of the most versatile cards in the game, and one of the few Actions that provides a benefit even without playing it.<br />
<br />
First, and most obviously, Watchtower is a devastating defense card against Curse-givers. Not only does it block the Curse from entering your deck, it actually trashes the Curse, meaning that an attack-heavy opponent will soon find himself running out of Curses to give. (Compare to {{Card|Moat}}, which, against a {{Card|Witch}}-heavy player, only delays the inevitable.) Although it provides no defense against “deck-inspection” attacks (e.g. {{Card|Spy}}, {{Card|Thief}}, {{Card|Pirate Ship}}, {{Card|Rabble}}), it does subtly defend against handsize-reduction attacks by allowing you to draw back up to 6.<br />
<br />
Second, if you’re willing to hold onto Watchtower and not play it, it works as a mini-{{Card|Royal Seal}}, minus the {{Cost|2}}. There are some ridiculous ways to take advantage of this; most powerful is probably playing a {{Card|Talisman}}, buying a {{Card|Treasure Map}}, gaining another one, and putting them both on the deck! More commonly, you can buy something like Village/Smithy or {{Card|Throne Room}}/[some other action] and ensure that you draw them together next turn. Even when you just have one buy, Watchtower can make sure you play important attack cards before your opponent gets a chance to.<br />
<br />
Third, and this is a very specialized use, Watchtower greatly increases the power of {{Card|Goons}}. Ordinarily, Goons-heavy players will avoid buying too many Coppers for VP tokens for fear of weighing down their deck. Watchtower solves this problem by trashing the Coppers as they come in, while still collecting the VP tokens.<br />
<br />
Finally, Watchtower can form part of a good card-drawing engine. Although {{Card|Library}} is superior (both because it draws more cards, and also because it can discard unwanted Actions), Watchtower is much cheaper and fulfills other roles as well. In addition, drawing a dead Watchtower (either because you have no Actions left, or because your hand size is very large already) is much less of a liability than a dead Library because of its other uses, as noted above. It is especially useful with {{Card|Vault}}.<br />
<br />
With the release of [[Dark Ages]], Watchtower gained a new use - activating on-trash abilities :<br />
▪ {{Card|Ironworks}} a {{Card|Fortress}}, and instantly trash it to put it in your hand !<br />
▪ {{Card|Workshop}} a {{Card|Feodum}}, and instantly trash it for three {{Card|Silver|Silvers}}, which can go directly on top of your deck !<br />
▪ {{Card|Upgrade}} a {{Card|Fortress}} into a {{Card|Cultist}}... and instantly trash the Cultist for +3 cards !<br />
▪ Use a spare Buy to buy a {{Card|Curse}}, instantly trashing it to activate your {{Card|Market Square}} !<br />
▪ Buy and trash a {{Card|Squire}}, and gain a topdecked {{Card|Familiar}} without even needing a {{Card|Potion}} !<br />
=== Synergies/Combos ===<br />
* {{Card|Festival}}, {{Card|Fishing Village}}, {{Card|University}}, and other [[villages|+Actions]] that do not draw cards<br />
** ''Especially'' University, since the combo allows you to gain a {{Cost|5}} Action, top-deck it, draw it, and immediately play it.<br />
* {{Card|Goons}}<br />
* {{Card|Vault}}<br />
* {{Card|Treasure Trove}}<br />
* {{Card|Talisman}}, or other sources of multiple Buys<br />
* Opponent's [[Curser|Curse-giving attacks]] ({{Card|Witch}}, {{Card|Mountebank}}, {{Card|Torturer}})<br />
* Handsize-reducing attacks ({{Card|Militia}}, {{Card|Goons}}, {{Card|Torturer}}, {{Card|Ghost Ship}})<br />
* {{Card|Cache}}<br />
* Cards with when-trashed abilities: {{Card|Feodum}}, {{Card|Market Square}}, {{Card|Fortress}}, {{Card|Rats}} (sort of), {{Card|Cultist}}, {{Card|Sir Vander}}, {{Card|Squire}}.<br />
<br />
=== Antisynergies ===<br />
* Cards that increase hand size (e.g., {{Card|Laboratory}}/{{Card|Alchemist}}, {{Card|Caravan}}/{{Card|Wharf}}, {{Card|Tactician}})<br />
* Attacks that it does not defend against ({{Card|Pirate Ship}} being the most important)<br />
* {{Card|Royal Seal}}, since the benefit becomes a bit redundant<br />
* {{Card|Library}}, since Watchtower is an inferior engine card<br />
* {{Card|Throne Room}}, {{Card|King's Court}}, {{Card|Royal Carriage}}, as the additional plays don't allow drawing of more cards<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|WatchtowerOld|Watchtower}} || {{CardVersionImage|WatchtowerDigitalOld|Watchtower from Goko/Making Fun}} || Draw until you have 6 cards in hand.<br>When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Watchtower|Watchtower}} || {{CardVersionImage|WatchtowerDigital|Watchtower from Shuffle iT}} || Draw until you have 6 cards in hand.<br>When you gain a card, you may reveal this from your hand, to either trash that card or put it onto your deck. || 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 />
| 瞭望台 || || || 手牌抽到六張。 當你獲得卡片時,你可以展示手上的這張卡,將獲得的卡移除或放到牌庫頂上。<br />
|-<br />
!Czech <br />
| Strážní věž || || || <br />
|-<br />
!Dutch <br />
| Uitkijktoren || || || <br />
|-<br />
!Finnish <br />
| Vartiotorni || || || <br />
|-<br />
!French <br />
| Mirador || || || <br />
|-<br />
!German <br />
| Wachturm || {{CardVersionImage|Watchtower German-HiG|German language Watchtower}} || || Ziehe solange Karten nach, bis du 6 Karten auf der Hand hast.<br>Sobald du eine Karte nimmst, darfst du den Wachturm aus deiner Hand aufdecken. Wenn du das tust: Entsorge die genommene Karte oder Lege sie auf deinen Nachziehstapel. <br />
|-<br />
!Italian <br />
| Torre di Guardia || || || <br />
|-<br />
!Japanese <br />
| 望楼 (pron. ''bōrō'') || || || 手札が6枚になるようにカードを引く。カード1枚を獲得するとき、手札からこれを公開してもよい。公開した場合、獲得したカードを廃棄するか、山札の上に置く。 <br />
|-<br />
!Polish <br />
| Strażnica || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Сторожевая Башня (pron. ''storozhevaya bashnya'') || || || <br />
|-<br />
!Spanish <br />
| Atalaya || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:WatchtowerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This showed up late in development, after another card left. Dale complained that the set had no reaction, and this was one I'd been meaning to try. The first version, which lasted only a couple days, also let you put the card into your hand. Destry pointed out the Ironworks combo and so much for 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>Love1323https://wiki.dominionstrategy.com/index.php/Trade_RouteTrade Route2018-03-15T21:36:08Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Trade Route<br />
|cost = 3<br />
|type1 = Action<br />
|illustrator = Harald Lieske<br />
|text = '''+1 Buy'''<br/>Trash a card from your hand.<br/>+{{Cost|1}} per Coin token on the Trade Route mat.<br />
|text2 = Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.<br />
}}<br />
'''Trade Route''' is an [[Action]] card from [[Prosperity]]. It trashes a card and gives money proportional to how many different [[Victory card|Victory cards]] have been gained. As such, it becomes stronger when there are more different types of VP cards in the [[Kingdom]]. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You get +1 Buy, and trash a card from your hand if you can. <br />
* Then you get +{{Cost|1}} per Coin token on the Trade Route mat.<br />
* This card has setup; at the start of games using it, you put a [[Coin token]] on each Victory card pile being used (including Kingdom card piles such as {{Card|Gardens}}, and {{Card|Colony|Colonies}} if used). <br />
* In the rare cases where there are more than 8 Victory piles, the tokens are not counter-limited; use a replacement. <br />
* Whenever any player gains the first card from a Victory card pile - whether by buying it or otherwise gaining it - the Coin token is moved to the mat. <br />
* So if no Victory cards have been gained this game, the mat has no tokens and Trade Route makes +{{Cost|0}}; if four {{Card|Province|Provinces}} and one {{Card|Estate}} have been gained, the mat has two tokens and Trade Route makes +{{Cost|2}}. <br />
* If you are using the [[Promo|promotional]] card {{Card|Black Market}}, and Trade Route is in the Black Market deck, you do the setup for Trade Route.<br />
=== Other Rules clarifications ===<br />
* Although {{Card|Dame Josephine}} is a Victory card, gaining her does not add a token to the Trade Route mat.<br />
* Trashing a Victory card with {{Event|Salt the Earth}} will ''not'' move the Trade Route token on the pile.<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/16/prosperity-trade-route/ Original article] by theory''<br />
<br />
Depending on which way you look at it, Trade Route is either a useful card throughout the whole game, or a card that anti-synergizes with itself. The forced trashing ability is quite valuable early but a pain in the late game. But it doesn’t provide any money until the late game, and the +Buy is equally useless unless you have enough money to make it worthwhile.<br />
<br />
In general, {{Card|Silver|Silvers}} are preferable to Trade Route if there are other sources of card-trashing: {{Card|Chapel}}, {{Card|Remake}}, and {{Card|Steward}} are much faster, and {{Card|Bishop}} and {{Card|Remodel}} can provide bigger benefits early on. But deck-thinning is often important enough that Trade Route is probably worth buying if there are no other ways to do so.<br />
<br />
Naturally, Trade Route is most powerful when there are Victory cards in the Kingdom set, because those are usually popular enough that you can get at least some money off of the Trade Route early on. The presence of {{Card|Hoard}} also greatly incentivizes players to pick up {{Card|Duchy|Duchies}} and {{Card|Estate|Estates}} in order to gain Golds.<br />
<br />
Trade Route is also useful in a {{Card|Silk Road}} strategy, taking the place of Woodcutter or Workshop. Even though it requires a card to be trashed, thus lowering your deck size, the +Buy helps make up for it. More importantly, a Silk Road deck that concentrates on Gardens and Estates can guarantee at least +{{Cost|2}} on the Trade Route, and often {{Cost|3}} or {{Cost|4}} if {{Card|Great Hall|Great Halls}} or {{Card|Nobles}} are present. Opponents are also forced to buy Victory cards earlier than they would otherwise in Silk Road or Gardens games, further increasing the value of your Trade Route.<br />
<br />
Trade Route is usually a card that one only wants to buy one of. Late in the game, the forced trashing can be a liability, and the fact that it is terminal makes it less useful even in the uncommon cases where one would want to play multiple ones per turn. A possible exception would be {{Card|Goons}} engines with good card draw and ample actions: the +Buy benefits the Goons while the trashing helps clear out excess copper.<br />
<br />
Trade Route is slightly more attractive when {{Card|Fairgrounds}} is on the board. Besides being an alt-VP, Fairgrounds induces players to buy a diversity of VP cards, causing the cash benefit to bump up faster than it normally would; the +Buy also benefits Fairgrounds-based strategies. And as a card that one generally buys only one of, it fits naturally into decks in these games.<br />
=== Synergies/Combos ===<br />
* {{Card|Hoard}}<br />
* [[Alt-VP|Kingdom Victory cards]], especially {{Card|Silk Road}}<br />
<br />
=== Antisynergies ===<br />
* {{Card|Treasury}}, since people will be discouraged from buying Victory cards<br />
* {{Card|Chapel}}, {{Card|Remake}}, and {{Card|Steward}}, since they are better deck-thinners, and Trade Route’s forced trashing is more likely to be a liability<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Trade RouteOld|Trade Route}} || {{CardVersionImage|TradeRouteDigitalOld|Trade Route from Goko/Making Fun}} || '''+1 Buy'''. +{{Cost|1}} per token on the Trade Route mat. Trash a card from your hand.<br>Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Trade Route|Trade Route}} || {{CardVersionImage|TradeRouteDigital|Trade Route from Shuffle iT}} || '''+1 Buy'''. Trash a card from your hand. +{{Cost|1}} per Coin token on the Trade Route mat.<br>Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile. || 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 />
| 商路 || || || 移除手上一張卡片,商路板塊上每有一枚錢代幣就'''+{{Cost|1}}'''。起始設置:在每一個分數卡堆上放一個錢代幣;當卡片被獲得時將那枚錢代幣移到商路板塊上。<br />
|-<br />
!Czech <br />
| Obchodní stezka || || || <br />
|-<br />
!Dutch <br />
| Handelsroute || || || <br />
|-<br />
!Finnish <br />
| Kauppareitti || || || <br />
|-<br />
!French <br />
| Route commerciale || || || <br />
|-<br />
!German <br />
| Handelsroute || {{CardVersionImage|Trade Route German-HiG|German language Trade Route}} || || '''+1 Kauf'''<br>'''+{{Cost|1}}''' pro Marker auf dem Handelsrouten-Tableau.<br>Entsorge eine Handkarte.<br>Spielvorbereitung: Legt einen {{Cost}}-Marker auf jeden Punktekarten-Stapel im Vorrat. Wir im Spiel die erste Karte eines Stapels genommen, legt den entsprechenden Marker auf das Handelsrouten-Tableau.<br />
|-<br />
!Italian <br />
| Mercante (lit. ''merchant'') || || || <br />
|-<br />
!Japanese <br />
| 交易路 (pron. ''kōekiro'') || || || '''+1 購入'''。 手札1枚を廃棄する。交易路マットの上の交易路トークン1枚につき+{{Cost|1}}。準備:勝利点カードのサプライの山すべての上に交易路トークン1枚を追加する。その山のカード1枚を獲得するとき、交易路トークンを交易路マットの上に移動する。<br />
|-<br />
!Polish <br />
| Szlak handlowy || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Торговый Путь (pron. ''torgovy put''') || || ||<br />
|-<br />
!Spanish <br />
| Ruta comercial || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Trade_RouteArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in the original 4th expansion, and migrated here in the great diaspora of interactive cards. The first version in the 4th expansion was "+1 Card +1 Buy +{{Cost|1}}. If anyone got a Province this game, +1 Card." I fixed that up to a less-well-worded version of the card you know when I moved it to Prosperity. Late in the going it got a wording that used tokens and mentioned setup. <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>Love1323https://wiki.dominionstrategy.com/index.php/LoanLoan2018-03-15T21:33:05Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Loan<br />
|cost = 3<br />
|type1 = Treasure<br />
|illustrator = Simon Jannerland<br />
|text = {{Cost|1|l}}<br/>When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.<br />
}}<br />
<br />
'''Loan''' is a [[Treasure]] card from [[Prosperity]]. When played, it [[dig|digs]] through your deck for another Treasure card which you can [[trash]] or discard. Typically it is used to trash unwanted {{Card|Copper}} and works best in a treasure-less [[engine]]. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play Loan, you get {{Cost|1}}, reveal cards from the top of your deck until revealing a Treasure card, and then decide whether to trash that card or discard it. <br />
* Then you discard all of the other revealed cards. <br />
* If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still do not find a Treasure, just discard all of the revealed cards.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/16/prosperity-loan/ Original article] by theory''<br />
<br />
Loan is a much-maligned card. In the mid- to late-game, Loans do more harm than good, bypassing your good Actions only to discard your {{Card|Platinum|Platinums}} or {{Card|Gold|Golds}}. Effective use of the Loan is very situational.<br />
<br />
First, Loan is a good defensive card. Loans can clear out the Coppers that {{Card|Mountebank|Mountebanks}} add to your deck. Attacks that give you {{Card|Curse|Curses}} are blunted when you can use the Loan to skip over worthless cards. If you plan to gain money through Actions to defend from {{Card|Pirate Ship|Pirate Ships}}, then Loans can also quickly clear your deck of Pirate Ship targets. And if you are being attacked by {{Card|Ghost Ship}}, then you can dump useless cards onto your deck in anticipation of using Loan to discard it.<br />
<br />
Second, Loan is useful when there are ways to turn it into something else, e.g., {{Card|Remodel}}, {{Card|Bishop}}, {{Card|Salvager}}, or {{Card|Apprentice}}. Those cards are generally too inefficient at deck-thinning because trashing Coppers provides little to no benefit for them. Here, Loan can clear out the Coppers quickly before getting out of the way and turning into a useful {{Cost|5}} Action, giving 1 VP token, adding {{Cost|3}}, or drawing 3 cards. {{Card|Mine|Mines}} can also turn unwanted Loans into Gold, though Loan sort of anti-synergizes with a Mined deck.<br />
<br />
Third, as alluded to earlier, Loan is helpful in godawful decks burdened with useless cards, where having to discard a Treasure is well worth being able to skip all the Curses and Victory Cards before it. Of course, this can backfire; in a deck with only one Gold, it can really sting to have to discard it. But in, say, a {{Card|Goons}} deck, where you are buying up Coppers for VP tokens, Loan can help get rid of the junk. Alternatively, Loan is quite useful in no-treasure strategies like {{Card|Minion}}.<br />
<br />
Fourth, if {{Card|Venture}} is the best {{Cost|5}} available, and you anticipate buying several of them, Loans can be indispensable in clearing out your Coppers. The problem is that you might trigger the Loan with the Venture... which then forces you to discard another Venture.<br />
<br />
(As was noted in the comments to the original article, this isn’t totally accurate; Loan is good in bad Treasure decks, not necessarily in bad Action decks.)<br />
<br />
The real problem with Loan is that it’s only a card to buy if no viable alternatives are available. In every respect it is out-classed by something else: [[Reaction]] cards are better at dealing with attacks; {{Card|Chapel}} and {{Card|Remake}} are better for deck-cleansing; Ventures are a better option for getting through the deck; {{Card|Watchtower|Watchtowers}} are better for Goons. And unless Loans are the only source of deck-thinning in the game, even the simple Silver is probably preferable. In [[big money]] games, the lost tempo from buying Loan instead of Silver can set one back more than any gain from trashing coppers.<br />
<br />
The one aspect that Loan uniquely excels at is the no-Treasure deck. This might be because you are paranoid about Pirate Ships, but more likely it is because you are running [[Combo: Minion and Loan]].<br />
=== Synergies/Combos ===<br />
* {{Card|Remodel}}, {{Card|Salvager}}, {{Card|Apprentice}}, {{Card|Bishop}}<br />
* {{Card|Navigator}}<br />
* {{Card|Goons}}<br />
* {{Card|Minion}}<br />
* {{Card|Tunnel}}<br />
* [[Attack]] cards (as a defense)<br />
* {{Card|Venture}} (only if there aren’t other trashing options)<br />
<br />
=== Antisynergies ===<br />
* {{Card|Moneylender}}, {{Card|Spice Merchant}}<br />
* {{Card|Chapel}}/{{Card|Steward}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|LoanOld|Loan}} || {{CardVersionImage|LoanDigitalOld|Loan from Goko/Making Fun}} || {{Cost|1}}. When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Loan|Loan}} || {{CardVersionImage|LoanDigital|Loan from Shuffle iT}} || {{Cost|1}}. When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards. || 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 />
| 借貸 || || ||{{Cost|1}} 當你打出這張卡,展示你的牌庫直到展示一張錢幣卡為止。選擇移除或棄掉那張錢幣卡後,棄掉剩下的卡。<br />
|-<br />
!Czech <br />
| Půjčka || || || <br />
|-<br />
!Dutch <br />
| Lening || || || <br />
|-<br />
!Finnish <br />
| Laina || || || <br />
|-<br />
!French <br />
| Prêt || || || <br />
|-<br />
!German <br />
| Lohn (lit. ''wage'') || {{CardVersionImage|Loan German-HiG|German language Loan}} || || {{Cost|1}}<br>Sobald du diese Karte ausspielst, decke solange Karten vom Nachziehstapel auf, bis du eine Geldkarte aufdeckst. Entsorge diese oder lege sie ab. Lege die anderen aufgedeckten Karten ab.<br />
|-<br />
!Italian <br />
| Prestito || || || <br />
|-<br />
!Japanese <br />
| 借金 (pron. ''shakkin'') || || || {{Cost|1}}。 財宝カード1枚が公開されるまで山札を上から公開する。その1枚を捨て札にするか廃棄する。公開した他のカードを捨て札にする。 <br />
|-<br />
!Polish <br />
| Kredyt (lit. ''credit'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Ссуда (pron. ''ssuda'') || || ||<br />
|-<br />
!Spanish <br />
| Préstamo || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:LoanArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The original card said "when you spend this, trash another treasure spent with it." All of the Prosperity treasures originally had "when you spend this" phrasings. They caused some confusion - what if a treasure worth {{Cost|2}} has such a rule, and you spend {{Cost|1}} on something and {{Cost|1}} on something else? I eventually reworded them all as "when you play this" or "while this is in play." Loan didn't work like that and died. Then later I brought it back by having it look for a treasure in your deck.<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 />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Loan is easily the dud for me. I knew this during that extra testing period but decided to keep it. Looking at it in the set, it's okay. It has basically the same issues as {{Card|Lookout}}, only not as bad; less experienced players are terrified of flipping over a {{Card|Platinum}} that they now don't get to draw on this pass, while experienced players know that Loan is fine but not the best trasher ever; sometimes it's exciting because you are not buying any other treasures this game. I buy it more than Lookout, but whatever, in general this flipping over of cards thing has to come paired with something like "and get the good ones" in order to not bum people out too much. I don't think {{Card|Venture}} makes people not buy it because maybe they'll flip over their good actions, although they will sometimes. But Loan, not a star. Anyway I kept it in knowing this.<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 Prosperity}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/LoanLoan2018-03-15T21:32:33Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Loan<br />
|cost = 3<br />
|type1 = Treasure<br />
|illustrator = Simon Jannerland<br />
|text = {{Cost|1|l}}<br/>When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.<br />
}}<br />
<br />
'''Loan''' is a [[Treasure]] card from [[Prosperity]]. When played, it [[dig|digs]] through your deck for another Treasure card which you can [[trash]] or discard. Typically it is used to trash unwanted {{Card|Copper}} and works best in a treasure-less [[engine]]. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play Loan, you get {{Cost|1}}, reveal cards from the top of your deck until revealing a Treasure card, and then decide whether to trash that card or discard it. <br />
* Then you discard all of the other revealed cards. <br />
* If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more; if you still do not find a Treasure, just discard all of the revealed cards.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2010/11/16/prosperity-loan/ Original article] by theory''<br />
<br />
Loan is a much-maligned card. In the mid- to late-game, Loans do more harm than good, bypassing your good Actions only to discard your {{Card|Platinum|Platinums}} or {{Card|Gold|Golds}}. Effective use of the Loan is very situational.<br />
<br />
First, Loan is a good defensive card. Loans can clear out the Coppers that {{Card|Mountebank|Mountebanks}} add to your deck. Attacks that give you {{Card|Curse|Curses}} are blunted when you can use the Loan to skip over worthless cards. If you plan to gain money through Actions to defend from {{Card|Pirate Ship|Pirate Ships}}, then Loans can also quickly clear your deck of Pirate Ship targets. And if you are being attacked by {{Card|Ghost Ship}}, then you can dump useless cards onto your deck in anticipation of using Loan to discard it.<br />
<br />
Second, Loan is useful when there are ways to turn it into something else, e.g., {{Card|Remodel}}, {{Card|Bishop}}, {{Card|Salvager}}, or {{Card|Apprentice}}. Those cards are generally too inefficient at deck-thinning because trashing Coppers provides little to no benefit for them. Here, Loan can clear out the Coppers quickly before getting out of the way and turning into a useful {{Cost|5}} Action, giving 1 VP token, adding {{Cost|3}}, or drawing 3 cards. {{Card|Mine|Mines}} can also turn unwanted Loans into Gold, though Loan sort of anti-synergizes with a Mined deck.<br />
<br />
Third, as alluded to earlier, Loan is helpful in godawful decks burdened with useless cards, where having to discard a Treasure is well worth being able to skip all the Curses and Victory Cards before it. Of course, this can backfire; in a deck with only one Gold, it can really sting to have to discard it. But in, say, a {{Card|Goons}} deck, where you are buying up Coppers for VP tokens, Loan can help get rid of the junk. Alternatively, Loan is quite useful in no-treasure strategies like {{Card|Minion}}.<br />
<br />
Fourth, if {{Card|Venture}} is the best {{Cost|5}} available, and you anticipate buying several of them, Loans can be indispensable in clearing out your Coppers. The problem is that you might trigger the Loan with the Venture... which then forces you to discard another Venture.<br />
<br />
(As was noted in the comments to the original article, this isn’t totally accurate; Loan is good in bad Treasure decks, not necessarily in bad Action decks.)<br />
<br />
The real problem with Loan is that it’s only a card to buy if no viable alternatives are available. In every respect it is out-classed by something else: [[Reaction]] cards are better at dealing with attacks; {{Card|Chapel}} and {{Card|Remake}} are better for deck-cleansing; Ventures are a better option for getting through the deck; {{Card|Watchtower|Watchtowers}} are better for Goons. And unless Loans are the only source of deck-thinning in the game, even the simple Silver is probably preferable. In [[big money]] games, the lost tempo from buying Loan instead of Silver can set one back more than any gain from trashing coppers.<br />
<br />
The one aspect that Loan uniquely excels at is the no-Treasure deck. This might be because you are paranoid about Pirate Ships, but more likely it is because you are running [[Combo: Minion and Loan]].<br />
=== Synergies/Combos ===<br />
* {{Card|Remodel}}, {{Card|Salvager}}, {{Card|Apprentice}}, {{Card|Bishop}}<br />
* {{Card|Navigator}}<br />
* {{Card|Goons}}<br />
* {{Card|Minion}}<br />
* {{Card|Tunnel}}<br />
* [[Attack]] cards (as a defense)<br />
* {{Card|Venture}} (only if there aren’t other trashing options)<br />
<br />
=== Antisynergies ===<br />
* {{Card|Moneylender}}, {{Card|Spice Merchant}}<br />
* {{Card|Chapel}}/{{Card|Steward}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|LoanOld|Loan}} || {{CardVersionImage|LoanDigitalOld|Loan from Goko/Making Fun}} || {{Cost|1}}. When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards. || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Loan|Loan}} || {{CardVersionImage|LoanDigital|Loan from Shuffle iT}} || {{Cost|1}}. When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards. || 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 />
| 借貸 || || || 當你打出這張卡,展示你的牌庫直到展示一張錢幣卡為止。選擇移除或棄掉那張錢幣卡後,棄掉剩下的卡。<br />
|-<br />
!Czech <br />
| Půjčka || || || <br />
|-<br />
!Dutch <br />
| Lening || || || <br />
|-<br />
!Finnish <br />
| Laina || || || <br />
|-<br />
!French <br />
| Prêt || || || <br />
|-<br />
!German <br />
| Lohn (lit. ''wage'') || {{CardVersionImage|Loan German-HiG|German language Loan}} || || {{Cost|1}}<br>Sobald du diese Karte ausspielst, decke solange Karten vom Nachziehstapel auf, bis du eine Geldkarte aufdeckst. Entsorge diese oder lege sie ab. Lege die anderen aufgedeckten Karten ab.<br />
|-<br />
!Italian <br />
| Prestito || || || <br />
|-<br />
!Japanese <br />
| 借金 (pron. ''shakkin'') || || || {{Cost|1}}。 財宝カード1枚が公開されるまで山札を上から公開する。その1枚を捨て札にするか廃棄する。公開した他のカードを捨て札にする。 <br />
|-<br />
!Polish <br />
| Kredyt (lit. ''credit'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Ссуда (pron. ''ssuda'') || || ||<br />
|-<br />
!Spanish <br />
| Préstamo || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:LoanArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The original card said "when you spend this, trash another treasure spent with it." All of the Prosperity treasures originally had "when you spend this" phrasings. They caused some confusion - what if a treasure worth {{Cost|2}} has such a rule, and you spend {{Cost|1}} on something and {{Cost|1}} on something else? I eventually reworded them all as "when you play this" or "while this is in play." Loan didn't work like that and died. Then later I brought it back by having it look for a treasure in your deck.<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 />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Loan is easily the dud for me. I knew this during that extra testing period but decided to keep it. Looking at it in the set, it's okay. It has basically the same issues as {{Card|Lookout}}, only not as bad; less experienced players are terrified of flipping over a {{Card|Platinum}} that they now don't get to draw on this pass, while experienced players know that Loan is fine but not the best trasher ever; sometimes it's exciting because you are not buying any other treasures this game. I buy it more than Lookout, but whatever, in general this flipping over of cards thing has to come paired with something like "and get the good ones" in order to not bum people out too much. I don't think {{Card|Venture}} makes people not buy it because maybe they'll flip over their good actions, although they will sometimes. But Loan, not a star. Anyway I kept it in knowing this.<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 Prosperity}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/ColonyColony2018-03-15T21:29:22Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Colony<br />
|cost = 11<br />
|type1 = Victory<br />
|kingdom = No<br />
|supply = Yes<br />
|illustrator = Martin Hoffmann<br />
|text = {{VP|'''10'''|xl}}<br />
}}<br />
<br />
'''Colony''' is a [[basic cards|basic]] [[Victory card]] from [[Prosperity]]. It and {{Card|Platinum}} may be added to the supply for games using [[Kingdom card|Kingdom cards]] from Prosperity.<br />
<br />
At {{Cost|11}}, Colony has the most expensive {{Cost}} [[cost]] of any card in Dominion, and at 10{{VP}} is almost always worth the most {{VP}} of any item on the board. Even powerful [[alt-VP]] cards like {{Card|Vineyard}} can have a hard time getting up to 10{{VP}}, and {{Landmark|Fountain}}, while it gives more {{VP}}, is a one-time bonus, whereas up to potentially 12 Colonies can be gained. The only object more expensive than Colony is {{Event|Dominate}}, which is also the only thing that can regularly compete with Colony in {{VP}}.<br />
<br />
Colony plays roughly the same role in Prosperity games that {{Card|Province}} plays in other games—since it is the most valuable Victory card, and depleting its supply pile ends the game, most games fundamentally boil down to a race to see who can get the most Colonies soonest. Due to Colony's higher cost {{Card|Silver}} is typically less important in Colony games than in Province games; and since it takes longer to build up a deck that can regularly produce {{Cost|11}} than {{Cost|8}}, slow-building [[engine]] strategies are somewhat improved relative to [[Big Money]] in Colony games.<br />
<br />
== Additional rules ==<br />
The rules for playing with Colony are described in the Dominion: [[Prosperity]] rulebook and are reproduced here. <br />
=== Preparation ===<br />
* If only Kingdom cards from Prosperity are being used this game, then the {{Card|Platinum}} and Colony piles are added to the Basic cards in the Supply for the game. <br />
* If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck - and if it is from Prosperity, add Platinum and Colony to the Supply. <br />
* Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus {{Card|Copper}}, {{Card|Silver}}, {{Card|Gold}}, {{Card|Platinum}}, {{Card|Estate}}, {{Card|Duchy}}, {{Card|Province}}, Colony, and {{Card|Curse}}, in the Supply.<br />
* Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players.<br />
<br />
=== Game end ===<br />
In games using Platinum and Colony, there is an additional way the game can end. At the end of each turn, the game ends if one of these three conditions is met: <br />
* the Supply pile of Province cards is empty <br />
* OR any 3 Supply piles are empty (4 piles in a 5-6 player game) <br />
* OR the Supply pile of Colony cards is empty.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is not a Kingdom card. You do not use it every game; see the Preparation section. It is a Victory card worth 10 VP.<br />
<br />
== Strategy Article ==<br />
There is no article for Colony! Perhaps there should be! There will be sometime, since the differences between Colony and Province games are pretty drastic.<br />
<br />
In general, Colony games will favor [[engine]] play and weaken [[Big Money]]-like strategies. <br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|ColonyOld|Colony}} || {{CardVersionImage|ColonyDigitalOld|Colony from Goko/Making Fun}} || {{VP|'''10'''|l}} || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Colony-new|First edition version, with art}} || ''never implemented'' || {{VP|'''10'''|l}} || [[Base Cards]] || June 2012<br />
|-<br />
| {{CardVersionImage|Colony|Colony}} || {{CardVersionImage|ColonyDigital|Colony from Shuffle iT}} || {{VP|'''10'''|l}} || 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 />
| 殖民地 || || || <br />
|-<br />
!Czech <br />
| Kolonie || || || <br />
|-<br />
!Dutch <br />
| Kolonie || || || <br />
|-<br />
!Finnish <br />
| Siirtomaa || || || <br />
|-<br />
!French <br />
| Colonie || || || <br />
|-<br />
!German <br />
| Kolonie || {{CardVersionImage|Colony German|German Version}} || || '''10{{VP}}'''<br />
|-<br />
!Italian <br />
| Colonia || || || <br />
|-<br />
!Japanese <br />
| 植民地 (pron. ''shokuminchi'') || || || <br />
|-<br />
!Polish <br />
| Kolonia || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Колония (pron. ''koloniya'') || || || <br />
|-<br />
!Spanish <br />
| Colonia || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ColonyArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This always cost {{Cost|11}}. Originally it made 8{{VP}}. At the time Province was worth 5{{VP}}. When Province went up to 6{{VP}}, I changed this to 9{{VP}}. It stayed like that for a while. 9{{VP}} seemed like a good spot for making both Colony and Province viable in Colony games. In development, Valerie and Dale really wanted it to be worth 10{{VP}}. 1 - 3 - 6 - 10! Except, the 1 and 3 there really don't mean much; Estate and Duchy are not bargains. For a while I said, sure, maybe 9{{VP}} isn't the right value, but you know, it sure has seemed good in testing so far. And it had. It had seemed just fine. I finally tested it at 10{{VP}} anyway though. And well, it usually didn't make a difference in who won, and it made counting scores easier, and it looks prettier. And attacks and rush strategies already push you away from Colony; it's fine if some games you really don't want to stop at Provinces. So 10{{VP}} it is.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Prosperity}}<br />
{{Navbox Cards}}<br />
[[Category:Special base cards]]<br />
[[Category:Victory base cards]]</div>Love1323https://wiki.dominionstrategy.com/index.php/PlatinumPlatinum2018-03-15T21:28:11Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Platinum<br />
|cost = 9<br />
|type1 = Treasure<br />
|kingdom = No<br />
|supply = Yes<br />
|illustrator = Ryan Laukat<br />
|text = {{Cost|5|xl}}<br />
}}<br />
<br />
'''Platinum''' is a [[basic cards|basic]] [[Treasure]] card from [[Prosperity]]. It and {{Card|Colony}} may be added to the [[supply]] in games using [[Kingdom card|Kingdom cards]] from Prosperity. The Platinum pile contains 12 cards.<br />
<br />
At a cost of {{Cost|9}}, Platinum is one of the most expensive cards in Dominion; it produces +{{Cost|5}} when played. Platinum plays roughly the same role in Colony games that {{Card|Gold}} plays in games without Colony—the key high-value Treasure card that you usually need a few of in your deck to be able to afford to buy the top Victory card regularly.<br />
<br />
== Additional rules ==<br />
The rules for playing with Platinum are described in the Dominion: [[Prosperity]] rulebook and are reproduced here. <br />
=== Preparation ===<br />
* If only Kingdom cards from Prosperity are being used this game, then the Platinum and {{Card|Colony}} piles are added to the Basic cards in the Supply for the game. <br />
* If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony in the Supply should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck - and if it is from Prosperity, add Platinum and Colony to the Supply.<br />
* Platinum and Colony are not Kingdom cards; when those are included, there are 10 Kingdom cards, plus {{Card|Copper}}, {{Card|Silver}}, {{Card|Gold}}, Platinum, {{Card|Estate}}, {{Card|Duchy}}, {{Card|Province}}, {{Card|Colony}}, and {{Card|Curse}}, in the Supply.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is not a Kingdom card. You do not use it every game; see the Preparation section. It is a Treasure worth {{Cost|5}}.<br />
<br />
== Strategy Article ==<br />
There is no article for Platinum.<br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|PlatinumOld|Platinum}} || {{CardVersionImage|PlatinumDigitalOld|Potion from Goko/Making Fun}} || {{Cost|5|l}} || Prosperity 1st Edition || October 2010<br />
|-<br />
| {{CardVersionImage|Platinum-new|First edition version, with art}} || ''never implemented'' || {{Cost|5|l}} || [[Base Cards]] || June 2012<br />
|-<br />
| {{CardVersionImage|Platinum|Platinum}} || {{CardVersionImage|PlatinumDigital|Platinum from Shuffle iT}} || {{Cost|5|l}} || 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 />
| 白金 || || || <br />
|-<br />
!Czech <br />
| Platina || || || <br />
|-<br />
!Dutch <br />
| Platina || || || <br />
|-<br />
!Finnish <br />
| Platina || || || <br />
|-<br />
!French <br />
| Platine || || || <br />
|-<br />
!German <br />
| Platin || || || {{Cost|5||}}<br />
|-<br />
!Italian <br />
| Platino || || || <br />
|-<br />
!Japanese <br />
| 白金貨 (pron. ''hakukinka'', lit. ''platinum coin'') || || || <br />
|-<br />
!Polish <br />
| Platyna || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Платина (pron. ''platina'') || || || <br />
|-<br />
!Spanish <br />
| Platino || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PlatinumArt.jpg|thumb|right|354px|Official card art.]]<br />
Platinum has had two pieces of official art. The first, depicting a platinum pyramid, was replaced in the [[second edition]] update as the art did not go well with the superimposed {{Cost|5}} that was added.<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This always cost {{Cost|9}} and made {{Cost|5}}. {{Cost|4}} is not enough. You have to get to {{Cost|11}} for Colonies; that doesn't just happen. I bet that {{Cost|5}} surprised a lot of people.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230 The Other Secret History of the Prosperity Cards]<br />
}}<br />
<br />
{{Navbox Prosperity}}<br />
{{Navbox Cards}}<br />
[[Category:Special base cards]]<br />
[[Category:Treasure base cards]]</div>Love1323https://wiki.dominionstrategy.com/index.php/FortuneFortune2018-03-05T05:40:20Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Fortune<br />
|cost = 8<br />
|cost2 = 8<br />
|set = Empires<br />
|type1 = Treasure<br />
|illustrator = Kelli Stakenas<br />
|text = '''+1 Buy'''<br>When you play this, double your {{Cost}} if you haven't yet this turn.<br />
|text2 = When you gain this, gain a Gold per Gladiator you have in play.<br />
}}<br />
<br />
'''Fortune''' is a [[Treasure]] card from [[Empires]]. It doubles your current amount of {{cost}} when you play it, which is a potentially extremely powerful effect—so much so that it only works once per turn, and even then its [[cost]] of {{cost|8}}{{debt|8}} makes it arguably the most expensive card in the game. It is part of a [[split pile]], with 5 copies of Fortune sitting under 5 copies of {{Card|Gladiator}}, and it rewards you with free {{Card|Gold}} if you gain it with a Gladiator in play.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You only double your {{Cost}} the first time you play a Fortune in a turn; any further times only get you +1 Buy.<br />
<br />
=== Other Rules clarifications ===<br />
* Fortune does not take into consideration {{Cost}} that has been produced, but already spent this turn, such as via {{Card|Storyteller}}; Fortune only doubles the {{Cost}} that you currently have when you play it.<br />
* Coin tokens can be played before playing Fortune.<br />
* Debt can be repayed after playing Fortune.<br />
<br />
== Strategy ==<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Fortune|Fortune}} || {{CardVersionImage|FortuneDigital|Fortune from Shuffle iT}} || '''+1 Buy'''. When you play this, double your {{Cost}} if you haven't yet this turn.<br>When you gain this, gain a Gold per Gladiator you have in play. || Empires || June 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 />
| 大祕寶 || || ||'''+1 購買''' 當你打出此卡,而且你這回合還沒打過大祕寶,將你現有的{{Cost|}}加倍。你獲得此卡時,你出牌區每有一張劍鬥士,你就獲得一張黃金。|| <br />
|-<br />
!Dutch <br />
| Fortuin || || || || <br />
|-<br />
!Finnish <br />
| Palkinto (lit. ''prize'') || || || || This is the same word used to translate [[Prize]]s.<br />
|-<br />
!French <br />
| Fortune || || || ||<br />
|-<br />
!German <br />
| Reichtum || || {{CardPNGImage|Fortune_German|German language Fortune}} || || <br />
|-<br />
!Japanese <br />
| 大金 (pron. ''taikin'', lit. ''a lot of money'') || || || '''+1 購入'''。これがこのターンに使用した最初の大金の場合、現在の所持{{Cost|}}を2倍にする。これを獲得するとき、場の剣闘士1枚につき金貨1枚を獲得すろ。|| <br />
|-<br />
!Polish <br />
| Fortuna || || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Состояние (pron. ''sostoyaniye'') || || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:FortuneArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=...Fortune. Which doubles your money, yeeha. And may come with some Golds; a reward for the players with Gladiators. If you were wondering how much doubling your money was worth, well, about {{Cost|16}}, but you don't need it all in advance. And it's not cumulative because even at ~{{Cost|16}} that was too much. It can help pay for itself, I will just point out that part.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15373.0 Empires Previews #2: Split Piles]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=Fortune started as its own pile. It was a {{Debt}} card back when they could all be bought with no {{Cost}}. The first version was {{Cost|10}}; in the end it's {{Cost|16}}, with {{Cost|8}} up front please. That's how good double your {{Cost}} is, taking into account that sometimes it helps pay for itself. And originally you could use multiple Fortunes in a turn and well doubling doublers is always trouble ([[Throne Room variant|Throning]] a {{Card|Throne Room|Throne}} isn't actually doubling a doubler, person who thinks of that; however {{Card|King's Court}} on King's Court is). There were "discard your hand" versions, but in the end it got a harsh clause to limit you to one doubling per turn. When Fortune became a split pile card, it got the when-gain ability to tie in to Gladiator.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15660.0 The Secret History of the Empires Cards]<br />
}}<br />
{{Navbox Empires}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/BeggarBeggar2018-02-26T19:22:25Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Beggar<br />
|cost = 2<br />
|type1 = Action<br />
|type2 = Reaction<br />
|illustrator = Garrett DeChellis<br />
|text = Gain 3 Coppers to your hand.<br />
|text2 = When another player plays an Attack card, you may first discard this to gain 2 Silvers, putting one onto your deck.<br />
}}<br />
<br />
'''Beggar''' is an [[Action]]-[[Reaction]] card from [[Dark Ages]]. When played as an Action, it gains three {{Card|Copper|Coppers}}, putting them in your hand, so you get an effective +{{Cost|3}} this turn at the cost of gaining three Coppers, which is usually a penalty. When revealed and discarded as a reaction, it gains you two {{Card|Silver|Silvers}}, putting one on top of your deck - an effective defense against [[trashing attack|trashing attacks]], since they'll hit your new Silver, and a defense against some [[discard attack|discard attacks]] which only force you to discard down to 4. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you gain three Coppers, putting them into your hand. <br />
* If there are not three Coppers left, just gain as many as you can. <br />
* When another player plays an Attack card, you may discard this from your hand. <br />
* If you do, you gain two Silvers, putting one on your deck and the other into your discard pile. <br />
* If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://dominionstrategy.com/2012/11/19/dark-ages-beggar/ Article] by [[User:Schneau | Schneau]], originally posted on the [http://forum.dominionstrategy.com/index.php?topic=5132 forum].''<br />
<br />
Beggar is the new {{Card|Copper}} hipster. When we were all introduced to Dominion, we thought Coppers were cool. Who would want to trash them? Hipster {{Card|Chapel}}, I guess. But, as time went by, we all realized that trashing Coppers was fun, and the hipsters started saying they liked Chapel before it was cool. Now the hipsters are back into Copper, and Beggar is their new retro king.<br />
<br />
Before considering how to use it, let's take a look at what Beggar does. The action part is pretty simple, right? Gain 3 Coppers into your hand. But, it's more subtle than that. Beggar can be seen as a [[terminal]] {{Card|Gold}} that comes with the drawback of three more Coppers in your deck. The reaction part of Beggar gains you two {{Card|Silver|Silvers}}, one on top of your deck. This is also more subtle than it looks, and depends on what [[Attack]] card it is reacting to, as we will discuss in a bit.<br />
<br />
=== As an Action ===<br />
So, when would you want to use Beggar? Didn't we all learn long ago that Coppers are bad? Well, yes, they are bad in many [[engine|engines]]. But, as most things in Dominion, it isn't as simple as that and it depends on the kingdom. Even in a thin engine, there may be a time and place for Beggar.<br />
<br />
The thing to realize about Beggar is that {{Cost|3}} on a terminal Action is really good, especially on a {{Cost|2}} card. With a terminal Gold, it is easy to hit {{Cost|5}}, {{Cost|6}}, and even {{Cost|7}} on early hands, making it easier to get those important high-cost cards. The only downside is that you now have Copper clogging your deck. So, if you can play it in situations when you don't mind the extra Copper, it can be fantastic.<br />
<br />
Another general use for Beggar is as a late-game buy to keep your money going strong as you start to green. If you can pick up a Beggar with an extra buy when you expect to see it only once or twice more until the end of the game, it can be used as a terminal Gold without worrying about the Coppers hurting your deck too much. In non-trimmed decks, this can make all the difference in hitting {{Cost|8}} more often than your opponent, and in thinned engine decks, it can boost you to {{Cost|16}} for the all-important double Province or {{Cost|13}} for Province + {{Card|Duchy}}.<br />
<br />
Early Beggars aren't good in straight [[Big Money]] or BM+draw decks - they conflict with drawing terminals, and aren't good enough on their own since the Coppers slow things down a bit too much. They also aren't good early in engines, where they put too many Coppers between important engine parts. As mentioned above, Beggar can be worthwhile later in both of these types of decks as a boost to large payoffs. In {{Card|Curse}} or [[Ruins]] slogs where you aren't as worried about a few extra Coppers, Beggar can be more effective early, since it can help buy important Attack cards and Provinces and Duchies later. Additionally, Beggar's reaction provides a benefit when hit by the Attack cards that are slowing down the game.<br />
<br />
One situation when extra Coppers don't hurt much is if you aiming for [[Alt-VP|alternative Victory cards]]. {{Card|Gardens}} are a natural fit, since playing Beggar allows you to gain 4 cards on a turn and all but guarantees enough money for a Gardens (see below for more detailed analysis). Beggar works decently well with other alt-VPs, namely {{Card|Silk Road}} and {{Card|Duke}}, and possibly {{Card|Feodum}} if your opponents are going heavy on the Attacks. These strategies require a heavy density of Beggars, which is probably easiest to achieve if there is a source of cheap +Buy, especially if it is non-terminal such as {{Card|Hamlet}}, {{Card|Worker's Village}}, {{Card|Forager}}, or {{Card|Market Square}}. In these games you will want to load up on 4 or 5 Beggars, and then start hitting the Victory cards. Note that in games without cheap +Buy, these strategies will more likely end up being slogs than rushes.<br />
<br />
=== Specific Card Combos ===<br />
Some Action cards don't mind having a pile of Coppers around. {{Card|Apothecary}} might be the strongest combo here, where Beggar can be the terminal after an Apothecary chain. The Apothecaries will just sweep up those extra Coppers to easily get to Province or {{Card|Colony}} range. Non-terminal +Buy would definitely help here, both for Apothecary+ buys as well as Province+ buys.<br />
<br />
Similarly, {{Card|Counting House}} can be a good partner in an otherwise mediocre kingdom - you can easily get more than enough Coppers in your deck to get Colonies. Also, since Begger is a terminal Gold, it is easy to hit early {{Cost|5}} to get the Counting Houses. This should come with the usual caveat that Counting House is not a good card, and should only be attempted if no strong strategies are present.<br />
<br />
{{Card|Bank}} can also be one of Beggar's best friends (which is sort of ironic when you think about it). Bank has several properties that make it work well with Beggar. It is a Treasure, so you can play Beggar and Bank on the same turn without any [[Villages]] (unlike Counting House and {{Card|Coppersmith}}). Beggars can help hit the high {{Cost|7}} cost early in the game. Plus, each time you play a Beggar and a Bank in the same hand, you are already guaranteed {{Cost|7}}, which means you just need a Copper more to hit Province.<br />
<br />
{{Card|Gardens}} may be Beggar's most powerful combo. Unlike just about any other board, it may be optimal to buy a straight Victory card on turn 1 or 2 with the [[opening]] Gardens/Beggar. This allows you to get a jump on the Gardens pile to almost guarantee an even split of the Gardens, if not a split in your favor. According to simulations performed by DStu, just buying Gardens / ({{Card|Estate}} when Gardens are low) / Beggar / Copper wins against a basic {{Card|Workshop}} / Gardens bot 80% of the time. When your opponent is not rushing the Gardens, you should buy Duchies once the Gardens are gone to help 3-pile and get more VP. This wins against a [[DoubleJack]] bot 75% of the time.<br />
<br />
Even though Coppersmith + Beggar intuitively seems like it would work well, I think most of the time it will end up being more of a nombo than a combo. Coppersmith likes Coppers, but more of the time it prefers you just draw your starting Coppers on the same turn you play Coppersmith, not that you actually gain extra Coppers. Playing Village then Beggar then Coppersmith is doable, though unlikely. And once you have played Beggar a few times, the extra Coppers make it difficult to line up your Village + draw + Coppersmith for the big hands. If you are playing Beggar a lot, you may be able to expect at least 3 Coppers in hand with your Coppersmith, though you will be unlikely to hit the necessary 4 for a Province.<br />
<br />
A few other cards may combo decently depending on the board. {{Card|Stables}} will enjoy guaranteed Coppers to discard, though the Copper flood will limit the ability to build an engine. {{Card|Philosopher's Stone}}, like Gardens, likes a thick deck and may be a decent option, especially with other {{Card|Potion}}-cost cards present. If you have a {{Card|Trader}} in hand, you can Beggar for 3 Silvers, albiet ones that go to your discard pile instead of your hand. {{Card|Counterfeit}}, {{Card|Moneylender}}, and {{Card|Spice Merchant}} can all trash Coppers for benefit, though in most cases it won't be enough of a benefit to make it worth gaining Coppers just to trash them. {{Card|Forager}} can work due to it being non-terminal; if you can get an engine that draws three Foragers with your Beggar with at least one extra action, you can use Beggar to gain the Coppers and then the Foragers to immediately trash them for {{Cost}}, which keeps them from clogging up your engine. {{Card|Counterfeit}} can also immediately trash one Copper each for {{Cost|2}}. While it would be more difficult to get 3 Counterfeits in hand due to its higher cost, having at least one with the Beggar would help mitigate the damage to your deck.<br />
<br />
As mentioned earlier, Beggar can boost you into the expensive card zone early on, with Bank being the star of the show. Additionally, depending on the Kingdom, expensive cards like {{Card|Goons}}, {{Card|Hunting Grounds}}, {{Card|Forge}}, and {{Card|Altar}} may be worth the sacrifice of having 3 extra Coppers to buy them early. On the other hand, cards like {{Card|Grand Market}}, {{Card|King's Court}}, {{Card|Border Village}}, and {{Card|Expand}} conflict with having lots of Coppers around, making an early Beggar not worthwhile to get to them. If you need to hit {{Cost|5}} on your first reshuffle for some important card ({{Card|Witch}} and {{Card|Mountebank}} come to mind), Beggar all but guarantees their purchase while giving some defense if your opponent is also grabbing attacks.<br />
<br />
=== As a Reaction ===<br />
You rarely want to buy Beggar solely for its reaction. But, if you were thinking about it anyway for its Action, you may be swayed further by its reactionary ability. Beggar is often happy to be hit by an Attack card. Gaining 2 Silvers is very good, unless you're going for a Treasureless deck, in which case why would you buy Beggar in the first place? Unlike {{Card|Moat}}, and somewhat like {{Card|Horse Traders}}, Beggar's reaction acts differently depending on what attack triggers it, making it a better defense against some Attacks than others.<br />
<br />
Junkers: Beggar's reaction is probably weakest against [[Curser|Cursers]] and [[Looter|Looters]]. You still get the Silvers, but no other advantage. On the other hand, Beggar's action can be good in {{Card|Curse}} and [[Ruins]] slogs, so Beggar may still be worthwhile in these games. Beggar pairs well with {{Card|Ambassador}}, both for its action and reaction abilities.<br />
<br />
[[Discard attack|Discard attacks]]: Beggar is very good against many discard attacks. Against a [[vanilla]] discard attack like {{Card|Militia}}, Beggar allows you to discard it to gain 2 Silvers, while reducing your hand size so that you have to discard one fewer card. This works great against {{Card|Militia}}, {{Card|Goons}}, {{Card|Ghost Ship}}, and {{Card|Urchin}}/{{Card|Mercenary}}, and decently against {{Card|Margrave}}. Beggar is an excellent counter to {{Card|Pillage}}, since it removes itself from your hand, giving you 4 cards which makes you immune to Pillage. Similarly, Beggar allows you to dodge {{Card|Minion|Minions}} if you wish, or you can choose not to reveal it if you don't like your hand. Beggar is bad against the targeted discards of {{Card|Cutpurse}} and {{Card|Bureaucrat}}, which don't care about handsize.<br />
<br />
Deck Inspection Attacks: Though cards like {{Card|Spy}} and {{Card|Scrying Pool}} will usually discard the topdecked Silver, they are often played frequently and therefore you can expect them to be played when you have Beggar in hand. Beggar is not as good against {{Card|Rabble}}, {{Card|Fortune Teller}}, or {{Card|Oracle}}, which will discard the topdecked Silver. It is pretty decent against {{Card|Jester}}, which prefers to hit your really good cards or your really bad cards; Silver is in the middle ground which gives your opponent the least advantage.<br />
<br />
[[Trashing attack|Trashing attacks]]: Beggar somewhat protects against {{Card|Thief}} and {{Card|Noble Brigand}}, since you'll likely gain a Silver while giving your opponent a Silver. It is excellent against {{Card|Saboteur}}, {{Card|Rogue}}, and {{Card|Knights}}, since the topdecked Silver protects your better cards. It is also great against {{Card|Swindler}}, where you will gain a Silver and another {{Cost|3}} card. The one card you'll almost never want to reveal Beggar to is {{Card|Pirate Ship}} - you will guarantee they'll hit Treasure.<br />
=== Synergies/Combos ===<br />
* [[Alt-VP]], especially {{Card|Gardens}}<br />
* {{Card|Apothecary}}<br />
* {{Card|Bank}}<br />
* {{Card|Counting House}}<br />
* Hitting high price points early ({{Card|Bank}}, {{Card|Goons}}, {{Card|Hunting Grounds}}, {{Card|Forge}}, {{Card|Altar}})<br />
* Buying late with an extra buy<br />
* Discarding attacks and some trashing attacks<br />
<br />
=== Antisynergies ===<br />
* {{Card|Colony}}<br />
* Strong [[trashing]]<br />
* Buying early in engines or [[Big Money]]<br />
* {{Card|Grand Market}}, {{Card|King's Court}}, {{Card|Border Village}}, {{Card|Expand}}<br />
* {{Card|Pirate Ship}}<br />
* {{Card|Cutpurse}}<br />
* {{Card|Venture}} and {{Card|Adventurer}}<br />
* {{Card|Poor House}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|BeggarOld|Beggar}} || {{CardVersionImage|BeggarDigitalOld|Beggar from Goko/Making Fun}} || Gain 3 Coppers, putting them into your hand.<br>When another player plays an Attack card, you may discard this. If you do, gain two Silvers, putting one on top of your deck. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Beggar|Beggar}} || {{CardVersionImage|BeggarDigital|Beggar from Shuffle iT}} || Gain 3 Coppers to your hand.<br>When another player plays an Attack card, you may first discard this to gain 2 Silvers, putting one onto your deck. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 乞丐 || || || ||獲得三張銅幣並放入手牌。當其他玩家打出攻擊卡時,你可以先棄掉此卡,獲得兩張銀幣,將其中一張放到你的牌庫頂。<br />
|-<br />
!Czech<br />
| Žebrák || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Bedelaar || || || ||<br />
|-<br />
!Finnish<br />
| Kerjäläinen || || || ||<br />
|-<br />
!French<br />
| Mendiant || || || ||<br />
|-<br />
!German<br />
| Bettler || || || ||<br />
|-<br />
!Japanese<br />
| 物乞い (pron. ''monogoi'') || || || 手札に銅貨3枚を獲得する。他のプレイヤーがアタックカードを使用するとき、その解決前に、これを捨て札にしてもよい。捨て札にした場合、銀貨1枚を山札の上に、銀貨1枚を捨て札置き場に獲得する。 ||<br />
|-<br />
!Korean<br />
| 거지 (pron. ''geoji'') || || || ||<br />
|-<br />
!Russian<br />
| Попрошайка (pron. ''poproshayka'') || || || ||<br />
|-<br />
!Spanish<br />
| Mendigo || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:BeggarArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|<br />
|Text=I had the reaction on the original card, with "gain a Silver" as the top. Long ago I had had a straight "gain a Silver" action for {{Cost|2}}, and it wasn't good enough, but it seemed like a reaction might prop it up sufficiently. Then it got "+{{Cost|1}}" for good measure. And well the card was fine, if not exciting. Then I decided to change {{Card|Squire}}, as told in its story, and it took the cheap Silver-gaining, leaving me to replace the top here. Three Coppers seemed flavorful and interesting.<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 />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Love1323https://wiki.dominionstrategy.com/index.php/Poor_HousePoor House2018-02-26T19:20:57Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Poor House<br />
|cost = 1<br />
|type1 = Action<br />
|illustrator = Jessi J<br />
|text = +{{Cost|4}}<br>Reveal your hand. –{{Cost|1}} per Treasure card in your hand.<br>(You can't go below {{Cost|0}}.)<br />
}}<br />
<br />
'''Poor House''' is an [[Action]] card from [[Dark Ages]]. It is the only Kingdom card with a cost of {{Cost|1}} and the only one that can subtract {{Cost|}} from your total. It provides you with {{Cost|4}} minus the number of [[Treasure|Treasures]] in your hand: great when you can get rid of treasures, not so great otherwise! <br />
<br />
Its cost of {{Cost|1}} can have weird consequences: for instance, cards like {{Card|Upgrade}} and {{Card|Remake}} can no longer be used to trash {{Card|Copper}} with impunity if Poor House is in the supply.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +{{Cost|4}}. <br />
* Then you reveal your hand, and lose {{Cost|1}} per Treasure card in it. <br />
* You can lose more than {{Cost|4}} this way, but cannot go below {{Cost|0}}.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article yet for Poor House. Feel free to add your thoughts!<br />
<br />
In the basic case, Poor House's on-play effect is very similar to {{Card|Secret Chamber|Secret Chamber's}}, even though the card texts are very different. In an ordinary 5-card hand with one action, you will use Secret Chamber to discard your non-Treasure cards and get +{{Cost|1}} for each of them, adding up to the same amount of money you'd get from Poor House: {{Cost|4}} minus the number of Treasure cards in your hand. The circumstances which make Poor House stronger, however, are very different from those that make Secret Chamber stronger. Unlike Secret Chamber, Poor House is weakened in large hands but retains its effectiveness in small hands; in the presence of extra actions, multiple Poor Houses can be played to give you the same bonus, while playing multiple Secret Chambers consecutively is worse than just playing one.<br />
<br />
Poor House has one very obvious use—as a terminal +{{Cost|4}} in a deck where you have trashed all your [[Treasure|Treasures]], or are able to discard them. This makes it a top-notch buy in games with heavy [[trashing]] such as {{Card|Chapel}}. Without treasure in hand, a village and two Poor Houses can buy a {{Card|Province}}, as good as three Golds.<br />
<br />
Poor House's interaction with {{Card|Ambassador}} is complex. If you safely open with two Ambassadors and rid your deck of most {{Card|Copper|Coppers}}, Poor House can restart your buying power quickly. However, this strategy can be mitigated by an opponent who pursues a similar strategy and sends you Copper aggressively.<br />
<br />
Poor House is obviously terrible in [[Big Money]] or in [[engine]] games with weak trashing. <br />
<br />
Poor House has a love/hate relationship with {{Card|Remake}}, {{Card|Upgrade}}, and {{Card|Develop}}: when Poor House is around, these can be amazing to jump-start a money-free poor-house centered deck, or they can be terrible, bloating your deck with the mostly-useless terminal action. (of course, getting actions for free, and a guaranteed 4 every turn can help {{Card|Vineyard|Vineyards}} along) <br />
=== Discarding ===<br />
Discarding and sifters can enable you to buy (and cash in on) Poor Houses earlier than you normally would, or get by without as strong trashing or even without trashing at all. Poor House works especially well with {{Card|Hamlet}}; Hamlet can discard unwanted treasures while providing +Action and +Buy, allowing one to play or buy additional Poor Houses or Hamlets. {{Card|Warehouse}} is slightly less useful, and {{Card|Oasis}} yet weaker, but still helpful. {{Card|Cellar}} does not work quite as well as it discards before drawing, but can be useful for mostly-thinned decks with a few stray Coppers left, or to sift through to find other cards.<br />
<br />
{{Card|Vault}}, {{Card|Secret Chamber}}, {{Card|Storeroom}}, and {{Card|Horse Traders}} can also be used to drop treasure (for benefit) and activate Poor House, but these cards are terminal and require abundant +Actions to be used together with Poor House.<br />
<br />
{{Card|Black Market}} works in a similar fashion, allowing you to get the treasures out of your hand and into play. Of course, playing Black Market first means you can't use the {{Cost|4}} from Poor House to make your Black Market buy, in addition to the terminal consideration.<br />
<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Plaza}}, discard your treasures for coins and gain actions to play more Poor Houses. <br />
* Heavy trashing, such as {{Card|Chapel}} or {{Card|Steward}}<br />
* {{Card|Upgrade}}, {{Card|Remake}} if {{Card|Hamlet}} is on the board, and there are a good amount of cheap sifters/villages<br />
* {{Card|Ambassador}}, depending on your opponent's strategies<br />
* {{Card|Vineyard}}, sort of, since it's a super-cheap action card to pick up with any spare +Buy<br />
* {{Card|Wandering Minstrel}}, discard your treasures and play multiple Poor Houses in one turn<br />
* Cards allowing voluntary discard, especially {{Card|Hamlet}} but also {{Card|Warehouse}}, {{Card|Oasis}}, or others<br />
* {{Card|Villa}} allows you to play all your coins, buy the Villa, then play at least one of these.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Upgrade}}, {{Card|Remake}} with no sifting/villages<br />
* [[Big Money]]<br />
* Lack of trashing<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Poor HouseOld|Poor House}} || {{CardVersionImage|Poor HouseDigitalOld|Poor House from Goko/Making Fun}} || +{{Cost|4}}. Reveal your hand. -{{Cost|1}} per Treasure card in your hand, to a minimum of {{Cost|0}}. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Poor House|Poor House}} || {{CardVersionImage|Poor HouseDigital|Poor House from Shuffle iT}} || +{{Cost|4}}. Reveal your hand. –{{Cost|1}} per Treasure card in your hand. (You can't go below {{Cost|0}}.) || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 收容所 || || ||展示你的手牌,每一張你手中的錢幣卡會使你-{{Cost|1}},你不會低於{{Cost|0}}。 ||<br />
|-<br />
!Czech<br />
| Chudobinec || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Armenhuis || || || ||<br />
|-<br />
!Finnish<br />
| Köyhäintalo || || || ||<br />
|-<br />
!French<br />
| Hospice || || || ||<br />
|-<br />
!German<br />
| Armenhaus || || || ||<br />
|-<br />
!Japanese<br />
| 救貧院 (pron. ''kyūhin-in'') || || || +{{Cost|4}}。 手札を公開する。手札の財宝カード1枚に つき{{Cost|1}}失う(所持{{Cost}}は{{Cost|0}}未満にはならない)。 ||<br />
|-<br />
!Korean<br />
| 빈민구제소 (pron. ''binmingujeso'') || || || ||<br />
|-<br />
!Russian<br />
| Богадельня (pron. ''bogadyel'nya'') || || || ||<br />
|-<br />
!Spanish<br />
| Hospicio || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Poor_HouseArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Preview ===<br />
{{Quote|Text=Poor House says, build a deck with no money. Also a {{Card|Village}}, no money and a Village. If you can’t trash your money, at least discard it somehow. And it costs {{Cost|1}}. Why even have a card that costs {{Cost|1}} – aren’t you usually going to be paying at least {{Cost|2}} for it? Well sure, but you know. Not always. Anyway it’s cool to have a card that costs {{Cost|1}}, I don’t know what to tell you.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3820.0 Dark Ages Preview #1: Graverobber, Poor House, Sage]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in Prosperity. At the time I thought having a few anti-theme cards in a set would be cool. It turns out it's not; it just makes those cards less likely to be played when playing with kingdom cards heavy on whatever expansion. So Poor House moved to Hinterlands, and while it seemed fine there, one day it seemed like, why isn't this in Dark Ages.<br><br />
<br><br />
The original card got you +{{Cost|5}} if you had no treasure in hand. Sir Bailey suggested changing it so that you got varying amounts of money depending on how close you came to no treasures. Then for a long time it cost {{Cost|2}}, but Sir Martin suggested having it cost {{Cost|1}} for flavor reasons. It makes a functional difference in various situations and that's cool too.|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>Love1323https://wiki.dominionstrategy.com/index.php/Poor_HousePoor House2018-02-26T19:16:09Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Poor House<br />
|cost = 1<br />
|type1 = Action<br />
|illustrator = Jessi J<br />
|text = +{{Cost|4}}<br>Reveal your hand. –{{Cost|1}} per Treasure card in your hand.<br>(You can't go below {{Cost|0}}.)<br />
}}<br />
<br />
'''Poor House''' is an [[Action]] card from [[Dark Ages]]. It is the only Kingdom card with a cost of {{Cost|1}} and the only one that can subtract {{Cost|}} from your total. It provides you with {{Cost|4}} minus the number of [[Treasure|Treasures]] in your hand: great when you can get rid of treasures, not so great otherwise! <br />
<br />
Its cost of {{Cost|1}} can have weird consequences: for instance, cards like {{Card|Upgrade}} and {{Card|Remake}} can no longer be used to trash {{Card|Copper}} with impunity if Poor House is in the supply.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +{{Cost|4}}. <br />
* Then you reveal your hand, and lose {{Cost|1}} per Treasure card in it. <br />
* You can lose more than {{Cost|4}} this way, but cannot go below {{Cost|0}}.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article yet for Poor House. Feel free to add your thoughts!<br />
<br />
In the basic case, Poor House's on-play effect is very similar to {{Card|Secret Chamber|Secret Chamber's}}, even though the card texts are very different. In an ordinary 5-card hand with one action, you will use Secret Chamber to discard your non-Treasure cards and get +{{Cost|1}} for each of them, adding up to the same amount of money you'd get from Poor House: {{Cost|4}} minus the number of Treasure cards in your hand. The circumstances which make Poor House stronger, however, are very different from those that make Secret Chamber stronger. Unlike Secret Chamber, Poor House is weakened in large hands but retains its effectiveness in small hands; in the presence of extra actions, multiple Poor Houses can be played to give you the same bonus, while playing multiple Secret Chambers consecutively is worse than just playing one.<br />
<br />
Poor House has one very obvious use—as a terminal +{{Cost|4}} in a deck where you have trashed all your [[Treasure|Treasures]], or are able to discard them. This makes it a top-notch buy in games with heavy [[trashing]] such as {{Card|Chapel}}. Without treasure in hand, a village and two Poor Houses can buy a {{Card|Province}}, as good as three Golds.<br />
<br />
Poor House's interaction with {{Card|Ambassador}} is complex. If you safely open with two Ambassadors and rid your deck of most {{Card|Copper|Coppers}}, Poor House can restart your buying power quickly. However, this strategy can be mitigated by an opponent who pursues a similar strategy and sends you Copper aggressively.<br />
<br />
Poor House is obviously terrible in [[Big Money]] or in [[engine]] games with weak trashing. <br />
<br />
Poor House has a love/hate relationship with {{Card|Remake}}, {{Card|Upgrade}}, and {{Card|Develop}}: when Poor House is around, these can be amazing to jump-start a money-free poor-house centered deck, or they can be terrible, bloating your deck with the mostly-useless terminal action. (of course, getting actions for free, and a guaranteed 4 every turn can help {{Card|Vineyard|Vineyards}} along) <br />
=== Discarding ===<br />
Discarding and sifters can enable you to buy (and cash in on) Poor Houses earlier than you normally would, or get by without as strong trashing or even without trashing at all. Poor House works especially well with {{Card|Hamlet}}; Hamlet can discard unwanted treasures while providing +Action and +Buy, allowing one to play or buy additional Poor Houses or Hamlets. {{Card|Warehouse}} is slightly less useful, and {{Card|Oasis}} yet weaker, but still helpful. {{Card|Cellar}} does not work quite as well as it discards before drawing, but can be useful for mostly-thinned decks with a few stray Coppers left, or to sift through to find other cards.<br />
<br />
{{Card|Vault}}, {{Card|Secret Chamber}}, {{Card|Storeroom}}, and {{Card|Horse Traders}} can also be used to drop treasure (for benefit) and activate Poor House, but these cards are terminal and require abundant +Actions to be used together with Poor House.<br />
<br />
{{Card|Black Market}} works in a similar fashion, allowing you to get the treasures out of your hand and into play. Of course, playing Black Market first means you can't use the {{Cost|4}} from Poor House to make your Black Market buy, in addition to the terminal consideration.<br />
<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Plaza}}, discard your treasures for coins and gain actions to play more Poor Houses. <br />
* Heavy trashing, such as {{Card|Chapel}} or {{Card|Steward}}<br />
* {{Card|Upgrade}}, {{Card|Remake}} if {{Card|Hamlet}} is on the board, and there are a good amount of cheap sifters/villages<br />
* {{Card|Ambassador}}, depending on your opponent's strategies<br />
* {{Card|Vineyard}}, sort of, since it's a super-cheap action card to pick up with any spare +Buy<br />
* {{Card|Wandering Minstrel}}, discard your treasures and play multiple Poor Houses in one turn<br />
* Cards allowing voluntary discard, especially {{Card|Hamlet}} but also {{Card|Warehouse}}, {{Card|Oasis}}, or others<br />
* {{Card|Villa}} allows you to play all your coins, buy the Villa, then play at least one of these.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Upgrade}}, {{Card|Remake}} with no sifting/villages<br />
* [[Big Money]]<br />
* Lack of trashing<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Poor HouseOld|Poor House}} || {{CardVersionImage|Poor HouseDigitalOld|Poor House from Goko/Making Fun}} || +{{Cost|4}}. Reveal your hand. -{{Cost|1}} per Treasure card in your hand, to a minimum of {{Cost|0}}. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Poor House|Poor House}} || {{CardVersionImage|Poor HouseDigital|Poor House from Shuffle iT}} || +{{Cost|4}}. Reveal your hand. –{{Cost|1}} per Treasure card in your hand. (You can't go below {{Cost|0}}.) || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 收容所 || || ||"展示你的手牌,每一張你手中的錢幣卡會使你-{{Cost|1}},你不會低於{{Cost|0}}。 ||<br />
|-<br />
!Czech<br />
| Chudobinec || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Armenhuis || || || ||<br />
|-<br />
!Finnish<br />
| Köyhäintalo || || || ||<br />
|-<br />
!French<br />
| Hospice || || || ||<br />
|-<br />
!German<br />
| Armenhaus || || || ||<br />
|-<br />
!Japanese<br />
| 救貧院 (pron. ''kyūhin-in'') || || || +{{Cost|4}}。 手札を公開する。手札の財宝カード1枚に つき{{Cost|1}}失う(所持{{Cost}}は{{Cost|0}}未満にはならない)。 ||<br />
|-<br />
!Korean<br />
| 빈민구제소 (pron. ''binmingujeso'') || || || ||<br />
|-<br />
!Russian<br />
| Богадельня (pron. ''bogadyel'nya'') || || || ||<br />
|-<br />
!Spanish<br />
| Hospicio || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Poor_HouseArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Preview ===<br />
{{Quote|Text=Poor House says, build a deck with no money. Also a {{Card|Village}}, no money and a Village. If you can’t trash your money, at least discard it somehow. And it costs {{Cost|1}}. Why even have a card that costs {{Cost|1}} – aren’t you usually going to be paying at least {{Cost|2}} for it? Well sure, but you know. Not always. Anyway it’s cool to have a card that costs {{Cost|1}}, I don’t know what to tell you.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3820.0 Dark Ages Preview #1: Graverobber, Poor House, Sage]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in Prosperity. At the time I thought having a few anti-theme cards in a set would be cool. It turns out it's not; it just makes those cards less likely to be played when playing with kingdom cards heavy on whatever expansion. So Poor House moved to Hinterlands, and while it seemed fine there, one day it seemed like, why isn't this in Dark Ages.<br><br />
<br><br />
The original card got you +{{Cost|5}} if you had no treasure in hand. Sir Bailey suggested changing it so that you got varying amounts of money depending on how close you came to no treasures. Then for a long time it cost {{Cost|2}}, but Sir Martin suggested having it cost {{Cost|1}} for flavor reasons. It makes a functional difference in various situations and that's cool too.|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>Love1323https://wiki.dominionstrategy.com/index.php/Poor_HousePoor House2018-02-26T19:15:35Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Poor House<br />
|cost = 1<br />
|type1 = Action<br />
|illustrator = Jessi J<br />
|text = +{{Cost|4}}<br>Reveal your hand. –{{Cost|1}} per Treasure card in your hand.<br>(You can't go below {{Cost|0}}.)<br />
}}<br />
<br />
'''Poor House''' is an [[Action]] card from [[Dark Ages]]. It is the only Kingdom card with a cost of {{Cost|1}} and the only one that can subtract {{Cost|}} from your total. It provides you with {{Cost|4}} minus the number of [[Treasure|Treasures]] in your hand: great when you can get rid of treasures, not so great otherwise! <br />
<br />
Its cost of {{Cost|1}} can have weird consequences: for instance, cards like {{Card|Upgrade}} and {{Card|Remake}} can no longer be used to trash {{Card|Copper}} with impunity if Poor House is in the supply.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +{{Cost|4}}. <br />
* Then you reveal your hand, and lose {{Cost|1}} per Treasure card in it. <br />
* You can lose more than {{Cost|4}} this way, but cannot go below {{Cost|0}}.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article yet for Poor House. Feel free to add your thoughts!<br />
<br />
In the basic case, Poor House's on-play effect is very similar to {{Card|Secret Chamber|Secret Chamber's}}, even though the card texts are very different. In an ordinary 5-card hand with one action, you will use Secret Chamber to discard your non-Treasure cards and get +{{Cost|1}} for each of them, adding up to the same amount of money you'd get from Poor House: {{Cost|4}} minus the number of Treasure cards in your hand. The circumstances which make Poor House stronger, however, are very different from those that make Secret Chamber stronger. Unlike Secret Chamber, Poor House is weakened in large hands but retains its effectiveness in small hands; in the presence of extra actions, multiple Poor Houses can be played to give you the same bonus, while playing multiple Secret Chambers consecutively is worse than just playing one.<br />
<br />
Poor House has one very obvious use—as a terminal +{{Cost|4}} in a deck where you have trashed all your [[Treasure|Treasures]], or are able to discard them. This makes it a top-notch buy in games with heavy [[trashing]] such as {{Card|Chapel}}. Without treasure in hand, a village and two Poor Houses can buy a {{Card|Province}}, as good as three Golds.<br />
<br />
Poor House's interaction with {{Card|Ambassador}} is complex. If you safely open with two Ambassadors and rid your deck of most {{Card|Copper|Coppers}}, Poor House can restart your buying power quickly. However, this strategy can be mitigated by an opponent who pursues a similar strategy and sends you Copper aggressively.<br />
<br />
Poor House is obviously terrible in [[Big Money]] or in [[engine]] games with weak trashing. <br />
<br />
Poor House has a love/hate relationship with {{Card|Remake}}, {{Card|Upgrade}}, and {{Card|Develop}}: when Poor House is around, these can be amazing to jump-start a money-free poor-house centered deck, or they can be terrible, bloating your deck with the mostly-useless terminal action. (of course, getting actions for free, and a guaranteed 4 every turn can help {{Card|Vineyard|Vineyards}} along) <br />
=== Discarding ===<br />
Discarding and sifters can enable you to buy (and cash in on) Poor Houses earlier than you normally would, or get by without as strong trashing or even without trashing at all. Poor House works especially well with {{Card|Hamlet}}; Hamlet can discard unwanted treasures while providing +Action and +Buy, allowing one to play or buy additional Poor Houses or Hamlets. {{Card|Warehouse}} is slightly less useful, and {{Card|Oasis}} yet weaker, but still helpful. {{Card|Cellar}} does not work quite as well as it discards before drawing, but can be useful for mostly-thinned decks with a few stray Coppers left, or to sift through to find other cards.<br />
<br />
{{Card|Vault}}, {{Card|Secret Chamber}}, {{Card|Storeroom}}, and {{Card|Horse Traders}} can also be used to drop treasure (for benefit) and activate Poor House, but these cards are terminal and require abundant +Actions to be used together with Poor House.<br />
<br />
{{Card|Black Market}} works in a similar fashion, allowing you to get the treasures out of your hand and into play. Of course, playing Black Market first means you can't use the {{Cost|4}} from Poor House to make your Black Market buy, in addition to the terminal consideration.<br />
<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Plaza}}, discard your treasures for coins and gain actions to play more Poor Houses. <br />
* Heavy trashing, such as {{Card|Chapel}} or {{Card|Steward}}<br />
* {{Card|Upgrade}}, {{Card|Remake}} if {{Card|Hamlet}} is on the board, and there are a good amount of cheap sifters/villages<br />
* {{Card|Ambassador}}, depending on your opponent's strategies<br />
* {{Card|Vineyard}}, sort of, since it's a super-cheap action card to pick up with any spare +Buy<br />
* {{Card|Wandering Minstrel}}, discard your treasures and play multiple Poor Houses in one turn<br />
* Cards allowing voluntary discard, especially {{Card|Hamlet}} but also {{Card|Warehouse}}, {{Card|Oasis}}, or others<br />
* {{Card|Villa}} allows you to play all your coins, buy the Villa, then play at least one of these.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Upgrade}}, {{Card|Remake}} with no sifting/villages<br />
* [[Big Money]]<br />
* Lack of trashing<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Poor HouseOld|Poor House}} || {{CardVersionImage|Poor HouseDigitalOld|Poor House from Goko/Making Fun}} || +{{Cost|4}}. Reveal your hand. -{{Cost|1}} per Treasure card in your hand, to a minimum of {{Cost|0}}. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Poor House|Poor House}} || {{CardVersionImage|Poor HouseDigital|Poor House from Shuffle iT}} || +{{Cost|4}}. Reveal your hand. –{{Cost|1}} per Treasure card in your hand. (You can't go below {{Cost|0}}.) || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 收容所 || || ||"展示你的手牌,每一張你手中的錢幣卡會使你-{{Cost|1}}你不會低於{{Cost|0}}。 ||<br />
|-<br />
!Czech<br />
| Chudobinec || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Armenhuis || || || ||<br />
|-<br />
!Finnish<br />
| Köyhäintalo || || || ||<br />
|-<br />
!French<br />
| Hospice || || || ||<br />
|-<br />
!German<br />
| Armenhaus || || || ||<br />
|-<br />
!Japanese<br />
| 救貧院 (pron. ''kyūhin-in'') || || || +{{Cost|4}}。 手札を公開する。手札の財宝カード1枚に つき{{Cost|1}}失う(所持{{Cost}}は{{Cost|0}}未満にはならない)。 ||<br />
|-<br />
!Korean<br />
| 빈민구제소 (pron. ''binmingujeso'') || || || ||<br />
|-<br />
!Russian<br />
| Богадельня (pron. ''bogadyel'nya'') || || || ||<br />
|-<br />
!Spanish<br />
| Hospicio || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Poor_HouseArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Preview ===<br />
{{Quote|Text=Poor House says, build a deck with no money. Also a {{Card|Village}}, no money and a Village. If you can’t trash your money, at least discard it somehow. And it costs {{Cost|1}}. Why even have a card that costs {{Cost|1}} – aren’t you usually going to be paying at least {{Cost|2}} for it? Well sure, but you know. Not always. Anyway it’s cool to have a card that costs {{Cost|1}}, I don’t know what to tell you.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3820.0 Dark Ages Preview #1: Graverobber, Poor House, Sage]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in Prosperity. At the time I thought having a few anti-theme cards in a set would be cool. It turns out it's not; it just makes those cards less likely to be played when playing with kingdom cards heavy on whatever expansion. So Poor House moved to Hinterlands, and while it seemed fine there, one day it seemed like, why isn't this in Dark Ages.<br><br />
<br><br />
The original card got you +{{Cost|5}} if you had no treasure in hand. Sir Bailey suggested changing it so that you got varying amounts of money depending on how close you came to no treasures. Then for a long time it cost {{Cost|2}}, but Sir Martin suggested having it cost {{Cost|1}} for flavor reasons. It makes a functional difference in various situations and that's cool too.|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>Love1323https://wiki.dominionstrategy.com/index.php/SurvivorsSurvivors2018-02-26T19:10:35Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Survivors<br />
|cost = 0<br />
|type1 = Action<br />
|type2 = Ruins<br />
|kingdom = No<br />
|supply = Yes<br />
|illustrator = Alex Drummond<br />
|text = Look at the top 2 cards of your deck. Discard them or put them back in any order.<br />
}}<br />
<br />
'''Survivors''' is an [[Action]]-[[Ruins]] from [[Dark Ages]]. It is typically given out by [[Looter|Looters]], but can be bought if it is the top card of the Ruins pile. When played, it lets you look at the top two cards of your deck and gives you the opportunity to discard them. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You either discard both cards, or put both cards back on top; you cannot just discard one card. <br />
* This is a [[Ruins]]; [[Ruins|see Additional Rules for Dark Ages and Preparation]].<br />
=== Other Rules clarifications ===<br />
* If you do not have 2 cards in your deck, look at what you can and then shuffle your discard pile to make a new deck. If you still don't have 2 cards to look at just reveal what you can.<br />
== Strategy Article ==<br />
It gives you a little bit of filtering and looks at the top of your deck, and so combos with {{Card|Scrying Pool}}, {{Card|Mystic}}, and {{Card|Wishing Well}}, just a bit. It's probably more useful in junked-up decks... such as those filled with Ruins. <br />
=== Synergies/Combos ===<br />
* {{Card|Scrying Pool}}, {{Card|Mystic}}, and {{Card|Wishing Well}}<br />
=== Antisynergies ===<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|SurvivorsOld|Survivors}} || {{CardVersionImage|SurvivorsDigitalOld|Survivors from Goko/Making Fun}} || Look at the top 2 cards of your deck. Discard them or put them back in any order. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Survivors|Survivors}} || {{CardVersionImage|SurvivorsDigital|Survivors from Shuffle iT}} || Look at the top 2 cards of your deck. Discard them or put them back in any order. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 難民 || || || 觀看你牌庫頂的兩張卡,棄掉那兩張或是將那兩張以任意順序放回牌庫頂。 ||<br />
|-<br />
!Czech<br />
| Pozůstalí || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Overlevenden || || || ||<br />
|-<br />
!Finnish<br />
| Eloonjääneet || || || ||<br />
|-<br />
!French<br />
| Rescapés || || || ||<br />
|-<br />
!German<br />
| Überlebende || || || Sieh dir die obersten beiden Karten von deinem Nachziehstapel an.<br>Lege beide Karten ab oder lege beide Karten in beliebiger Reihenfolge zurück auf deinen Nachziehstapel. ||<br />
|-<br />
!Japanese<br />
| 生存者 (pron. ''seizon-sha'') || || || 山札の上から2枚を見る。両方を捨て札にするか、好きな順番で山札に戻す。 ||<br />
|-<br />
!Korean<br />
| 생존자 (pron. ''saengjonja'') || || || ||<br />
|-<br />
!Russian<br />
| Уцелевшие (pron. ''utsyelyevshiye'') || || || ||<br />
|-<br />
!Spanish<br />
| Supervivientes || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:SurvivorsArt.jpg|thumb|right|354px|Official card art.]]<br />
This is the only non-[[vanilla]] Ruins card. It is also the only one whose name and artwork aren't based on earlier cards.<br />
<br />
=== Secret History ===<br />
{{Quote|Text=<br />
Back when, the main set had [[Confusion]]—a blank card—and an attack that gave it out. Confusion just wasn't worth the 30 or 50 extra cards it required. It plays so much like {{Card|Curse}}. When I decided to make Dark Ages 500 cards, I of course thought of Confusion. Confusion still wasn't worth doing though. But what about more interesting penalty cards? They wouldn't need to be all the same even. And well there they are, the Ruins. It was always those five. Some people argued that Ruined Village was more funny than worth printing; it's easily the worst one, and in a multiplayer game someone just randomly got handed it while someone else got Abandoned Mine. But I thought that wasn't so bad, and felt that it was important that it be very easy to learn the Ruins. Four are +1's and then there's Survivors. Bam.<br><br />
<br><br />
I needed a rule for putting out the pile, and so put "[[Looter]]" on the bottom of the relevant kingdom cards. It seemed like it would be confusing if the Ruins pile wasn't in the supply, so it is; that meant the top card had to be visible, so that for example if I name it for {{Card|Contraband}} we know that that's what you'd be buying (and you can't). This means you have to carefully deal them out in turn order and well that was as good as it got.<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 />
<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}<br />
[[Category:Special base cards]]</div>Love1323https://wiki.dominionstrategy.com/index.php/Ruined_VillageRuined Village2018-02-26T19:09:09Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Ruined Village<br />
|cost = 0<br />
|type1 = Action<br />
|type2 = Ruins<br />
|kingdom = No<br />
|supply = Yes<br />
|illustrator = Doris Matthäus<br />
|text = '''+1 Action'''<br />
}}<br />
<br />
'''Ruined Village''' is an [[Action]]-[[Ruins]] from [[Dark Ages]]. It is typically given out by [[Looter|Looters]], but can be bought if it is the top card of the Ruins pile. When played, it has no effect, just giving you back the action it took to play it. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you just get +1 Action. <br />
* This is a [[Ruins]]; [[Ruins|see Additional Rules for Dark Ages and Preparation]].<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
Yes, it is possible to {{Card|Throne Room}} or {{Card|King's Court}} a Ruined Village and use that as your only [[Villages]] in an [[engine]]. If you pull this off, please post a log on the [http://forum.dominionstrategy.com forums], because it would be awesome to see. <br />
<br />
Other than that case, Ruined Village is probably the least useful Ruins, typically effectively doing nothing at all for you. <br />
=== Synergies/Combos ===<br />
* Ruined Village does not interfere with {{Card|Library}} engines, and minimally with {{Card|Watchtower}} engines.<br />
* Can help activate {{Card|Conspirator}} engines in the presence of other enablers.<br />
* Reduces the cost of {{Card|Peddler}}.<br />
* Increases the maximum cost of the card gained by {{Card|Horn of Plenty}}.<br />
<br />
=== Antisynergies ===<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Ruined VillageOld|Ruined Village}} || {{CardVersionImage|Ruined VillageDigitalOld|Ruined Village from Goko/Making Fun}} || '''+1 Action'''. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Ruined Village|Ruined Village}} || {{CardVersionImage|Ruined VillageDigital|Ruined Village from Shuffle iT}} || '''+1 Action'''. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 荒蕪村莊 || || ||'''+1 行動'''。 ||<br />
|-<br />
!Czech<br />
| Vypálená vesnice (lit. ''burned village'') || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Vernield Dorp (lit. ''destroyed village'') || || || ||<br />
|-<br />
!Finnish<br />
| Raunioitunut kylä || || || ||<br />
|-<br />
!French<br />
| Ville en ruines || || || ||<br />
|-<br />
!German<br />
| Zerstörtes Dorf || || || '''+1 Aktion''' ||<br />
|-<br />
!Japanese<br />
| 廃村 (pron. ''haison'', lit. ''ghost town'') || || || '''+1 アクション'''。 ||<br />
|-<br />
!Korean<br />
| 폐허가 된 마을 (pron. ''pyeheoga doen ma-eul'') || || || ||<br />
|-<br />
!Russian<br />
| Разрушенная Деревня (pron. ''razrushyennaya dyeryevnya'') || || || ||<br />
|-<br />
!Spanish<br />
| Pueblo en Ruinas || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Ruined_VillageArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art shows a ruined version of the art for {{Card|Walled Village}}.<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=<br />
Back when, the main set had [[Confusion]]—a blank card—and an attack that gave it out. Confusion just wasn't worth the 30 or 50 extra cards it required. It plays so much like {{Card|Curse}}. When I decided to make Dark Ages 500 cards, I of course thought of Confusion. Confusion still wasn't worth doing though. But what about more interesting penalty cards? They wouldn't need to be all the same even. And well there they are, the Ruins. It was always those five. Some people argued that Ruined Village was more funny than worth printing; it's easily the worst one, and in a multiplayer game someone just randomly got handed it while someone else got Abandoned Mine. But I thought that wasn't so bad, and felt that it was important that it be very easy to learn the Ruins. Four are +1's and then there's Survivors. Bam.<br><br />
<br><br />
I needed a rule for putting out the pile, and so put "[[Looter]]" on the bottom of the relevant kingdom cards. It seemed like it would be confusing if the Ruins pile wasn't in the supply, so it is; that meant the top card had to be visible, so that for example if I name it for {{Card|Contraband}} we know that that's what you'd be buying (and you can't). This means you have to carefully deal them out in turn order and well that was as good as it got.<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 />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}<br />
[[Category:Special base cards]]</div>Love1323https://wiki.dominionstrategy.com/index.php/Ruined_MarketRuined Market2018-02-26T19:07:39Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Ruined Market<br />
|cost = 0<br />
|type1 = Action<br />
|type2 = Ruins<br />
|kingdom = No<br />
|supply = Yes<br />
|illustrator = Marcel-André Casasola Merkle<br />
|text = '''+1 Buy'''<br />
}}<br />
<br />
'''Ruined Market''' is an [[Action]]–[[Ruins]] from [[Dark Ages]]. It is typically given out by [[Looter|Looters]], but can be bought if it is the top card of the Ruins pile. When played, it just gives +1 Buy. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you just get +1 Buy. <br />
* This is a [[Ruins]]; see [[Ruins|Additional Rules for Dark Ages and Preparation.]]<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
This Ruins has a niche use case where you'd want to buy it. While the +1 Card, +1 Action, +{{Cost|1}}, and minor filtering of the other Ruins are something you'd probably never want, there will be situations where the Kingdom has all the components for a roaring engine... but no +Buy! In that case, spotting the rare opportunity to deliberately buy a Ruins could win you the game and the eternal admiration of your playgroup. <br />
=== Synergies/Combos ===<br />
* Super-powerful [[engine]] cards that don't have +Buy but need it. {{Card|King's Court}}, {{Card|Highway}}, {{Card|Chapel}}. <br />
=== Antisynergies ===<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Ruined MarketOld|Ruined Market}} || {{CardVersionImage|Ruined MarketDigitalOld|Ruined Market from Goko/Making Fun}} || '''+1 Buy'''. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Ruined Market|Ruined Market}} || {{CardVersionImage|Ruined MarketDigital|Ruined Market from Shuffle iT}} || '''+1 Buy'''. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 市場殘骸 || || || '''+1 購買'''。 ||<br />
|-<br />
!Czech<br />
| Zničené tržiště (lit. ''destroyed marketplace'') || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Verwoeste Markt (lit. ''devastated market'') || || || ||<br />
|-<br />
!Finnish<br />
| Raunioitunut tori || || || ||<br />
|-<br />
!French<br />
| Marché en ruines || || || ||<br />
|-<br />
!German<br />
| Zerstörter Markt || || || '''+1 Kauf''' ||<br />
|-<br />
!Japanese<br />
| 市場跡地 (pron. ''ichiba atochi'', lit. ''site of demolished market'') || || || '''+1 購入'''。 ||<br />
|-<br />
!Korean<br />
| 폐허가 된 시장 (pron. ''pyeheoga doen sijang'') || || || ||<br />
|-<br />
!Russian<br />
| Разрушенный Рынок (pron. ''razrushyenny rynok'') || || || ||<br />
|-<br />
!Spanish<br />
| Mercado en Ruinas || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Ruined_MarketArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art shows a ruined version of the art for {{Card|Grand Market}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
=== Preview ===<br />
{{Quote|Text=Ruined Market for example just gives +1 Buy. It’s as simple as {{Card|Smithy}}! I am betting you can guess what three of the other Ruinses do. The last one will remain a small mystery until next week. Looking at the art, it appears that that Ruined Market was once Grand. It’s hard times for all of us.<br />
<br />
Once you get given a Ruined Market, well, it’s pretty bad, but it does do something. You don’t usually want it – though it has a certain charm in a {{Card|Fairgrounds}} deck – but who knows, maybe that +1 Buy will come in handy. So it’s like a {{Card|Curse}} but more interesting. And really that’s the whole point to them.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3845.0 Dark Ages Preview #2: Feodum, Cultist, Ruined Market]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=<br />
Back when, the main set had [[Confusion]]—a blank card—and an attack that gave it out. Confusion just wasn't worth the 30 or 50 extra cards it required. It plays so much like {{Card|Curse}}. When I decided to make Dark Ages 500 cards, I of course thought of Confusion. Confusion still wasn't worth doing though. But what about more interesting penalty cards? They wouldn't need to be all the same even. And well there they are, the Ruins. It was always those five. Some people argued that Ruined Village was more funny than worth printing; it's easily the worst one, and in a multiplayer game someone just randomly got handed it while someone else got Abandoned Mine. But I thought that wasn't so bad, and felt that it was important that it be very easy to learn the Ruins. Four are +1's and then there's Survivors. Bam.<br><br />
<br><br />
I needed a rule for putting out the pile, and so put "[[Looter]]" on the bottom of the relevant kingdom cards. It seemed like it would be confusing if the Ruins pile wasn't in the supply, so it is; that meant the top card had to be visible, so that for example if I name it for {{Card|Contraband}} we know that that's what you'd be buying (and you can't). This means you have to carefully deal them out in turn order and well that was as good as it got.<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 />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}<br />
[[Category:Special base cards]]</div>Love1323https://wiki.dominionstrategy.com/index.php/Ruined_LibraryRuined Library2018-02-26T18:44:19Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Ruined Library<br />
|cost = 0<br />
|type1 = Action<br />
|type2 = Ruins<br />
|kingdom = No<br />
|supply = Yes<br />
|illustrator = Harald Lieske <br />
|text = '''+1 Card'''<br />
}}<br />
<br />
'''Ruined Library''' is an [[Action]]-[[Ruins]] from [[Dark Ages]]. It is typically given out by [[Looter|Looters]], but can be bought if it is the top card of the Ruins pile. When played, it gives +1 Card. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you draw a card. <br />
* This is a [[Ruins]]; [[Ruins|see Additional Rules for Dark Ages and Preparation]].<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
If you have a surplus of actions, Ruined Library isn't so bad, it can replace itself. You really need a lot of spare actions for +1 Card to be worth playing though. <br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Ruined LibraryOld|Ruined Library}} || {{CardVersionImage|Ruined LibraryDigitalOld|Ruined Library from Goko/Making Fun}} || '''+1 Card'''. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Ruined Library|Ruined Library}} || {{CardVersionImage|Ruined LibraryDigital|Ruined Library from Shuffle iT}} || '''+1 Card'''. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 圖書館遺址 || || || '''+1 卡片'''。 ||<br />
|-<br />
!Czech<br />
| Zničená knihovna (lit. ''destroyed library'') || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Ingestorte Bibliotheek (lit. ''collapsed library'') || || || ||<br />
|-<br />
!Finnish<br />
| Raunioitunut kirjasto || || || ||<br />
|-<br />
!French<br />
| Bibliothèque en ruines || || || ||<br />
|-<br />
!German<br />
| Zerstörte Bibliothek || || || '''+1 Karte''' ||<br />
|-<br />
!Japanese<br />
| 図書館跡地 (pron. ''toshokan atochi'', lit. ''site of demolished library'') || || || '''+1 カードを引く'''。 ||<br />
|-<br />
!Korean<br />
| 폐허가 된 도서관 (pron. ''pyeheoga doen doseogwan'') || || || ||<br />
|-<br />
!Russian<br />
| Разрушенная Библиотека (pron. ''razrushyennaya bibliotyeka'') || || || ||<br />
|-<br />
!Spanish<br />
| Biblioteca en Ruinas || || || ||<br />
|- <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Ruined_LibraryArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art shows a ruined version of the art for {{Card|Library}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
<br />
=== Secret History ===<br />
{{Quote|Text=<br />
Back when, the main set had [[Confusion]]—a blank card—and an attack that gave it out. Confusion just wasn't worth the 30 or 50 extra cards it required. It plays so much like {{Card|Curse}}. When I decided to make Dark Ages 500 cards, I of course thought of Confusion. Confusion still wasn't worth doing though. But what about more interesting penalty cards? They wouldn't need to be all the same even. And well there they are, the Ruins. It was always those five. Some people argued that Ruined Village was more funny than worth printing; it's easily the worst one, and in a multiplayer game someone just randomly got handed it while someone else got Abandoned Mine. But I thought that wasn't so bad, and felt that it was important that it be very easy to learn the Ruins. Four are +1's and then there's Survivors. Bam.<br><br />
<br><br />
I needed a rule for putting out the pile, and so put "[[Looter]]" on the bottom of the relevant kingdom cards. It seemed like it would be confusing if the Ruins pile wasn't in the supply, so it is; that meant the top card had to be visible, so that for example if I name it for {{Card|Contraband}} we know that that's what you'd be buying (and you can't). This means you have to carefully deal them out in turn order and well that was as good as it got.<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 />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}<br />
[[Category:Special base cards]]</div>Love1323https://wiki.dominionstrategy.com/index.php/Abandoned_MineAbandoned Mine2018-02-26T18:33:04Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Abandoned Mine<br />
|cost = 0<br />
|type1 = Action<br />
|type2 = Ruins<br />
|kingdom = No<br />
|supply = Yes<br />
|illustrator = Claus Stefan<br />
|text = +{{Cost|1}}<br />
}}<br />
<br />
'''Abandoned Mine''' is an [[Action]]-[[Ruins]] from [[Dark Ages]]. It is typically given out by [[Looter|Looters]], but can be bought if it is the top card of the Ruins pile. When played, it gives +{{Cost|1}}, like a Copper, but uses up your Action. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you just get +{{Cost|1}}. <br />
* This is a Ruins; see [[Ruins|Additional Rules for Dark Ages and Preparation]].<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
If you have a surplus of +Actions, it's like a {{Card|Copper}}. <br />
=== Synergies/Combos ===<br />
=== Antisynergies ===<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Abandoned MineOld|Abandoned Mine}} || {{CardVersionImage|Abandoned MineDigitalOld|Abandoned Mine from Goko/Making Fun}} || +{{Cost|1}}. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Abandoned Mine|Abandoned Mine}} || {{CardVersionImage|Abandoned MineDigital|Abandoned Mine from Shuffle iT}} || +{{Cost|1}}. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 廢棄礦坑 || || ||'''+{{Cost|1}}''' ||<br />
|-<br />
!Czech<br />
| Opuštěný důl || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Verlaten Mijn || || || ||<br />
|-<br />
!Finnish<br />
| Raunioitunut kaivos (lit. ''ruined mine'') || || || ||<br />
|-<br />
!French<br />
| Mine abandonnée || || || ||<br />
|-<br />
!German<br />
| Verlassene Mine || {{CardVersionImage|Abandoned Mine German-HiG|German Version by [[Hans_im_Glück|HiG]]}} || || '''+{{Cost|1}}''' ||<br />
|-<br />
!Japanese<br />
| 廃坑 (pron. ''haikō'') || || || +{{Cost|1}}。 ||<br />
|-<br />
!Korean<br />
| 폐광 (pron. ''pyegwang'') || || || ||<br />
|-<br />
!Russian<br />
| Заброшенный Рудник (pron. ''zabroshyenny rudnik'') || || || ||<br />
|-<br />
!Spanish<br />
| Mina Abandonada || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Abandoned_MineArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Card Art ===<br />
{{Quote<br />
|Text=The art shows a ruined version of the art for {{Card|Mine}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']<br />
}}<br />
<br />
=== Secret History ===<br />
{{Quote|Text=<br />
Back when, the main set had [[Confusion]]—a blank card—and an attack that gave it out. Confusion just wasn't worth the 30 or 50 extra cards it required. It plays so much like {{Card|Curse}}. When I decided to make Dark Ages 500 cards, I of course thought of Confusion. Confusion still wasn't worth doing though. But what about more interesting penalty cards? They wouldn't need to be all the same even. And well there they are, the Ruins. It was always those five. Some people argued that Ruined Village was more funny than worth printing; it's easily the worst one, and in a multiplayer game someone just randomly got handed it while someone else got Abandoned Mine. But I thought that wasn't so bad, and felt that it was important that it be very easy to learn the Ruins. Four are +1's and then there's Survivors. Bam.<br><br />
<br><br />
I needed a rule for putting out the pile, and so put "[[Looter]]" on the bottom of the relevant kingdom cards. It seemed like it would be confusing if the Ruins pile wasn't in the supply, so it is; that meant the top card had to be visible, so that for example if I name it for {{Card|Contraband}} we know that that's what you'd be buying (and you can't). This means you have to carefully deal them out in turn order and well that was as good as it got.<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 />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}<br />
[[Category:Special base cards]]</div>Love1323https://wiki.dominionstrategy.com/index.php/Death_CartDeath Cart2018-02-26T18:30:15Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Death Cart<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Looter<br />
|illustrator = Marco Morte<br />
|text = +{{Cost|5}}<br>You may trash an Action card from your hand. If you don't, trash this.<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 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 [[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 [[Seaside]]) to give Death Carts to each other player, those players also gain Ruins. <br />
* Passing cards with {{Card|Masquerade}} (from [[Intrigue]]) does not count as gaining them.<br />
<br />
=== Other Rules clarifications ===<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 />
* [[engine|engines]] can match up the Death Cart with its fuel. <br />
* Death Cart counters other [[Looter|Looters]] hard - the extra Ruins become a benefit and not a drawback! <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 />
<br />
=== Antisynergies ===<br />
* [[Curser|Cursers]] will make it extremely difficult to match up your Death Cart with your Actions.<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 />
===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 || || || ||<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 (note: as referred to in Polish ''[[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>Love1323https://wiki.dominionstrategy.com/index.php/Death_CartDeath Cart2018-02-26T18:27:31Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Death Cart<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Looter<br />
|illustrator = Marco Morte<br />
|text = +{{Cost|5}}<br>You may trash an Action card from your hand. If you don't, trash this.<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 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 [[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 [[Seaside]]) to give Death Carts to each other player, those players also gain Ruins. <br />
* Passing cards with {{Card|Masquerade}} (from [[Intrigue]]) does not count as gaining them.<br />
<br />
=== Other Rules clarifications ===<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 />
* [[engine|engines]] can match up the Death Cart with its fuel. <br />
* Death Cart counters other [[Looter|Looters]] hard - the extra Ruins become a benefit and not a drawback! <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 />
<br />
=== Antisynergies ===<br />
* [[Curser|Cursers]] will make it extremely difficult to match up your Death Cart with your Actions.<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 />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!繁體中文<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 || || || ||<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 (note: as referred to in Polish ''[[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>Love1323https://wiki.dominionstrategy.com/index.php/Death_CartDeath Cart2018-02-26T18:26:44Z<p>Love1323: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Death Cart<br />
|cost = 4<br />
|type1 = Action<br />
|type2 = Looter<br />
|illustrator = Marco Morte<br />
|text = +{{Cost|5}}<br>You may trash an Action card from your hand. If you don't, trash this.<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 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 [[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 [[Seaside]]) to give Death Carts to each other player, those players also gain Ruins. <br />
* Passing cards with {{Card|Masquerade}} (from [[Intrigue]]) does not count as gaining them.<br />
<br />
=== Other Rules clarifications ===<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 />
* [[engine|engines]] can match up the Death Cart with its fuel. <br />
* Death Cart counters other [[Looter|Looters]] hard - the extra Ruins become a benefit and not a drawback! <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 />
<br />
=== Antisynergies ===<br />
* [[Curser|Cursers]] will make it extremely difficult to match up your Death Cart with your Actions.<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 />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!繁體中文<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 || || || ||<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 (note: as referred to in Polish ''[[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>Love1323