https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=Rabenkind&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-28T11:26:28ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/GameplayGameplay2024-02-04T12:07:21Z<p>Rabenkind: </p>
<hr />
<div>[[Image:Dominion_Being_Played.jpg|thumb|right|500px|A group of people playing Dominion.]]<br />
This article summarizes the '''rules of the game of Dominion'''.<br />
<br />
Interpretation and exploitation of the rules and mechanics of the game entail [[strategy]] and tactics.<br />
== Quick Summary ==<br />
In a game of Dominion, each player is given a starting [[deck]] of 10 cards, and they play around a [[Supply]] of card piles that they can buy from over the course of the game.<br />
<br />
On their turn, a player goes through three turn phases:<br />
* Action (A): They may play one [[Action]] card.<br />
* Buy (B): They may play their [[Treasure]]s and buy one card that they can afford, putting that card in their [[discard]] pile.<br />
* Clean-up (C): They take all the cards they've played, and all cards remaining in their hand, and put them into their discard pile. They then draw (D) 5 more cards, and end their turn.<br />
<br />
When any player needs to draw cards and there are not enough cards left in their deck to do so, they [[reshuffle]] their discard pile to create a new deck. In this way cards that have been bought on earlier turns will be drawn on later turns to be played.<br />
<br />
The game ends when either 3 Supply piles are empty, or when the {{Card|Province}} pile or the {{Card|Colony}} pile empties. The player with the most victory points wins.<br />
<br />
Many effects can allow the player to play more than one Action card or buy more than one card per turn. There are exceptions to almost everything else just listed above as well, as discussed in detail below.<br />
<br />
== Setup ==<br />
[[Image:Supply2.png|thumb|right|500px|A diagram from the official rulebook, highlighting a typical setup.]]<br />
=== Standard setup ===<br />
To set up the game, first prepare the cards which constitute the [[Supply]]. The Supply normally consists of the 7 [[basic cards|basic]] Supply piles ({{Card|Curse}}, {{Card|Copper}}, {{Card|Silver}}, {{Card|Gold}}, {{Card|Estate}}, {{Card|Duchy}}, and {{Card|Province}}) and 10 [[Kingdom]] cards. Curse cards are included even if no Kingdom card specifically references them. The 10 Kingdom cards, collectively known as the Kingdom, may be chosen by any method agreed upon by the players. A common method is to select randomly from the [[Randomizer]] deck. Alternatively, there are some [[Recommended Kingdoms]] that introduce the game and expansions or create interesting decisions for players.<br />
<br />
Victory cards and Curses have different numbers of cards in their piles with different numbers of players. Victory card piles have 8 cards in a 2-player game, and 12 cards otherwise (except for the Province pile, which has 15 cards in a 5-player game, and 18 cards in a 6-player game). The Curse pile has 10 cards for each player after the first, so 10 cards in a 2-player game, 20 cards in a 3-player game, etc.<br />
<br />
Finally, mark out the [[trash]] pile (typically with the trash card or trash mat), and give each player a starting Deck consisting of 7 Coppers (from the Supply) and 3 Estates (not from the 8 or 12 in the Supply).<br />
<br />
{| class="wikitable"<br />
! <br />
! style="font-weight:bold;" | 2 players<br />
! style="font-weight:bold;" | 3 players<br />
! style="font-weight:bold;" | 4 players<br />
! style="font-weight:bold;" | 5 players<br />
! style="font-weight:bold;" | 6 players<br />
|-<br />
| {{Card|Copper}}<br />
| 46<br />
| 39<br />
| 32<br />
| 25 / 85<br />
| 18 / 78<br />
|-<br />
| {{Card|Silver}}<br />
| 40<br />
| 40<br />
| 40<br />
| 40 / 80<br />
| 40 / 80<br />
|-<br />
| {{Card|Gold}}<br />
| 30<br />
| 30<br />
| 30<br />
| 30 / 60<br />
| 30 / 60<br />
|-<br />
| {{Card|Curse}}<br />
| 10<br />
| 20<br />
| 30<br />
| 40<br />
| 50<br />
|-<br />
| {{Card|Estate}}<br />
| 8<br />
| 12<br />
| 12<br />
| 12<br />
| 12<br />
|-<br />
| {{Card|Duchy}}<br />
| 8<br />
| 12<br />
| 12<br />
| 12<br />
| 12<br />
|-<br />
| {{Card|Province}}<br />
| 8<br />
| 12<br />
| 12<br />
| 15<br />
| 18<br />
|}<br />
<br />
=== Additional setup rules ===<br />
In addition to the Kingdom cards selected for the supply, [[Event]]s, [[Landmark]]s, [[Project]]s, [[Way]]s and [[Trait]]s may be included in gameplay as well; like Kingdom cards, these may be selected in any way. It is recommended that no more than two total of these and no more than one Way be used per game.<br />
<br />
Each pile of Kingdom cards in the Supply normally contains 10 cards. Some exceptions include:<br />
* The {{Card|Rats}} pile (if in the Kingdom) contains 20 cards.<br />
* The {{Card|Port}} pile (if in the Kingdom) contains 12 cards.<br />
* There are 16 cards in each split pile of {{Card|Augurs}}, {{Card|Clashes}}, {{Card|Forts}}, {{Card|Odysseys}}, {{Card|Townsfolk}}, {{Card|Wizards}} with 4 of each individual card.<br />
* [[Victory]] card piles (Kingdom and basic Supply) contain 8 cards in a two-player game and 12 cards in games with more players. (A Kingdom card which is both a Victory card and another type is considered a Victory card.)<br />
** In 2-player games, use one of each {{Card|Castles|Castle}}; with more players, use all 12 cards.<br />
<br />
Certain Kingdom cards will require additional piles to be included in the Supply. Additional piles which may be included are:<br />
* If {{Card|Young Witch}} is selected as a Kingdom card, an 11th Kingdom card costing {{Cost|2}} or {{Cost|3}}, designated the [[Bane]] card, is added to the Kingdom.<br />
* {{Card|Potion}} is used whenever any Kingdom card has {{Cost|P}} in its cost.<br />
* The use of {{Card|Colony}} and {{Card|Platinum}} may be added in games using Kingdom cards from [[Prosperity]]; it is recommended that this be decided randomly based on the percentage of Prosperity cards in the Kingdom (see the [[Prosperity#Additional Rules|Prosperity additional rules]] for more information).<br />
* [[Ruins]] are used whenever a card with the type [[Looter]] is included in the Kingdom. Specifically, {{Card|Cultist}}, {{Card|Death Cart}}, and {{Card|Marauder}} constitute the Looters.<br />
** The Ruins pile changes size exactly like the Curse pile; so it has 10 cards in a 2-player game, 20 cards in a 3-player game, etc.<br />
<br />
Some Kingdom cards, if selected for a game, may involve the use of other piles of cards that are not considered part of the Supply. Since these additional piles are not part of the Supply, cards from them cannot ordinarily be bought, and depleting them does not count towards the game ending condition; however, they should be kept accessible near the supply when Kingdom cards calling for them are present. For example:<br />
* [[Prize|Prizes]] are used with {{Card|Tournament}}.<br />
* {{Card|Spoils}} are needed whenever {{Card|Bandit Camp}}, {{Card|Marauder}}, or {{Card|Pillage}} is in the Kingdom.<br />
* {{Card|Madman}} is used with {{Card|Hermit}}, and {{Card|Mercenary}} is used with {{Card|Urchin}}.<br />
* The two [[Traveller]] Kingdom cards, {{Card|Page}} and {{Card|Peasant}}, each come with four additional piles of 5 cards each that they can upgrade into.<br />
* [[Spirit]]s are used with {{Card|Exorcist}} (and a few other cards), {{Card|Wish}} is used with {{Card|Leprechaun}} or {{Card|Secret Cave}}, {{Card|Bat}} is used with {{Card|Vampire}}.<br />
* When {{Card|Necromancer}} is in a game, the game begins with the three [[Zombie]] cards in the trash pile.<br />
* The [[Boon]] pile is used with [[Fate]] cards; the [[Hex]] pile is used with [[Doom]] cards.<br />
* {{Card|Horse}} is used with multiple Ways and Kingdom cards.<br />
<br />
Some Kingdom cards include additional setup instructions: {{Card|Trade Route}} calls for the placement of [[token|tokens]] on [[Victory card]] Supply piles, and {{Card|Baker}} calls for each player to start with one token in their [[Coffers]]. Some cards (such as {{Card|Island}} and [[Reserve]] cards) also require that players be given a special mat to put cards or tokens on.<br />
<br />
Some Events, Landmarks, Ways and Traits include additional setup instruction: {{Event|Tax}} adds {{Debt|1}} to each Supply pile. {{Landmark|Aqueduct}} puts 8{{VP}} tokens on the Silver and Gold piles, and {{Landmark|Obelisk}} requires the choosing of a random Action Supply pile, among others. {{Way|Way of the Mouse}} sets aside an unused Action card costing {{Cost|2}} or {{Cost|3}}. {{Trait|Inherited}} makes you start the game with a particular card.<br />
<br />
If playing with [[Dark Ages]], each player's starting Estates may be replaced with [[Shelter]] cards (see the [[Dark Ages#Additional Rules|additional rules for Dark Ages]] for more information). If playing with [[Nocturne]], some Kingdom cards replace one of each player's starting Coppers with a particular [[Heirloom]].<br />
<br />
In a game with 5 or 6 players, it is recommended to use two full sets of basic Treasure cards combined, doubling the size of each pile.<br />
<br />
== Turn Phases ==<br />
[[Image:Dominion_Play_Mat.jpg|thumb|right|500px|A Dominion playmat, highlighting the player's deck, play area, and discard pile, and summarizing the three turn phases.]]<br />
{{Main|Turn}}<br />
<br />
Starting with the first player (decided randomly to begin with; after that the player who got the fewest points in the previous game), each player sequentially plays a [[turn]], divided into three distinct phases: Action phase, Buy phase, Clean-up phase (usually abbreviated "ABC"). Once each player has taken their turn, the sequence begins again, one turn after the other, continuing until an end condition is met.<br />
<br />
=== Action phase ===<br />
Each player receives one Action at the start of their turn, and during their Action phase, they may spend that Action, and any other Actions they receive during their turn, to play one or more [[Action|Action cards]]. Note that ''Actions'' and ''Action cards'' are separate things; Actions are a sort of currency used to play Action cards.<br />
<br />
Action cards are the cards that [[card types|say ''Action'' at the bottom of the card]]. Since under ordinary circumstances players do not start the game with any Action cards in their initial decks of 10 cards, a player will usually not have any Actions to play [[opening|during their first 2 turns]]; however, [[Shelter]]s from {{set|Dark Ages}} and {{trait|Inherited}} from {{set|Plunder}} can change that. By default, a player may play only one Action card (since they start their turn with only 1 Action), but [[non-terminal|some Action cards]] or other abilities grant the player the right to play one [[village (card category)|or more]] additional Actions afterward. It is never mandatory to play an Action card even if you have one in hand and Actions remaining; the only exception is when another card that you have played (or [[card-shaped thing]]) instructs you to do so.<br />
<br />
To play an Action, the player takes an Action card from their hand and lays it face-up in their play area. They announce which card they are playing and follow the instructions written on that card from top to bottom, except for instructions specifically noted as [[triggered effects|applying at a time other than when the card is played]]. The player may still play an Action card even if they are not able to do everything the Action card tells them to do; but, having played it, the player must follow as much of the card's instructions as they can. Furthermore, the player must fully resolve an Action card before playing another one (if they are permitted to play another Action card) or concluding their Action phase. Any Action cards played remain in the player’s play area until the Clean-up phase of that turn, unless otherwise instructed. The Action phase ends when the player cannot or chooses not to play any more Action cards. In general, a player can only play Action cards during the Action phase of their turn; however, certain cards and abilities from [[expansion]]s allow Action cards to be played during other phases in certain circumstances.<br />
<br />
Effects that are stipulated to take place "at the start of your turn" are considered to occur during the Action phase, although they must finish resolving before the player can begin playing Action cards in the usual way.<br />
<br />
=== Buy phase ===<br />
Each player receives one Buy at the start of their turn, and during their Buy phase, they may spend that Buy, and any other Buys they receive during their turn, to pay the [[cost]] of one or more cards from the Supply, [[gain|gaining]] them once paid for. Buys can also be spent to pay the cost of [[Event]]s or [[Project]]s, to receive certain effects.<br />
<br />
At the beginning of the buy phase, the player may play any number of [[Treasure]] cards from their hand, in any order, to their play area. These usually produce some amount of {{Cost}}, which is added to any {{Cost}} produced by cards played in the Action phase. Some Treasure cards have other effects as well, which are resolved when played in the same way Action cards are resolved in the Action phase. Once a player begins to buy cards and/or Events, they may not play any more Treasures.<br />
<br />
The player may then buy any one card from the Supply whose [[cost]] is equal to or less than the total amount of {{Cost}} the player has accumulated this turn: the cost of the bought card, which can be found in the lower left corner, is subtracted from their total, and then they gain the card. Gained cards are taken from the Supply and placed face-up directly in the player's discard pile unless otherwise instructed. Ordinarily any card of equal or lower cost that is in the Supply may be purchased. The player may not purchase cards from the Trash pile or non-Supply piles. In games using Events or Projects, one of these may be bought instead of a card.<br />
<br />
By default, a player may buy only one card (or Event or Project), but they may buy more if they received [[+Buy|additional Buys]] either in the Action phase or earlier in the Buy phase; additional Buys may be granted by a variety of cards and other effects. In this case, after buying one card, the player may use whatever {{Cost}} they have remaining to buy another, and so on until they exhaust their +Buys; in other words, the amount of {{Cost}} the player has this turn must be divided among all the cards and Events they wish to buy. Some cards in the supply and Events cost {{Cost|0}}; it still uses up a buy, though not any {{Cost}}, to purchase one of these. Players do not have to use any or all of their buys on a given turn; it is never obligatory to buy something.<br />
<br />
Ordinarily, buying a card does not allow a player to use its abilities; it simply goes straight to their discard pile to be used later. However, there are a few cards that have special effects that take place immediately when the card is bought or gained; these are identified specifically on the card. If an Event is bought, instead of gaining anything the player simply immediately carries out the instructions printed on the Event card (which may involve gaining something). If a Project is bought, the player puts their token on the Project card and carries out the Project's ability at the time indicated in its instructions.<br />
<br />
Some cards have additional or alternative costs to {{Cost}}; either {{P}} or {{Debt}}. Cards with {{P}} in their cost require players to have played a {{Card|Potion}} in order to buy them; this otherwise behaves exactly like buying a card with {{Cost}}. If a player wants to buy more than one {{P}}-costing card, they must play more than one Potion. Cards with {{Debt}} in their cost require the buyer to take a certain amount of {{Debt}} tokens, rather than paying {{Cost}}. A player cannot buy additional cards if they have {{Debt}}, even if they have additional buys; they must instead pay off {{Debt}}, which does not use up a Buy. Paying off {{Debt}} can be done at any time during a player's Buy phase, at a rate of {{Cost|1}} to {{Debt|1}}, but once a player begins to pay off {{Debt}}, they may not play any more Treasures.<br />
<br />
=== Clean-up phase ===<br />
Once a player is done buying cards, they may play Night cards, and then they move into their Clean-up phase. All cards in the player's hand, and all cards in the player's play area that are done tracking effects, are put into the player's discard pile, and they draw a new hand of 5 cards, and end their turn.<br />
<br />
All cards gained this turn should already be in the player’s discard pile. The player places any cards that are in their play area (Action cards that have been played in the Action phase as well as Treasure cards that have been played in the Buy phase) and any cards remaining in their hand onto their discard pile. Although the player need not show the cards remaining in their hand to their opponents, since they place the cards in the discard pile face-up, their opponents will always be able to see the top-most card of their discard pile.<br />
<br />
Then, the player draws a new hand of 5 cards from their deck. If there are not enough cards in their deck, they set aside the cards that are left, [[reshuffle|shuffle]] their discard pile to form a new face-down deck, put the set aside remains of their previous deck on top of the new deck, then draw their new hand. Once the player has drawn a new hand of 5 cards, the next player starts their turn. To speed play, players may begin their turns while previous players are shuffling and drawing their new hand, though this should be done with a certain amount of discretion, as many cards, such as [[Attack]]s, interact with other players.<br />
<br />
=== Night phase ===<br />
If any [[Night]] cards (from {{Set|Nocturne}}) are present, then a Night phase will occur between the Buy and Clean-up phases (making the order Action, Buy, ''Night'', Clean-up). During a player's Night phase, they may play any number of Night cards, from their hand, in any order, to their play area. At this point, there will still be Action and Treasure cards in play from the player's Action and Buy phases, which matters for some Night cards. Night cards are discarded during the Clean-up phase of the turn they are played (unless they are also [[Duration]] cards), just like Actions and Treasures.<br />
<br />
=== Other considerations ===<br />
Certain cards have rules which supersede the rules presented here. [[Duration|Duration cards]] remain in play until the turn when they stop doing something. Other cards, such as {{Card|Treasury}}, {{Card|Scheme}}, and {{Card|Herbalist}}, allow you to place cards on top of your Deck when you discard them from play during the Clean-up phase, or have other special effects when discarded from play. [[Reserve]] cards are not necessarily found in the play area when cleaning up on the turn they are played; instead they are found in the play area on the turn they are [[call]]ed.<br />
{{Ally|Coastal Haven}} is an [[Ally]] from [[Allies]]. It allows you to use [[Favor]] tokens to save unused cards in your hand (during Clean-up) from one turn to the next.<br />
<br />
== Mechanics & Keywords ==<br />
A number of terms appear on cards and Events with specific meanings.<br />
=== Basic mechanics ===<br />
These mechanics originate in the Base set, and appear in all sets.<br />
* '''+X Card(s)''': Draw that amount of cards from your deck. E.g., "+3 Cards" on {{Card|Smithy}} means you draw 3 cards when you play it.<br />
* '''+X Action(s)''': You may play that many more Actions this turn. E.g., "+2 Actions" on {{Card|Village}} means you may play 2 more Action cards after you play it.<br />
* '''[[+Buy|+X Buy(s)]]''': You may buy that many more cards (or Events) this turn. E.g., "+1 Buy" on {{Card|Market}} means you may buy 1 additional card or Event this turn.<br />
* '''+'''{{Cost|X}}: You receive that much more {{Cost}} to spend this turn. E.g., "+{{Cost|2}}" on {{Card|Festival}} means you have {{Cost|2}} more to spend this turn, in addition to any {{Cost}} you've fielded from Treasures and other Actions.<br />
* '''Discard''': Put a number of cards into your discard pile from some location (by default, from your hand). E.g., {{Card|Cellar}} tells the player to discard any number of cards, which all must come from their hand, and are put directly into the discard pile. Other locations can be specified, e.g., {{Card|Vassal}} tells the player to discard a card from the top of their deck.<br />
* '''Gain''': Take a card from a pile and put it into your discard pile. E.g., {{Card|Workshop}} tells you to take a card costing up to {{Cost|4}} and put it into your discard pile. Other gain locations can be specified, such as on {{Card|Mine}}.<br />
* '''Look at''': Pick up a card so that only you can see it. It is returned to where it came from if nothing else happens to it. E.g., {{Card|Sentry}} tells the player to look at the top 2 cards of their deck.<br />
* '''Reveal''': Show a card to all players. It is returned to where it came from if nothing else happens to it. E.g., {{Card|Moat}} may be revealed from a player's hand when another player plays an [[Attack]].<br />
* '''Set aside''': Put a card off to the side, so that it is not in your hand, play area, deck, or discard pile. It is set aside face up by default, and stays set aside until the end of the game unless you are told to do something with it. E.g., {{Card|Library}} can set aside Action cards while it draws up to 7 cards.<br />
* '''[[Trash]]''': Put a card from some location into the Trash pile. A location will always be specified in the card or Event text where to trash the card from. Once in the Trash, a card cannot be gained or otherwise interacted with normally (although there are exceptions, e.g. {{Card|Graverobber}}). E.g., {{Card|Chapel}} lets a player trash up to 4 cards from their hand.<br />
<br />
=== Advanced mechanics ===<br />
These mechanics do not originate in the Base set, and most are limited to one or two sets.<br />
* '''[[Pass]]''': Give a card to another player. This is not considered trashing for the passing player, nor gaining for the player passed to. It only appears on {{Card|Masquerade}}.<br />
* '''+X{{VP}}''': Take that number of [[Victory token]]s. Each such token is worth 1{{VP}} at the end of the game.<br />
* '''+X [[Coffers]]''': Put that number of Coin tokens on your Coffers mat. Such tokens can be spent during your turn for +{{Cost|1}} each.<br />
* '''+X [[Villager]]s''': Put that number of Coin tokens on your Villager mat. Such tokens can be spent at any time during your Action phase for +1 Action each.<br />
* '''[[Overpay]]''': A player may pay extra for this card, either in {{Cost}} or {{P}}. Doing so will have an effect described by the card.<br />
* '''[[Call]]''': Take this card off of the Tavern mat and put it in your play area. This does not count as playing the card, and does not use up an Action. This only applies to [[Reserve]] cards.<br />
* '''[[Exchange]]''': Return this card to its pile, and take a copy of the other specified card and put it in your discard pile. This does not count as gaining. This can only be done if the exchanging card has a pile to return to, and if there are copies available of the card to be exchanged into; it does not depend on whether the piles are in the [[supply]] or not.<br />
* '''Take {{Debt|X}}''': Take that number of Debt tokens. A player cannot buy anything while they have Debt tokens, and can only pay off {{Debt}}, at a rate of {{Cost|1}} to {{Debt|1}}.<br />
* '''Receive a [[Boon]]/[[Hex]]''': Turn over the top card of the Boon or Hex pile, and apply its effects to the relevant player(s), putting it in the Boon or Hex discard pile afterwards.<br />
* '''Take a Boon''': Turn over the top card of the Boon pile, and keep it in front of you, but don't "receive" it yet. {{Card|Blessed Village}} uses this phrasing for timing reasons.<br />
* '''[[Exile]]''': Put a card from some location onto your Exile mat. A location will always be specified in the card or Event text where to exile the card from. You can later discard your exiled cards by gaining a copy of that card.<br />
* '''[[Rotate]]''': If a pile in the supply has differently-named cards in it, move all copies of the same card from the top of the pile to the bottom of the pile.<br />
<br />
== Ending conditions ==<br />
The game ends at the end of any player’s turn when any of these are true:<br />
* Any [[Three-pile ending|three Supply piles are empty]] (four Supply piles in a game of at least five players)<br />
* The Province Supply pile is empty<br />
* The Colony Supply pile is empty (if Colony was used)<br />
The game end happens after any other end of turn effects, such as from {{Landmark|Baths}} or {{Event|Save}}, are done resolving.<br />
<br />
== Scoring ==<br />
Each player puts all of their cards into their Deck and counts the victory points on all the cards they have. The player with the most victory points wins. If the highest scores are tied at the end of the game, the tied player who has had the fewest turns wins the game. If the tied players have had the same number of turns, they rejoice in their shared victory.<br />
<br />
== Game zones ==<br />
While the rules do not talk about ''zones'' as such, they are clearly established and an understanding of how they work can clear up confusion, especially for new players. Many events in the game can be conceptualized as a card or multiple cards being moved from one zone to another, with different zones having different properties.<br />
<br />
This framework also aids in conceiving Dominion as a set of discrete instructions, such as would be used by computer programs.<br />
<br />
For each player, the following zones exist:<br />
<br />
* The player's hand<br />
** These are the cards a player holds during the game. They are kept secret from other players, and a player can only play cards from their hand, not from any of the other game zones, unless otherwise directed. A player's hand is discarded during their Clean-up phase, and is replaced by the top 5 cards of their deck.<br />
* The player's Deck<br />
** The stack of face-down cards that a player uses to replenish their hand. When told to draw cards, players take the top card or cards from their deck, unless otherwise directed. <br />
** When a player's deck does not have enough cards remaining to do something, such as drawing or revealing a specified number of cards, they shuffle their discard pile, and put it under the remaining few cards of their deck, then perform the effect they were trying to do. <br />
** The word "deck" also refers to all of the cards a player owns, including those in their hand and discard pile, and cards that they have set aside and put on mats; this meaning is typically only used at the end of the game, when scoring.<br />
* The player's Discard pile<br />
** The stack of face-up cards that players deposit their gained and cleaned-up cards into. During their Clean-up phase, players put all the cards in their hand and all the cards they have in play into their discard pile, unless otherwise directed. When a player gains a card, they put it in their discard pile, unless otherwise directed. Players may not look through their discard pile, unless specifically told to do so by an effect. A player's discard pile is shuffled when their deck does not have enough cards remaining to perform an effect; this is then placed underneath the previous deck, and the whole becomes the player's new deck. That player then starts a new discard pile the next time they must discard a card.<br />
* The player's play area<br />
** The area in front of a player in which they play cards. This is distinct from a player's discard pile; cards are not discarded when they are played, but put into this area. This becomes relevant when a player must shuffle in the middle of their turn.<br />
* The player's revealed cards zone<br />
** A temporary area without a fixed location where players show cards they reveal, whether from their hand, deck, or discard pile. Revealed cards return to the zone they were revealed from, unless otherwise directed.<br />
* The player's [[mat]]s and set aside zone<br />
** Some cards set themselves or other cards aside; many put themselves onto a specific mat, but a few do not. In games using such cards, players should take the relevant mat(s), and/or mark out a spot where they will set aside these cards, separate from their other zones. Set aside cards are not counted as "in play" or as "discarded", but they are returned to a player's deck at the end of the game, if they are not instructed to return them before that time. Some mats hold tokens instead of cards.<br />
<br />
Additionally, for all players, the following communal zones exist: <br />
* The Trash pile<br />
** The area where trashed cards are deposited. Unless otherwise directed, players may not remove cards from the trash pile once they are there.<br />
* Each Supply pile (including basic card piles and Kingdom card piles)<br />
* Any non-Supply piles (in addition to the Trash)<br />
<br />
Finally, several card abilities create more or less temporary zones, most often by instructing the player to ''set aside'' certain cards (sometimes only while an ability is resolved, other times indefinitely; cards which set aside cards will tell the player how to return set aside cards to one of the permanent zones). This zone is occasionally informally referred to as ''set-aside-cards-land''.<br />
<br />
== Additional rules ==<br />
Dominion is rather notable in that, aside from basic setup and the three turn phases, most of the rules are on the cards themselves, so players do not have to memorize much in that regard. However, there are a few rules that must be invoked when complicated interactions between cards crop up. Most casual players will never need to worry about these, but competitive players need to be very much aware of their implications.<br />
<br />
=== Order of effects ===<br />
Whenever an effect involves more than one player, that effect is resolved in turn order, starting with the player whose turn it is. For example, if someone plays {{Card|Duchess}}, they first look at the top card of their own deck and decide what to do with it, then the player to their left, and so on. In practice, most effects (like Duchess's) can be resolved simultaneously, but there are some instances where it would behoove players to slow down and adhere strictly to this rule, such as when certain [[Attack]]s are played. For example, when playing {{Card|Scrying Pool}}, a player may make a different decision as to whether or not to keep their revealed card if they can see the other players' cards.<br />
<br />
These effects must be fully completed before moving on to the next player. For example, when {{Card|Followers}} is played, each player must gain a {{Card|Curse}} ''and'' discard down to 3 cards in hand before the next player reacts. Sometimes, a card may have more than one multi-player trigger, signified by more than one clause starting with "for each [other] player". For example, if {{Card|Catapult}} is played, and a [[Treasure]] costing {{Cost|3}} or more is trashed, each other player gains a Curse in turn order first, ''then'' each other player discards down to 3 cards in hand, in turn order.<br />
<br />
=== Blue dog rule ===<br />
{{Main|Blue dog rule}}<br />
<br />
When one card has an effect based on another card that it gains (such as {{Card|Ironworks}}), and that gaining is prevented by a third card, such as {{Card|Trader|oi=2}} (prior version), the first card's effect that would have been based on the second card does not occur.<br />
<br />
=== Stop-Moving rule ===<br />
{{Main|Stop-Moving rule}}<br />
<br />
An ability that tells you to move a card will not take effect if the card is not where the ability presupposes it to be. For instance, if you are instructed to put a card you have played on top of your deck, but the card is no longer in your play area by the time you receive the instruction, you leave the card wherever it is now instead of top-decking it from there. If the Stop-Moving rule prevents you from moving a card to the play area, you can't play the card (unless you are replaying it with a [[Throne Room variant]]) [http://forum.dominionstrategy.com/index.php?topic=19893.msg871558#msg871558].<br />
<br />
The Stop-Moving rule supersedes the previous [[Lose-Track rule]].<br />
<br />
=== No Visiting rule ===<br />
{{Main|No Visiting rule}}<br />
<br />
When a card is gained to a location other than the discard pile (such as {{Card|Nomad Camp}}), it does not "visit" the discard pile, but goes directly to its other location, unless its movement happens ''after'' its gaining (such as with {{Card|Watchtower}}).<br />
<br />
=== Exotic card types ===<br />
[[Card type]]s introduced in later expansions (such as [[Duration]]s and [[Traveller]]s) have particular rules associated with their use that are not necessarily immediately obvious from what is written on the cards. The specific rules for these types are detailed on their individual articles.<br />
<br />
=== Official FAQ and Rulings ===<br />
Each expansion (and each [[Promo|promotional card]]) comes with a detailed FAQ intended to elaborate on each card's effects, in order to mitigate confusion or to point out interactions that aren't immediately obvious. This is meant to be the authoritative, final word on the subject; however, there are many instances where subtle or uncommon interactions between cards are missed by the designers or playtesters, and there a few cases where the FAQ is actually wrong. In these cases, Donald X usually issues a ruling after the fact (and even these rulings sometimes change). The full FAQ for each card, as well as any rulings, are detailed on individual card articles.<br />
<br />
{{Navbox Strategy}}<br />
{{Navbox Mechanics}}<br />
[[Category:Rules]]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/GameplayGameplay2024-02-04T12:04:53Z<p>Rabenkind: Added amount of base cards in 5 and 6 player games</p>
<hr />
<div>[[Image:Dominion_Being_Played.jpg|thumb|right|500px|A group of people playing Dominion.]]<br />
This article summarizes the '''rules of the game of Dominion'''.<br />
<br />
Interpretation and exploitation of the rules and mechanics of the game entail [[strategy]] and tactics.<br />
== Quick Summary ==<br />
In a game of Dominion, each player is given a starting [[deck]] of 10 cards, and they play around a [[Supply]] of card piles that they can buy from over the course of the game.<br />
<br />
On their turn, a player goes through three turn phases:<br />
* Action (A): They may play one [[Action]] card.<br />
* Buy (B): They may play their [[Treasure]]s and buy one card that they can afford, putting that card in their [[discard]] pile.<br />
* Clean-up (C): They take all the cards they've played, and all cards remaining in their hand, and put them into their discard pile. They then draw (D) 5 more cards, and end their turn.<br />
<br />
When any player needs to draw cards and there are not enough cards left in their deck to do so, they [[reshuffle]] their discard pile to create a new deck. In this way cards that have been bought on earlier turns will be drawn on later turns to be played.<br />
<br />
The game ends when either 3 Supply piles are empty, or when the {{Card|Province}} pile or the {{Card|Colony}} pile empties. The player with the most victory points wins.<br />
<br />
Many effects can allow the player to play more than one Action card or buy more than one card per turn. There are exceptions to almost everything else just listed above as well, as discussed in detail below.<br />
<br />
== Setup ==<br />
[[Image:Supply2.png|thumb|right|500px|A diagram from the official rulebook, highlighting a typical setup.]]<br />
=== Standard setup ===<br />
To set up the game, first prepare the cards which constitute the [[Supply]]. The Supply normally consists of the 7 [[basic cards|basic]] Supply piles ({{Card|Curse}}, {{Card|Copper}}, {{Card|Silver}}, {{Card|Gold}}, {{Card|Estate}}, {{Card|Duchy}}, and {{Card|Province}}) and 10 [[Kingdom]] cards. Curse cards are included even if no Kingdom card specifically references them. The 10 Kingdom cards, collectively known as the Kingdom, may be chosen by any method agreed upon by the players. A common method is to select randomly from the [[Randomizer]] deck. Alternatively, there are some [[Recommended Kingdoms]] that introduce the game and expansions or create interesting decisions for players.<br />
<br />
Victory cards and Curses have different numbers of cards in their piles with different numbers of players. Victory card piles have 8 cards in a 2-player game, and 12 cards otherwise (except for the Province pile, which has 15 cards in a 5-player game, and 18 cards in a 6-player game). The Curse pile has 10 cards for each player after the first, so 10 cards in a 2-player game, 20 cards in a 3-player game, etc.<br />
<br />
Finally, mark out the [[trash]] pile (typically with the trash card or trash mat), and give each player a starting Deck consisting of 7 Coppers (from the Supply) and 3 Estates (not from the 8 or 12 in the Supply).<br />
<br />
{| class="wikitable"<br />
! <br />
! style="font-weight:bold;" | 2 players<br />
! style="font-weight:bold;" | 3 players<br />
! style="font-weight:bold;" | 4 players<br />
! style="font-weight:bold;" | 5 players<br />
! style="font-weight:bold;" | 6 players<br />
|-<br />
| {{Card|Copper}}<br />
| 46<br />
| 39<br />
| 32<br />
| 85<br />
| 78<br />
|-<br />
| {{Card|Silver}}<br />
| 40<br />
| 40<br />
| 40<br />
| 80<br />
| 80<br />
|-<br />
| {{Card|Gold}}<br />
| 30<br />
| 30<br />
| 30<br />
| 60<br />
| 60<br />
|-<br />
| {{Card|Curse}}<br />
| 10<br />
| 20<br />
| 30<br />
| 40<br />
| 50<br />
|-<br />
| {{Card|Estate}}<br />
| 8<br />
| 12<br />
| 12<br />
| 12<br />
| 12<br />
|-<br />
| {{Card|Duchy}}<br />
| 8<br />
| 12<br />
| 12<br />
| 12<br />
| 12<br />
|-<br />
| {{Card|Province}}<br />
| 8<br />
| 12<br />
| 12<br />
| 15<br />
| 18<br />
|}<br />
<br />
=== Additional setup rules ===<br />
In addition to the Kingdom cards selected for the supply, [[Event]]s, [[Landmark]]s, [[Project]]s, [[Way]]s and [[Trait]]s may be included in gameplay as well; like Kingdom cards, these may be selected in any way. It is recommended that no more than two total of these and no more than one Way be used per game.<br />
<br />
Each pile of Kingdom cards in the Supply normally contains 10 cards. Some exceptions include:<br />
* The {{Card|Rats}} pile (if in the Kingdom) contains 20 cards.<br />
* The {{Card|Port}} pile (if in the Kingdom) contains 12 cards.<br />
* There are 16 cards in each split pile of {{Card|Augurs}}, {{Card|Clashes}}, {{Card|Forts}}, {{Card|Odysseys}}, {{Card|Townsfolk}}, {{Card|Wizards}} with 4 of each individual card.<br />
* [[Victory]] card piles (Kingdom and basic Supply) contain 8 cards in a two-player game and 12 cards in games with more players. (A Kingdom card which is both a Victory card and another type is considered a Victory card.)<br />
** In 2-player games, use one of each {{Card|Castles|Castle}}; with more players, use all 12 cards.<br />
<br />
Certain Kingdom cards will require additional piles to be included in the Supply. Additional piles which may be included are:<br />
* If {{Card|Young Witch}} is selected as a Kingdom card, an 11th Kingdom card costing {{Cost|2}} or {{Cost|3}}, designated the [[Bane]] card, is added to the Kingdom.<br />
* {{Card|Potion}} is used whenever any Kingdom card has {{Cost|P}} in its cost.<br />
* The use of {{Card|Colony}} and {{Card|Platinum}} may be added in games using Kingdom cards from [[Prosperity]]; it is recommended that this be decided randomly based on the percentage of Prosperity cards in the Kingdom (see the [[Prosperity#Additional Rules|Prosperity additional rules]] for more information).<br />
* [[Ruins]] are used whenever a card with the type [[Looter]] is included in the Kingdom. Specifically, {{Card|Cultist}}, {{Card|Death Cart}}, and {{Card|Marauder}} constitute the Looters.<br />
** The Ruins pile changes size exactly like the Curse pile; so it has 10 cards in a 2-player game, 20 cards in a 3-player game, etc.<br />
<br />
Some Kingdom cards, if selected for a game, may involve the use of other piles of cards that are not considered part of the Supply. Since these additional piles are not part of the Supply, cards from them cannot ordinarily be bought, and depleting them does not count towards the game ending condition; however, they should be kept accessible near the supply when Kingdom cards calling for them are present. For example:<br />
* [[Prize|Prizes]] are used with {{Card|Tournament}}.<br />
* {{Card|Spoils}} are needed whenever {{Card|Bandit Camp}}, {{Card|Marauder}}, or {{Card|Pillage}} is in the Kingdom.<br />
* {{Card|Madman}} is used with {{Card|Hermit}}, and {{Card|Mercenary}} is used with {{Card|Urchin}}.<br />
* The two [[Traveller]] Kingdom cards, {{Card|Page}} and {{Card|Peasant}}, each come with four additional piles of 5 cards each that they can upgrade into.<br />
* [[Spirit]]s are used with {{Card|Exorcist}} (and a few other cards), {{Card|Wish}} is used with {{Card|Leprechaun}} or {{Card|Secret Cave}}, {{Card|Bat}} is used with {{Card|Vampire}}.<br />
* When {{Card|Necromancer}} is in a game, the game begins with the three [[Zombie]] cards in the trash pile.<br />
* The [[Boon]] pile is used with [[Fate]] cards; the [[Hex]] pile is used with [[Doom]] cards.<br />
* {{Card|Horse}} is used with multiple Ways and Kingdom cards.<br />
<br />
Some Kingdom cards include additional setup instructions: {{Card|Trade Route}} calls for the placement of [[token|tokens]] on [[Victory card]] Supply piles, and {{Card|Baker}} calls for each player to start with one token in their [[Coffers]]. Some cards (such as {{Card|Island}} and [[Reserve]] cards) also require that players be given a special mat to put cards or tokens on.<br />
<br />
Some Events, Landmarks, Ways and Traits include additional setup instruction: {{Event|Tax}} adds {{Debt|1}} to each Supply pile. {{Landmark|Aqueduct}} puts 8{{VP}} tokens on the Silver and Gold piles, and {{Landmark|Obelisk}} requires the choosing of a random Action Supply pile, among others. {{Way|Way of the Mouse}} sets aside an unused Action card costing {{Cost|2}} or {{Cost|3}}. {{Trait|Inherited}} makes you start the game with a particular card.<br />
<br />
If playing with [[Dark Ages]], each player's starting Estates may be replaced with [[Shelter]] cards (see the [[Dark Ages#Additional Rules|additional rules for Dark Ages]] for more information). If playing with [[Nocturne]], some Kingdom cards replace one of each player's starting Coppers with a particular [[Heirloom]].<br />
<br />
In a game with 5 or 6 players, it is recommended to use two full sets of basic Treasure cards combined, doubling the size of each pile.<br />
<br />
== Turn Phases ==<br />
[[Image:Dominion_Play_Mat.jpg|thumb|right|500px|A Dominion playmat, highlighting the player's deck, play area, and discard pile, and summarizing the three turn phases.]]<br />
{{Main|Turn}}<br />
<br />
Starting with the first player (decided randomly to begin with; after that the player who got the fewest points in the previous game), each player sequentially plays a [[turn]], divided into three distinct phases: Action phase, Buy phase, Clean-up phase (usually abbreviated "ABC"). Once each player has taken their turn, the sequence begins again, one turn after the other, continuing until an end condition is met.<br />
<br />
=== Action phase ===<br />
Each player receives one Action at the start of their turn, and during their Action phase, they may spend that Action, and any other Actions they receive during their turn, to play one or more [[Action|Action cards]]. Note that ''Actions'' and ''Action cards'' are separate things; Actions are a sort of currency used to play Action cards.<br />
<br />
Action cards are the cards that [[card types|say ''Action'' at the bottom of the card]]. Since under ordinary circumstances players do not start the game with any Action cards in their initial decks of 10 cards, a player will usually not have any Actions to play [[opening|during their first 2 turns]]; however, [[Shelter]]s from {{set|Dark Ages}} and {{trait|Inherited}} from {{set|Plunder}} can change that. By default, a player may play only one Action card (since they start their turn with only 1 Action), but [[non-terminal|some Action cards]] or other abilities grant the player the right to play one [[village (card category)|or more]] additional Actions afterward. It is never mandatory to play an Action card even if you have one in hand and Actions remaining; the only exception is when another card that you have played (or [[card-shaped thing]]) instructs you to do so.<br />
<br />
To play an Action, the player takes an Action card from their hand and lays it face-up in their play area. They announce which card they are playing and follow the instructions written on that card from top to bottom, except for instructions specifically noted as [[triggered effects|applying at a time other than when the card is played]]. The player may still play an Action card even if they are not able to do everything the Action card tells them to do; but, having played it, the player must follow as much of the card's instructions as they can. Furthermore, the player must fully resolve an Action card before playing another one (if they are permitted to play another Action card) or concluding their Action phase. Any Action cards played remain in the player’s play area until the Clean-up phase of that turn, unless otherwise instructed. The Action phase ends when the player cannot or chooses not to play any more Action cards. In general, a player can only play Action cards during the Action phase of their turn; however, certain cards and abilities from [[expansion]]s allow Action cards to be played during other phases in certain circumstances.<br />
<br />
Effects that are stipulated to take place "at the start of your turn" are considered to occur during the Action phase, although they must finish resolving before the player can begin playing Action cards in the usual way.<br />
<br />
=== Buy phase ===<br />
Each player receives one Buy at the start of their turn, and during their Buy phase, they may spend that Buy, and any other Buys they receive during their turn, to pay the [[cost]] of one or more cards from the Supply, [[gain|gaining]] them once paid for. Buys can also be spent to pay the cost of [[Event]]s or [[Project]]s, to receive certain effects.<br />
<br />
At the beginning of the buy phase, the player may play any number of [[Treasure]] cards from their hand, in any order, to their play area. These usually produce some amount of {{Cost}}, which is added to any {{Cost}} produced by cards played in the Action phase. Some Treasure cards have other effects as well, which are resolved when played in the same way Action cards are resolved in the Action phase. Once a player begins to buy cards and/or Events, they may not play any more Treasures.<br />
<br />
The player may then buy any one card from the Supply whose [[cost]] is equal to or less than the total amount of {{Cost}} the player has accumulated this turn: the cost of the bought card, which can be found in the lower left corner, is subtracted from their total, and then they gain the card. Gained cards are taken from the Supply and placed face-up directly in the player's discard pile unless otherwise instructed. Ordinarily any card of equal or lower cost that is in the Supply may be purchased. The player may not purchase cards from the Trash pile or non-Supply piles. In games using Events or Projects, one of these may be bought instead of a card.<br />
<br />
By default, a player may buy only one card (or Event or Project), but they may buy more if they received [[+Buy|additional Buys]] either in the Action phase or earlier in the Buy phase; additional Buys may be granted by a variety of cards and other effects. In this case, after buying one card, the player may use whatever {{Cost}} they have remaining to buy another, and so on until they exhaust their +Buys; in other words, the amount of {{Cost}} the player has this turn must be divided among all the cards and Events they wish to buy. Some cards in the supply and Events cost {{Cost|0}}; it still uses up a buy, though not any {{Cost}}, to purchase one of these. Players do not have to use any or all of their buys on a given turn; it is never obligatory to buy something.<br />
<br />
Ordinarily, buying a card does not allow a player to use its abilities; it simply goes straight to their discard pile to be used later. However, there are a few cards that have special effects that take place immediately when the card is bought or gained; these are identified specifically on the card. If an Event is bought, instead of gaining anything the player simply immediately carries out the instructions printed on the Event card (which may involve gaining something). If a Project is bought, the player puts their token on the Project card and carries out the Project's ability at the time indicated in its instructions.<br />
<br />
Some cards have additional or alternative costs to {{Cost}}; either {{P}} or {{Debt}}. Cards with {{P}} in their cost require players to have played a {{Card|Potion}} in order to buy them; this otherwise behaves exactly like buying a card with {{Cost}}. If a player wants to buy more than one {{P}}-costing card, they must play more than one Potion. Cards with {{Debt}} in their cost require the buyer to take a certain amount of {{Debt}} tokens, rather than paying {{Cost}}. A player cannot buy additional cards if they have {{Debt}}, even if they have additional buys; they must instead pay off {{Debt}}, which does not use up a Buy. Paying off {{Debt}} can be done at any time during a player's Buy phase, at a rate of {{Cost|1}} to {{Debt|1}}, but once a player begins to pay off {{Debt}}, they may not play any more Treasures.<br />
<br />
=== Clean-up phase ===<br />
Once a player is done buying cards, they may play Night cards, and then they move into their Clean-up phase. All cards in the player's hand, and all cards in the player's play area that are done tracking effects, are put into the player's discard pile, and they draw a new hand of 5 cards, and end their turn.<br />
<br />
All cards gained this turn should already be in the player’s discard pile. The player places any cards that are in their play area (Action cards that have been played in the Action phase as well as Treasure cards that have been played in the Buy phase) and any cards remaining in their hand onto their discard pile. Although the player need not show the cards remaining in their hand to their opponents, since they place the cards in the discard pile face-up, their opponents will always be able to see the top-most card of their discard pile.<br />
<br />
Then, the player draws a new hand of 5 cards from their deck. If there are not enough cards in their deck, they set aside the cards that are left, [[reshuffle|shuffle]] their discard pile to form a new face-down deck, put the set aside remains of their previous deck on top of the new deck, then draw their new hand. Once the player has drawn a new hand of 5 cards, the next player starts their turn. To speed play, players may begin their turns while previous players are shuffling and drawing their new hand, though this should be done with a certain amount of discretion, as many cards, such as [[Attack]]s, interact with other players.<br />
<br />
=== Night phase ===<br />
If any [[Night]] cards (from {{Set|Nocturne}}) are present, then a Night phase will occur between the Buy and Clean-up phases (making the order Action, Buy, ''Night'', Clean-up). During a player's Night phase, they may play any number of Night cards, from their hand, in any order, to their play area. At this point, there will still be Action and Treasure cards in play from the player's Action and Buy phases, which matters for some Night cards. Night cards are discarded during the Clean-up phase of the turn they are played (unless they are also [[Duration]] cards), just like Actions and Treasures.<br />
<br />
=== Other considerations ===<br />
Certain cards have rules which supersede the rules presented here. [[Duration|Duration cards]] remain in play until the turn when they stop doing something. Other cards, such as {{Card|Treasury}}, {{Card|Scheme}}, and {{Card|Herbalist}}, allow you to place cards on top of your Deck when you discard them from play during the Clean-up phase, or have other special effects when discarded from play. [[Reserve]] cards are not necessarily found in the play area when cleaning up on the turn they are played; instead they are found in the play area on the turn they are [[call]]ed.<br />
{{Ally|Coastal Haven}} is an [[Ally]] from [[Allies]]. It allows you to use [[Favor]] tokens to save unused cards in your hand (during Clean-up) from one turn to the next.<br />
<br />
== Mechanics & Keywords ==<br />
A number of terms appear on cards and Events with specific meanings.<br />
=== Basic mechanics ===<br />
These mechanics originate in the Base set, and appear in all sets.<br />
* '''+X Card(s)''': Draw that amount of cards from your deck. E.g., "+3 Cards" on {{Card|Smithy}} means you draw 3 cards when you play it.<br />
* '''+X Action(s)''': You may play that many more Actions this turn. E.g., "+2 Actions" on {{Card|Village}} means you may play 2 more Action cards after you play it.<br />
* '''[[+Buy|+X Buy(s)]]''': You may buy that many more cards (or Events) this turn. E.g., "+1 Buy" on {{Card|Market}} means you may buy 1 additional card or Event this turn.<br />
* '''+'''{{Cost|X}}: You receive that much more {{Cost}} to spend this turn. E.g., "+{{Cost|2}}" on {{Card|Festival}} means you have {{Cost|2}} more to spend this turn, in addition to any {{Cost}} you've fielded from Treasures and other Actions.<br />
* '''Discard''': Put a number of cards into your discard pile from some location (by default, from your hand). E.g., {{Card|Cellar}} tells the player to discard any number of cards, which all must come from their hand, and are put directly into the discard pile. Other locations can be specified, e.g., {{Card|Vassal}} tells the player to discard a card from the top of their deck.<br />
* '''Gain''': Take a card from a pile and put it into your discard pile. E.g., {{Card|Workshop}} tells you to take a card costing up to {{Cost|4}} and put it into your discard pile. Other gain locations can be specified, such as on {{Card|Mine}}.<br />
* '''Look at''': Pick up a card so that only you can see it. It is returned to where it came from if nothing else happens to it. E.g., {{Card|Sentry}} tells the player to look at the top 2 cards of their deck.<br />
* '''Reveal''': Show a card to all players. It is returned to where it came from if nothing else happens to it. E.g., {{Card|Moat}} may be revealed from a player's hand when another player plays an [[Attack]].<br />
* '''Set aside''': Put a card off to the side, so that it is not in your hand, play area, deck, or discard pile. It is set aside face up by default, and stays set aside until the end of the game unless you are told to do something with it. E.g., {{Card|Library}} can set aside Action cards while it draws up to 7 cards.<br />
* '''[[Trash]]''': Put a card from some location into the Trash pile. A location will always be specified in the card or Event text where to trash the card from. Once in the Trash, a card cannot be gained or otherwise interacted with normally (although there are exceptions, e.g. {{Card|Graverobber}}). E.g., {{Card|Chapel}} lets a player trash up to 4 cards from their hand.<br />
<br />
=== Advanced mechanics ===<br />
These mechanics do not originate in the Base set, and most are limited to one or two sets.<br />
* '''[[Pass]]''': Give a card to another player. This is not considered trashing for the passing player, nor gaining for the player passed to. It only appears on {{Card|Masquerade}}.<br />
* '''+X{{VP}}''': Take that number of [[Victory token]]s. Each such token is worth 1{{VP}} at the end of the game.<br />
* '''+X [[Coffers]]''': Put that number of Coin tokens on your Coffers mat. Such tokens can be spent during your turn for +{{Cost|1}} each.<br />
* '''+X [[Villager]]s''': Put that number of Coin tokens on your Villager mat. Such tokens can be spent at any time during your Action phase for +1 Action each.<br />
* '''[[Overpay]]''': A player may pay extra for this card, either in {{Cost}} or {{P}}. Doing so will have an effect described by the card.<br />
* '''[[Call]]''': Take this card off of the Tavern mat and put it in your play area. This does not count as playing the card, and does not use up an Action. This only applies to [[Reserve]] cards.<br />
* '''[[Exchange]]''': Return this card to its pile, and take a copy of the other specified card and put it in your discard pile. This does not count as gaining. This can only be done if the exchanging card has a pile to return to, and if there are copies available of the card to be exchanged into; it does not depend on whether the piles are in the [[supply]] or not.<br />
* '''Take {{Debt|X}}''': Take that number of Debt tokens. A player cannot buy anything while they have Debt tokens, and can only pay off {{Debt}}, at a rate of {{Cost|1}} to {{Debt|1}}.<br />
* '''Receive a [[Boon]]/[[Hex]]''': Turn over the top card of the Boon or Hex pile, and apply its effects to the relevant player(s), putting it in the Boon or Hex discard pile afterwards.<br />
* '''Take a Boon''': Turn over the top card of the Boon pile, and keep it in front of you, but don't "receive" it yet. {{Card|Blessed Village}} uses this phrasing for timing reasons.<br />
* '''[[Exile]]''': Put a card from some location onto your Exile mat. A location will always be specified in the card or Event text where to exile the card from. You can later discard your exiled cards by gaining a copy of that card.<br />
* '''[[Rotate]]''': If a pile in the supply has differently-named cards in it, move all copies of the same card from the top of the pile to the bottom of the pile.<br />
<br />
== Ending conditions ==<br />
The game ends at the end of any player’s turn when any of these are true:<br />
* Any [[Three-pile ending|three Supply piles are empty]] (four Supply piles in a game of at least five players)<br />
* The Province Supply pile is empty<br />
* The Colony Supply pile is empty (if Colony was used)<br />
The game end happens after any other end of turn effects, such as from {{Landmark|Baths}} or {{Event|Save}}, are done resolving.<br />
<br />
== Scoring ==<br />
Each player puts all of their cards into their Deck and counts the victory points on all the cards they have. The player with the most victory points wins. If the highest scores are tied at the end of the game, the tied player who has had the fewest turns wins the game. If the tied players have had the same number of turns, they rejoice in their shared victory.<br />
<br />
== Game zones ==<br />
While the rules do not talk about ''zones'' as such, they are clearly established and an understanding of how they work can clear up confusion, especially for new players. Many events in the game can be conceptualized as a card or multiple cards being moved from one zone to another, with different zones having different properties.<br />
<br />
This framework also aids in conceiving Dominion as a set of discrete instructions, such as would be used by computer programs.<br />
<br />
For each player, the following zones exist:<br />
<br />
* The player's hand<br />
** These are the cards a player holds during the game. They are kept secret from other players, and a player can only play cards from their hand, not from any of the other game zones, unless otherwise directed. A player's hand is discarded during their Clean-up phase, and is replaced by the top 5 cards of their deck.<br />
* The player's Deck<br />
** The stack of face-down cards that a player uses to replenish their hand. When told to draw cards, players take the top card or cards from their deck, unless otherwise directed. <br />
** When a player's deck does not have enough cards remaining to do something, such as drawing or revealing a specified number of cards, they shuffle their discard pile, and put it under the remaining few cards of their deck, then perform the effect they were trying to do. <br />
** The word "deck" also refers to all of the cards a player owns, including those in their hand and discard pile, and cards that they have set aside and put on mats; this meaning is typically only used at the end of the game, when scoring.<br />
* The player's Discard pile<br />
** The stack of face-up cards that players deposit their gained and cleaned-up cards into. During their Clean-up phase, players put all the cards in their hand and all the cards they have in play into their discard pile, unless otherwise directed. When a player gains a card, they put it in their discard pile, unless otherwise directed. Players may not look through their discard pile, unless specifically told to do so by an effect. A player's discard pile is shuffled when their deck does not have enough cards remaining to perform an effect; this is then placed underneath the previous deck, and the whole becomes the player's new deck. That player then starts a new discard pile the next time they must discard a card.<br />
* The player's play area<br />
** The area in front of a player in which they play cards. This is distinct from a player's discard pile; cards are not discarded when they are played, but put into this area. This becomes relevant when a player must shuffle in the middle of their turn.<br />
* The player's revealed cards zone<br />
** A temporary area without a fixed location where players show cards they reveal, whether from their hand, deck, or discard pile. Revealed cards return to the zone they were revealed from, unless otherwise directed.<br />
* The player's [[mat]]s and set aside zone<br />
** Some cards set themselves or other cards aside; many put themselves onto a specific mat, but a few do not. In games using such cards, players should take the relevant mat(s), and/or mark out a spot where they will set aside these cards, separate from their other zones. Set aside cards are not counted as "in play" or as "discarded", but they are returned to a player's deck at the end of the game, if they are not instructed to return them before that time. Some mats hold tokens instead of cards.<br />
<br />
Additionally, for all players, the following communal zones exist: <br />
* The Trash pile<br />
** The area where trashed cards are deposited. Unless otherwise directed, players may not remove cards from the trash pile once they are there.<br />
* Each Supply pile (including basic card piles and Kingdom card piles)<br />
* Any non-Supply piles (in addition to the Trash)<br />
<br />
Finally, several card abilities create more or less temporary zones, most often by instructing the player to ''set aside'' certain cards (sometimes only while an ability is resolved, other times indefinitely; cards which set aside cards will tell the player how to return set aside cards to one of the permanent zones). This zone is occasionally informally referred to as ''set-aside-cards-land''.<br />
<br />
== Additional rules ==<br />
Dominion is rather notable in that, aside from basic setup and the three turn phases, most of the rules are on the cards themselves, so players do not have to memorize much in that regard. However, there are a few rules that must be invoked when complicated interactions between cards crop up. Most casual players will never need to worry about these, but competitive players need to be very much aware of their implications.<br />
<br />
=== Order of effects ===<br />
Whenever an effect involves more than one player, that effect is resolved in turn order, starting with the player whose turn it is. For example, if someone plays {{Card|Duchess}}, they first look at the top card of their own deck and decide what to do with it, then the player to their left, and so on. In practice, most effects (like Duchess's) can be resolved simultaneously, but there are some instances where it would behoove players to slow down and adhere strictly to this rule, such as when certain [[Attack]]s are played. For example, when playing {{Card|Scrying Pool}}, a player may make a different decision as to whether or not to keep their revealed card if they can see the other players' cards.<br />
<br />
These effects must be fully completed before moving on to the next player. For example, when {{Card|Followers}} is played, each player must gain a {{Card|Curse}} ''and'' discard down to 3 cards in hand before the next player reacts. Sometimes, a card may have more than one multi-player trigger, signified by more than one clause starting with "for each [other] player". For example, if {{Card|Catapult}} is played, and a [[Treasure]] costing {{Cost|3}} or more is trashed, each other player gains a Curse in turn order first, ''then'' each other player discards down to 3 cards in hand, in turn order.<br />
<br />
=== Blue dog rule ===<br />
{{Main|Blue dog rule}}<br />
<br />
When one card has an effect based on another card that it gains (such as {{Card|Ironworks}}), and that gaining is prevented by a third card, such as {{Card|Trader|oi=2}} (prior version), the first card's effect that would have been based on the second card does not occur.<br />
<br />
=== Stop-Moving rule ===<br />
{{Main|Stop-Moving rule}}<br />
<br />
An ability that tells you to move a card will not take effect if the card is not where the ability presupposes it to be. For instance, if you are instructed to put a card you have played on top of your deck, but the card is no longer in your play area by the time you receive the instruction, you leave the card wherever it is now instead of top-decking it from there. If the Stop-Moving rule prevents you from moving a card to the play area, you can't play the card (unless you are replaying it with a [[Throne Room variant]]) [http://forum.dominionstrategy.com/index.php?topic=19893.msg871558#msg871558].<br />
<br />
The Stop-Moving rule supersedes the previous [[Lose-Track rule]].<br />
<br />
=== No Visiting rule ===<br />
{{Main|No Visiting rule}}<br />
<br />
When a card is gained to a location other than the discard pile (such as {{Card|Nomad Camp}}), it does not "visit" the discard pile, but goes directly to its other location, unless its movement happens ''after'' its gaining (such as with {{Card|Watchtower}}).<br />
<br />
=== Exotic card types ===<br />
[[Card type]]s introduced in later expansions (such as [[Duration]]s and [[Traveller]]s) have particular rules associated with their use that are not necessarily immediately obvious from what is written on the cards. The specific rules for these types are detailed on their individual articles.<br />
<br />
=== Official FAQ and Rulings ===<br />
Each expansion (and each [[Promo|promotional card]]) comes with a detailed FAQ intended to elaborate on each card's effects, in order to mitigate confusion or to point out interactions that aren't immediately obvious. This is meant to be the authoritative, final word on the subject; however, there are many instances where subtle or uncommon interactions between cards are missed by the designers or playtesters, and there a few cases where the FAQ is actually wrong. In these cases, Donald X usually issues a ruling after the fact (and even these rulings sometimes change). The full FAQ for each card, as well as any rulings, are detailed on individual card articles.<br />
<br />
{{Navbox Strategy}}<br />
{{Navbox Mechanics}}<br />
[[Category:Rules]]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/SoukSouk2023-02-23T15:19:59Z<p>Rabenkind: "German print version mistakenly has Marcel-André Casasola Merkle credited as illustrator." added</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Souk<br />
|cost = 5<br />
|type1 = Action<br />
|type2 = <br />
|illustrator = Garret DeChellis<br />
|text = '''+1 Buy'''<br>+{{Cost|7}}<br>–{{Cost|1}} per card in your hand (you can't go below {{Cost|0}}).<br />
|text2 = When you gain this, trash up to 2 cards from your hand.<br />
}}<br />
<br />
'''Souk''' is an [[Action]] card from {{Set|Hinterlands|ed=2}}. It's a source of [[+Buy]] that provides more [[virtual coin]] the smaller your handsize is. It also has a [[trasher|trashing]] effect when you gain it. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* For example, if you play Souk and have 3 other cards left in your hand, you'd get +{{Cost|7}} (and +1 Buy), and then lose {{Cost|3}} for a net gain of +{{Cost|4}}.<br />
* You can't go below {{Cost|0}} but might end up with less {{Cost}} than you started with.<br />
* When you gain Souk, trash up to 2 cards from your hand; you don't have to trash any.<br />
<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || '''+1 Buy'''<br>+{{Cost|7}}<br>–{{Cost|1}} per card in your hand (you can't go below {{nowrap|{{Cost|0}}).}}{{divline}}When you gain this, trash up to 2 cards from your hand. || Hinterlands (Second Edition) || July 2022<br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!German <br />
| Souk || || {{CardLangVersionImage|German|d=1}} || '''+1 Kauf'''<br>+{{Cost|7}}<br>–{{Cost|1}} pro Handkarte (du kannst nicht weniger als {{Cost|0}} haben).{{divline}}Wenn du diese Karte nimmst, entsorge bis zu 2 deiner Handkarten. || German print version mistakenly has [[Marcel-André Casasola Merkle]] credited as illustrator.<br />
|}<br />
<br />
== Trivia ==<br />
{{OfficialArt}}<br />
<br />
=== Preview ===<br />
{{Quote|Text=<br />
<p>I like {{Card|Cache}}, except for it being bad. If only I could move the [[+Buy]] from {{Card|Margrave}} onto {{Card|Cache}} (and from {{Card|Wharf}} onto {{Card|Merchant Ship}}). But I can't. And I mean. It's bad.</p><br />
<br />
Souk is unrelated, beyond being another when-gain card. It rewards a small hand size, such as you might have after playing some filtering cards. And it gets in another when-gain trigger.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21318.msg893813#msg893813 Hinterlands 2E Preview 2]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=<br />
The top was an outtake from {{Set|Menagerie}} and {{Set|Allies}}, just due to, only so much fits, this wasn't on-theme. The filtering sub-theme made it fit {{Set|Hinterlands|ed=2|Hinterlands}}, and then it got a when-gain to do even more fitting. I also tried just letting you trash one card on-gain, and having it come with a cheaper card like {{Card|Border Village}} does.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=21323.msg893930#msg893930 The Secret History of Hinterlands 2E]<br />
}}<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}<br />
[[Category:Terminals]]<br />
[[Category:Extra buys]]<br />
[[Category:Virtual coin]]<br />
[[Category:Variable coin]]<br />
[[Category:Gain for benefit]]<br />
[[Category:Limited trashers]]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/MessengerMessenger2022-09-05T17:04:56Z<p>Rabenkind: Fixed missing "is" in the new 2022 version</p>
<hr />
<div>{{Improve}}<br />
<br />
{{Infobox Card<br />
|name = Messenger<br />
|cost = 4<br />
|set = Adventures<br />
|type1 = Action<br />
|illustrator = Martin Hoffmann<br />
|text = '''+1 Buy'''<br/>+{{Cost|2}}<br/>You may put your deck into your discard pile.<br />
|text2 = When this is the first card you gain in your Buy phase, gain a card costing up {{nowrap|to {{Cost|4}},}} and each other player gains a copy of it.<br />
}}<br />
<br />
'''Messenger''' is an [[Action]] from [[Adventures]]. It is a [[+Buy]] [[deck discarder]] with a Buy phase on-gain effect that makes all players gain a copy of the same cheap card. <br />
<br />
== FAQ ==<br />
<br />
=== Unofficial FAQ (2022) ===<br />
* When you play this, you get +1 Buy, +{{Cost|2}}, and may optionally put your deck into your discard pile. <br />
* This is not discarding cards and does not trigger cards that have effects when they are discarded, such as {{Card|Tunnel}} (from [[Hinterlands]]).<br />
* When Messenger is the first card you gain during your Buy phase, you also gain a card costing up to {{Cost|4}} from the [[Supply]], putting it into your discard pile, and then each other player in turn order also gains a copy of that card. <br />
* If the Supply runs out of copies of the card, further players do not get anything.<br />
=== Other rules clarifications ===<br />
* As a result of errata in 2022, this works if you gain this by buying it, or if you gain this in another way (such as {{Event|Ball}} or {{Card|Anvil}}).<br />
* If you take multiple Buy phases (with {{Card|Villa}} or {{Card|Cavalry}}), you can use Messenger's on-gain effect multiple times in the same turn.<br />
* If you gain this during another player's Buy phase, nothing extra happens.<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
| <h3> Deprecated official FAQ (2021) </h3><br />
|-<br />
| <ul><br />
<li> When you play this, you get +1 Buy, +{{Cost|2}}, and may optionally put your deck into your discard pile. <br />
<li> This is not discarding cards and does not trigger {{Card|Tunnel}} (from [[Hinterlands]]).<br />
<li> When you buy Messenger, if it is the first thing you bought that turn (card or [[Event]]), you gain a card costing up to {{Cost|4}} from the [[Supply]], putting it into your discard pile, and then each other player in turn order also gains a copy of that card. <br />
<li> If the Supply runs out of copies of the card, further players do not get anything.<br />
</ul><br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
| <h5>Deprecated rules clarifications (2015 2016 2021)</h5><br />
|-<br />
| <ul><br />
<li> If you choose a card when buying Messenger, but you don't actually gain it (due to {{Card|Possession}}), no copies of that card are given to the other players.<br />
<li> Messenger's on-buy effect happens before you actually gain the Messenger. This can matter if you choose Messenger for everyone to gain, or if everyone gains a card like {{Card|Border Village}} (allowing other players to gain an extra Messenger before you do), and there aren't enough copies of Messenger left in the pile to fulfill all Messenger gains.<br />
</ul><br />
|}<br />
<br />
== Strategy ==<br />
There is no strategy article for Messenger, but the card has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14872.0 forum.]<br />
<br />
Messenger is a difficult card to utilize well. On play, it is a mash-up of {{Card|Chancellor}} and {{Card|Woodcutter}}, two cards not famous for being very strong. Of course, like Woodcutter, you'll buy it if there's no better source of +Buy for your engine. Luckily, in some of these cases, the Chancellor deck-discarding ability actually comes in handy, as you can shuffle the good cards you just bought right into your deck again. Nevertheless, it's not the most exciting ability ever, and in many cases, Messenger will struggle to fit in your [[terminal]] slot.<br />
<br />
The thing that makes Messenger interesting is its on-buy ability. If you buy it (be careful that it's actually your first buy this turn!), you can choose a card both you and your opponents will gain with it. This allows for some tricky maneuvers. You'll want to choose a card you particularly like, but with limited usefulness for your opponent. Because of this, Messenger is stronger in non-mirrors. If you're playing an [[engine]] and your opponent is going for something more [[Big Money]]-ish, hand out {{Card|Village}}. If it's the other way around, distribute {{Card|Silver}} instead. If you're playing a [[slog]], distribute {{card|Estate}}s, they will hurt your opponent way more than you.<br />
<br />
Maybe your opponent already got a {{Card|Chapel}} or a {{Card|Potion}} and you did not, so you can give your opponent an often not very useful second Chapel or Potion. In this sense, Messenger is kind of a reverse {{Card|Embargo}}: Instead of preventing your opponent from getting key cards, you're giving them cards they actually don't like too much. On a {{Split|3|4}} opening, opening Messenger is an interesting idea if you're second player, since you get to shuffle an extra good card in your deck, while you make it miss the [[shuffle]] for your opponent.<br />
<br />
If you have a {{Card|Watchtower}} in hand, you can do a dirty trick by choosing {{Card|Curse}} to distribute, immediately trashing yours with the Watchtower. Watchtower can even [[topdeck]] Messenger, simulating an upgraded {{card|Nomad Camp}}. Unfortunately, this does not work with {{Card|Trader|oi=2|Trader (prior version)}} due to the [[blue dog rule]]. However, with {{Card|Trader}} (2020 printing), the [[blue dog rule]] no longer applies, and you can exchange the Curse for a Silver. You could even exchange Messenger for a second Silver if the +buy and deck discard are not wanted. This makes Messenger into an {{Card|Ill-Gotten Gains}} that gains an extra copy of itself, does not fill your deck with Copper, and costs {{Cost|4}} instead of {{Cost|5}}. Keep in mind that your opponents can counter each of these strategies with their own Watchtower or Trader.<br />
<br />
Of course, it's nice when a strong 4-cost card has only a single copy left. It's not reason enough to buy the Messenger alone, but if you want the Messenger, you can get the nice card with it and cheat the others. This is especially applicable to [[split pile]]s, {{Card|Humble Castle}}, {{Card|Crumbling Castle}}, and {{Card|Sir Martin}}. To set up this situation intentionally with regular piles, however, requires an action-phase gainer like {{Card|Ironworks}}.<br />
<br />
Late-game, Messenger is a card to look out for, because of its ability to create unexpected [[three-pile ending]]s out of thin air, especially if you play with more than two players.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|MessengerOld|Messenger}} || {{CardVersionImage|MessengerDigitalOld|Messenger from Goko/Making Fun}} || '''+1 Buy'''<br>+{{Cost|2}}<br>You may put your deck into your discard pile.{{Divline}}When this is your first buy in a turn, gain a card costing up to {{Cost|4}}, and each other player gains a copy of it. || Adventures || April 2015<br />
|-<br />
| {{CardLangVersionImage|o=2}} || {{CardLangVersionImage|d=1|o=2}} || '''+1 Buy'''<br>+{{Cost|2}}<br>You may put your deck into your discard pile.{{Divline}}When this is your first buy in a turn, gain a card costing up to {{Cost|4}}, and each other player gains a copy of it. || Adventures [[Second Edition#Formatting_changes|(2016 printing)]] || August 2017<br />
|-<br />
| || {{CardLangVersionImage|d=1}} || '''+1 Buy'''<br>+{{Cost|2}}<br>You may put your deck into your discard pile.{{Divline}}When this is the first card you gain in your Buy phase, gain a card costing up to {{Cost|4}}, and each other player gains a copy of it. || || [http://forum.dominionstrategy.com/index.php?topic=21326.0 June&nbsp;29&#44;&nbsp;2022]<br />
|}<br />
<br />
===Other language versions===<br />
{| role="presentation" class="wikitable mw-collapsible autocollapse" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch <br />
| Koerier || || || || <br />
|-<br />
!Finnish <br />
| Kuriiri (lit. ''courier'') || || || || <br />
|-<br />
!French <br />
| Courrier (lit. ''courier'') || || {{CardVersionImage|MessengerFrench2021Digital|French language Messenger 2021 from Shuffle iT}} || '''+1 Achat'''<br>+{{Cost|2}}<br>Vous pouvez placer votre pioche dans votre défausse.{{Divline}}Si à un tour ceci est votre premier achat, recevez une carte coûtant {{nowrap|jusqu'à {{Cost|4}},}} et tous vos adversaires en reçoivent un exemplaire. || <br />
|-<br />
!rowspan=3|German <br />
| Kurier || {{CardVersionImage|MessengerGerman|German language Messenger 2015 by ASS}} || || '''+1 Kauf'''<br>+{{Cost|2}}<br>Du darfst deinen Nachziehstapel auf deinen Ablagestapel legen.{{Divline}}Wenn du diese Karte kaufst und dies der 1.&nbsp;Kauf deines Zuges ist: Nimm dir eine Karte, die bis zu {{Cost|4}} kostet. Jeder Mitspieler nimmt sich eine Karte mit gleichem Namen. || (2015)<br />
|-<br />
| Kurier || || {{CardVersionImage|MessengerGerman2021Digital|German language Messenger 2021 from Shuffle iT}} || '''+1 Kauf'''<br>+{{Cost|2}}<br>Du darfst deinen Nachziehstapel auf deinen Ablagestapel legen.{{Divline}}Wenn dies der erste Kauf in einem Zug ist, nimm eine Karte, die bis zu {{Cost|4}} kostet, und jeder Mitspieler nimmt eine gleiche Karte. || (Nachdruck 2021)<br />
|-<br />
| Kurier || || {{CardLangVersionImage|German|d=1}} || '''+1 Kauf'''<br>+{{Cost|2}}<br>Du darfst deinen Nachziehstapel auf deinen Ablagestapel legen.{{Divline}}Wenn dies die erste Karte ist, die du in deiner Kaufphase nimmst, nimm eine Karte, die bis zu {{Cost|4}} kostet, und jeder Mitspieler nimmt eine gleiche Karte. ||<br />
|-<br />
!Japanese <br />
| 使者<br>(pron. ''shisha'') || || || style="padding:15px 0px;"| '''+1 購入'''<br>+{{Cost|2}}<br>山札を捨て札置き場に置いてもよい。{{Divline}}これがこのターン最初に購入するものの場合、コスト{{Cost|4}}以下のカード1枚を獲得し、他のプレイヤーは全員、それと同じカード1枚を獲得する。 || <br />
|-<br />
!Polish<br />
| Posłaniec || || || || <small>Although Polish version is not released,<br>this name is referred to in Polish Dominion 2E rulebook.</small><br />
|-<br />
!Russian <br />
| Посланник (pron. ''poslannik'') || || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MessengerArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=There are three types of Dominion players. Some of us just play to unwind. Some play to compete. But then there are those of us who just want to watch the piles burn. Here's Messenger, for everyone who loves giving gifts and making merry. <br />
<br />
Sometimes you'll get one for the Buy and coins. Sometimes it'll help you [[cycling|cycle]] your deck all the way down. But most of the time, you'll be using it to hand things out. Maybe your friend opened {{Split|5|2}} and couldn't get two {{Card|Ambassador|Ambassadors}}. Your Messenger purchase helps him with that. Maybe your opponent got himself a {{Card|Potion}} and you feel like he should have another. Just be careful; you're getting one too. Maybe there's a sneaky way for you to win by making a bunch of {{Card|Estate|Estates}} vanish at once. Messenger has you covered. Or maybe you're a jerk holding a {{Card|Watchtower}} and you decide to hand out {{Card|Curse|Curses}} in the most convoluted way possible. Man, what's your problem? Well, go for it, I guess.<br />
<br />
The truth is, there are a lot of neat applications of the Messenger. I could go on and on about it, but I've had plenty of time to think about it, so I want you guys to have the fun. I'll leave you with one idea for your cousin's birthday party: try playing a 5 player game with this bad boy. (If you actually go and try that, please don't shoot the messenger)<br />
|Name=jsh357<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=12893.0 Adventures Preview: Messenger]}}<br />
=== Secret History ===<br />
{{Quote|Text=The initial card didn't have the Chancellor ability and always gave out cards when bought. Matthew suggested the Chancellor part to make the top less boring, for the people who complained about that. Meanwhile other people complained about the card emptying piles too rapidly; the first-buy-only part on the bottom slowed that down.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]<br />
}}<br />
=== Donald X.'s opinion ===<br />
{{Quote|Text=<br />
There are various cute little combos, but I think there are two main situations in which people buy Messenger.<br />
<br />
The first is when they want a {{Card|Woodcutter}}. This is far from rare. And when you get it, the when-buy is cute, you don't know what to give people. Pick something you want, that's my advice.<br />
<br />
The second is to empty piles. In multiplayer, a jsh357 can empty piles so very fast with this.<br />
<br />
Turn 2 it's a little more attractive going later in the turn order. Going last, you can get Messenger handing out {{Card|Silver}}, maybe trying to hit {{Cost|7}} fast for {{Event|Inheritance}}, and you shuffle in the {{Card|Silver}} but the other players do not.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=14872.msg573261#msg573261 Let's Discuss Adventures Cards: Messenger]<br />
}}<br />
{{Navbox Adventures}}<br />
{{Navbox Cards}}<br />
[[Category:Terminals]]<br />
[[Category:Extra buys]]<br />
[[Category:Virtual coin]]<br />
[[Category:Deck discarder]]<br />
[[Category:Gainers]]<br />
[[Category:Opponent beneficial]]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Recommended_KingdomsRecommended Kingdoms2020-04-25T09:02:41Z<p>Rabenkind: Added Menagerie</p>
<hr />
<div>While many prefer to play with fully randomized kingdoms, this is not always possible or ideal, especially with face to face play. <br />
<br />
== Officially Recommended Sets ==<br />
* [[Dominion_(Base_Set)#Recommended_Sets_of_10|Dominion]]<br />
* [[Intrigue#Recommended_Sets_of_10|Intrigue]]<br />
* [[Seaside#Recommended_Sets_of_10|Seaside]]<br />
* [[Alchemy#Recommended_Sets_of_10|Alchemy]]<br />
* [[Prosperity#Recommended_Sets_of_10|Prosperity]]<br />
* [[Cornucopia#Recommended_Sets_of_10|Cornucopia]]<br />
* [[Hinterlands#Recommended_Sets_of_10|Hinterlands]]<br />
* [[Dark_Ages#Recommended_Sets_of_10|Dark Ages]]<br />
* [[Guilds#Recommended_Sets_of_10|Guilds]]<br />
* [[Adventures#Recommended_Sets_of_10|Adventures]]<br />
* [[Empires#Recommended_Sets_of_10|Empires]]<br />
* [[Nocturne#Recommended_Sets_of_10|Nocturne]]<br />
* [[Renaissance#Recommended_Sets_of_10|Renaissance]]<br />
* [[Menagerie (expansion)#Recommendes_Sets_of_10|Menagerie]]<br />
<br />
== First Edition Recommended Sets ==<br />
<br />
The kingdoms linked to above reflect the most current, second edition versions of the Recommended Kingdoms. Some of these kingdoms [[First Edition Recommended Kingdoms|were different in first edition.]]<br />
<br />
== Tournament Sets ==<br />
<br />
Because of the size of this section, it has been split into two sub-articles:<br />
<br />
* [[Recommended Kingdoms/Designed by Donald X.|Kingdoms designed by Donald X.]]<br />
<br />
* [[Recommended Kingdoms/Designed by Community|Kingdoms designed and selected by the community]]<br />
<br />
[[Category:Kingdom sets]]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Dark_AgesDark Ages2020-04-25T07:14:55Z<p>Rabenkind: /* Recommended sets of 10 */ Added shelters.</p>
<hr />
<div>{{Infobox Set<br />
|name = Dark Ages<br />
|type = Large Expansion<br />
<br />
|cards = 500<br />
|kingdomcards = 362<br />
|kingdomsets = 35<br />
|randomizers = 35<br />
|othercards=<br />
* 50 [[Ruins]]<br />
* 18 [[Shelters]]<br />
* 15 {{Card|Spoils|Spoils}}<br />
* 10 {{Card|Madman|Madman}}<br />
* 10 {{Card|Mercenary}} <br />
<br />
|theme =<br />
* [[Trash]]<br />
* Upgrading<br />
|release = August 2012<br />
|coverartist = [[Raven Mimura]]<br />
|rulebook = http://www.riograndegames.com/uploads/Game/Game_421_gameRules.pdf<br />
}}<br />
<br />
'''Dark Ages''' is the seventh [[Dominion]] [[expansions | expansion]]. It was released in August, 2012. It is a large expansion. The box contains 35 sets of Kingdom Cards, with 500 cards, as well as other new types of cards such as [[Shelters]], [[Ruins]], and {{Card|Spoils}}. Many cards in Dark Ages have a theme related to trashing and upgrading.<br />
<br />
== Contents ==<br />
=== Kingdom cards ===<br />
There are 20 copies of {{Card|Rats}}. The 10 cards in the {{Card|Knights}} pile are unique.<br />
* {{Cost|1}}: {{Card|Poor House}}<br />
* {{Cost|2}}: {{Card|Beggar}}, {{Card|Squire}}, {{Card|Vagrant}}<br />
* {{Cost|3}}: {{Card|Forager}}, {{Card|Hermit}}, {{Card|Market Square}}, {{Card|Sage}}, {{Card|Storeroom}}, {{Card|Urchin}}<br />
* {{Cost|4}}: {{Card|Armory}}, {{Card|Death Cart}}, {{Card|Feodum}}, {{Card|Fortress}}, {{Card|Ironmonger}}, {{Card|Marauder}}, {{Card|Procession}}, {{Card|Rats}}, {{Card|Scavenger}}, {{Card|Wandering Minstrel}}<br />
* {{Cost|5}}: {{Card|Band of Misfits}}, {{Card|Bandit Camp}}, {{Card|Catacombs}}, {{Card|Count}}, {{Card|Counterfeit}}, {{Card|Cultist}}, {{Card|Graverobber}}, {{Card|Junk Dealer}}, {{Card|Knights}}, {{Card|Mystic}}, {{Card|Pillage}}, {{Card|Rebuild}}, {{Card|Rogue}}<br />
* {{Cost|6}}: {{Card|Altar}}, {{Card|Hunting Grounds}}<br />
<br />
=== Additional materials ===<br />
==== Ruins ====<br />
* {{Cost|0}}: {{Card|Abandoned Mine}}, {{Card|Ruined Library}}, {{Card|Ruined Market}}, {{Card|Ruined Village}}, {{Card|Survivors}}<br />
==== Shelters ====<br />
* {{Cost|1}}: {{Card|Hovel}}, {{Card|Necropolis}}, {{Card|Overgrown Estate}}<br />
==== Non-Supply cards ====<br />
* {{Cost|0*}}: {{Card|Madman}}, {{Card|Mercenary}}, {{Card|Spoils}}<br />
<br />
== Additional rules ==<br />
* Dark Ages includes three Shelters - {{Card|Hovel}}, {{Card|Necropolis}}, and {{Card|Overgrown Estate}}. These cards replace starting Estates in some games, as described under Preparation. Shelters have no corresponding Supply pile; they can never be bought, and {{Card|Ambassador}} (from [[Seaside]]) cannot return one anywhere.<br />
* Dark Ages has two piles of cards that have a variety of cards in them: the Ruins pile has a mix of five different Ruins, and the {{Card|Knights}} pile has ten different Knights. These piles should be shuffled before each game, as explained under Preparation. The only card that may be bought or gained or chosen from one of these piles is the card on top. Players cannot look through the piles, only at the top card; the players turn the top card over any time it is face down. If a card is returned to one of these piles with Ambassador (from Seaside), turn over the current top card and the returned card goes on top, turned face-up. Ruins cards with different names, and Knights with different names, count as differently named cards for cards that care about this. For example if {{Card|Tribute}} (from [[Intrigue]]) reveals two different Ruins cards, it will give +4 Actions. When {{Card|Contraband}} (from [[Prosperity]]) is played, a player can name a Ruins or Knight, but that only stops that specific Ruins or Knight from being bought. However an {{Card|Embargo}} token (from Seaside) placed on the Ruins or Knight pile will affect any cards bought from it.<br />
* Players can buy Ruins even though they normally will not wish to. Ruins cards are [[Action|Actions]]; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as {{Card|Procession}}. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition. Cards that try to get specific cards from the Supply fail to get a Ruins or Knight if the correct one is not the top one. For example if you buy a {{Card|Ruined Market}} with {{Card|Talisman}} (from Prosperity), you only gain another Ruined Market if that is the top Ruins under the one you bought; if you use Ambassador (from Seaside) to return {{Card|Sir Martin}} to the Supply, the next player will gain that Sir Martin, but the player after that will not gain a card, as the next Knight will not be Sir Martin.<br />
* Many cards in Dark Ages do something "when you trash" that card. These abilities function no matter whose turn the card is trashed on. The player that a "when you trash this" ability functions for is the player that had that card, regardless of whose card trashed the card. These abilities happen directly after the card is put into the trash, and can function in the middle of resolving effects for an Action card; for example, if a player plays {{Card|Graverobber}} and uses it to trash a {{Card|Cultist}}, he first draws three cards for trashing Cultist, then continues with resolving Graverobber and gains a card costing up to {{Cost|8}}. Cards can sometimes leave a player's deck without being trashed, such as by being returned to the Supply with Ambassador (from Seaside) or passed to another player with {{Card|Masquerade}} (from Intrigue). When two or more cards are trashed at the same time, as with {{Card|Count}}, first trash them all, then pick an order to resolve things that happen due to trashing them. A "when you trash" ability is not itself a way to trash a card; some other card will be needed to actually trash the card and make the ability happen.<br />
* Six cards in Dark Ages are never part of the Supply: {{Card|Spoils}}, {{Card|Madman}}, {{Card|Mercenary}}, and the three Shelters: Hovel, Necropolis, and Overgrown Estate. Keep these cards handy for when they are needed. These cards cannot be bought, and cannot be gained by cards that gain cards from the Supply, such as {{Card|Armory}}. They cannot be returned to the Supply with Ambassador (from Seaside). They can end up in the trash if something trashes them. These piles being empty does not count towards the end condition for the game, or towards the count of empty piles for {{Card|City}} (from Prosperity).<br />
=== [[Lose Track rule]] ===<br />
* In rare circumstances an effect may try to move a card that is not where that effect expects the card to be. In those cases the card does not move - the effect has "lost track" of the card. <br />
* Losing track of a card prevents it from being moved, but does not stop anything else from happening. <br />
** For example, if you {{Card|Procession}} a {{Card|Madman}}, Procession first puts Madman in play; then you resolve Madman, getting +2 Actions and drawing cards and returning Madman to the Madman pile; then Procession fails to put Madman into play again, because Procession expects to find Madman in play, but it is not there, it's in the Madman pile; then you resolve Madman again, only getting +2 Actions this time, since it says "if you do" before the card-drawing, and you did not actually return it to the Madman pile this time; then Procession fails to trash Madman since Procession again expects to find Madman in play and it is not there; and then you gain an Action costing {{Cost|1}} if you can. <br />
* Cards do not lose track of cards that they move, only cards that other cards move. <br />
** For example when Procession puts Madman into play, that does not cause Procession to lose track of Madman; it is Madman moving itself that causes Procession to lose track of it. <br />
* Things lose track of a card if something moves it, if it is the top card of a deck and gets covered up, or if it is the top card of a discard pile and gets covered up.<br />
<br />
=== [[No Visiting rule|"No visiting" rule]] ===<br />
* When a card is gained to a location other than a discard pile, it does not "visit" the discard pile - it goes directly to where it was gained. For example {{Card|Armory}} gains cards directly to the top of a deck.<br />
In conjunction with the Lose Track rule above, this means that when a card is gained somewhere other than the discard pile, a card that looks for a gained card will not lose track of it.<br />
<br />
== Flavor text == <br />
{{Quote|<br />
|Text=Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.<br />
<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://www.riograndegames.com/uploads/Game/Game_421_gameRules.pdf the Dark Ages rulebook]<br />
}}<br />
== Cards gallery ==<br />
=== Basic cards ===<br />
=== Kingdom cards ===<br />
{{CardImage|Poor House}}{{CardImage|Beggar}}{{CardImage|Squire}}{{CardImage|Vagrant}}{{CardImage|Forager}}{{CardImage|Hermit}}{{CardImage|Market Square}}{{CardImage|Sage}}{{CardImage|Storeroom}}{{CardImage|Urchin}}{{CardImage|Armory}}{{CardImage|Death Cart}}{{CardImage|Feodum}}{{CardImage|Fortress}}{{CardImage|Ironmonger}}{{CardImage|Marauder}}{{CardImage|Procession}}{{CardImage|Rats}}{{CardImage|Scavenger}}{{CardImage|Wandering Minstrel}}{{CardImage|Band of Misfits}}{{CardImage|Bandit Camp}}{{CardImage|Catacombs}}{{CardImage|Count}}{{CardImage|Counterfeit}}{{CardImage|Cultist}}{{CardImage|Graverobber}}{{CardImage|Junk Dealer}}{{CardImage|Knights}}{{CardImage|Mystic}}{{CardImage|Pillage}}{{CardImage|Rebuild}}{{CardImage|Rogue}}{{CardImage|Altar}}{{CardImage|Hunting Grounds}}<br />
==== Knights ====<br />
{{CardImage|Dame Anna}}{{CardImage|Dame Josephine}}{{CardImage|Dame Molly}}{{CardImage|Dame Natalie}}{{CardImage|Dame Sylvia}}{{CardImage|Sir Bailey}}{{CardImage|Sir Destry}}{{CardImage|Sir Martin}}{{CardImage|Sir Michael}}{{CardImage|Sir Vander}}<br />
==== Ruins ====<br />
{{CardImage|Abandoned Mine}}{{CardImage|Ruined Library}}{{CardImage|Ruined Market}}{{CardImage|Ruined Village}}{{CardImage|Survivors}}<br />
==== Shelters ====<br />
{{CardImage|Hovel}}{{CardImage|Necropolis}}{{CardImage|Overgrown Estate}}<br />
=== Non-Supply cards ===<br />
{{CardImage|Madman}}{{CardImage|Mercenary}}{{CardImage|Spoils}}<br />
<br />
== Impact ==<br />
Dark Ages introduced several new cards to Dominion that broke previous unwritten (or even written) rules of card structure and gameplay, substantially broadening the scope of the kinds of things possible in Dominion. Dark Ages contains the only cards that cost {{Cost|1}} ({{Card|Poor House}} and [[Shelter|Shelters]]), the only supply piles that consist of multiple shuffled differently-named cards ([[Knight|Knights]] and [[Ruins]]), the only kingdom card of which there are more than twelve copies ({{Card|Rats}}), and more paradigm-breaking effects. <br />
<br />
Dark Ages has been described as a highly advanced set, hard to introduce to new players, not only because of its paradigm-breaking cards, but also because many cards in it require high skill to play optimally and may depend on tricky combos with other cards.<br />
<br />
Just prior to the release of [[Adventures]], a [http://forum.dominionstrategy.com/index.php?topic=12661.0 poll on the forums] found Dark Ages to be the most popular set, narrowly beating [[Prosperity]]. Reasons for this included the size of the set (more cards means more things to like), but also the overall quality of the cards, and the interesting new strategies brought to the game with their inclusion. <br />
<br />
=== Shelters ===<br />
<br />
Shelters games cause many Kingdom cards to work differently, and affects the opening two turns as well.<br />
* Weakened cards:<br />
** {{Card|Ambassador}}, since Shelters can't be returned to the supply, and {{Card|Jester}}, since Shelters can't be gained from the supply<br />
** Cards that interact with Estates (or Victory cards in general), such as {{Card|Baron}}, {{Card|Silk Road}} and {{Event|Inheritance}} aren't able to interact with them from the start<br />
** Cards whose value as [[opening|openers]] depends on the fact that Estates cost {{Cost|2}}, such as {{Card|Remake}} and {{Card|Salvager}}, get less benefit out of the {{Cost|1}} cost of Shelters<br />
** Cards that dislike junk variety, like {{Card|Hunting Party}} and {{Card|Journeyman}}<br />
** {{Card|Magpie}} is weakened slightly; if Hovel is revealed, it's only a cantrip<br />
* Strengthened cards:<br />
** Cards that like any variety, like {{Card|Harvest}} and {{Card|Fairgrounds}}<br />
** Engines, in general, are strengthened due to the addition of a [[Villages|Village]] to your starting cards, and the fact that trashing your starting cards doesn't lose you {{VP|3}}<br />
** [[Trasher|Trashers]] that don't care so much about the cost of the trashed card get a slight boost from Overgrown Estate's when-trash draw<br />
Necropolis allows for more flexible openings, since there is a lower chance of two opening [[terminal|terminals]] [[collision|colliding]]. Hovel makes for strategic decisions when purchasing Victory cards, especially [[Alt VP]].<br />
<br />
=== Ruins ===<br />
<br />
The addition of [[Looter|Looters]] can lead to games where twice the normal amount of junk cards are being distributed, leading to longer games. {{Card|Cultist}} can also distribute Ruins faster than any [[Curser]] due to its chaining. With both a Looter and a Curser present in a kingdom, the game slows down considerably, but three-pile endings are much easier to achieve, since the Ruins count as a supply pile.<br />
<br />
=== Trashing ===<br />
<br />
Given that it is one of the themes of the set, Dark Ages contains some of the strongest [[trasher|trashers]] in the game.<br />
* {{Card|Altar}} - expensive, but incredibly useful - turning bad cards into {{Cost|5}} Actions in the early game, and gaining Duchies in the late game<br />
* {{Card|Count}} - although it comes with stipulations, it can still usually trash 2 or 3 cards per use, and transitions into something more useful later in the game<br />
* {{Card|Counterfeit}} - one of the best Copper trashers, especially since it continues to be useful after your Coppers are all gone<br />
* {{Card|Death Cart}} - it gives the highest non-variable +{{Coin}} in the game<br />
* {{Card|Forager}} - it has to be built up to get the full benefit, but as a [[non-terminal]] trasher, it is typically a good opener<br />
* {{Card|Graverobber}} - one of only two cards that can gain from the trash, and the more effective of the two - it can also turn {{Cost|5}} Actions (like itself) into Provinces<br />
* {{Card|Hermit}} - the best {{Card|Curse}} defense behind only {{Card|Watchtower}}, since it can trash cards directly from your discard pile, making it as though the Curser hadn't even been played<br />
* {{Card|Junk Dealer}} - the [[Peddler variant]] trasher<br />
* {{Card|Knights}} - while swingy, they can be quite devestating in large numbers<br />
* {{Card|Mercenary}} - trashes very quickly while still giving a benefit and harming your opponent<br />
* {{Card|Procession}} - while chiefly best with other Dark Ages cards, it can be quite good in engines, especially on boards with Actions of every cost<br />
* {{Card|Rats}} - useless on its own, it is a powerhouse when paired with trashers that care about cost (like {{Card|Bishop}}) or card type (like Death Cart)<br />
* {{Card|Rebuild}} - perhaps the most powerful card in this set (or even all of Dominion), it forgoes both [[engine]] and [[big money]] to directly turn Estates and Duchies into Provinces<br />
* {{Card|Rogue}} - a weak card, but one of the few capable of stealing non-Treasure cards from other players<br />
<br />
There are also several cards that benefit when trashed by other cards, or simply when another card is trashed.<br />
* {{Card|Catacombs}} - it gains a cheaper card when trashed, mirroring {{Card|Border Village}}<br />
* {{Card|Cultist}} - draws 3 cards when trashed<br />
* {{Card|Feodum}} - can be trashed as part of a big money strategy, or as a means to get more Silvers to increase your point total from your other Feoda<br />
* {{Card|Fortress}} - the only card that can never be removed from your deck via trashing - as it can be infinitely trashed, it does great with cost-caring trashers<br />
* {{Card|Hunting Grounds}} - gains a Duchy or three Estates when trashed<br />
* {{Card|Market Square}} - the trashing analogue to {{Card|Tunnel}}, it is very effective at gaining Gold in heavy trashing games, and then putting that Gold to use with its +Buy<br />
* {{Card|Rats}} - though it does trash, its main role is to be trashed, similarly to Fortress<br />
* {{Card|Overgrown Estate}} - draws a single card when trashed<br />
* {{Card|Sir Vander}} - gains a Gold when trashed<br />
* {{Card|Squire}} - can gain any [[Attack]], no matter its cost, when trashed<br />
<br />
=== Engines ===<br />
Because of its minor theme of card combinations, many Dark Ages cards are well suited for engines.<br />
* {{Card|Bandit Camp}} - is a [[Villages|Village]], and {{Card|Spoils}} are practically [[virtual coin]], not clogging up an engine<br />
* {{Card|Cultist}} - in high enough density, is almost a {{Card|Laboratory}}, and helps slow down your opponent, giving more time to build your engine<br />
* {{Card|Hunting Grounds}} - gives the highest card draw in the game without drawback<br />
* {{Card|Ironmonger}} - it's a [[sifter]], and can be a {{Card|Laboratory}}, {{Card|Peddler}} or {{Card|Village}}, depending on which card is revealed, all of which are useful to engines<br />
* {{Card|Mystic}} - gives [[non-terminal]] [[virtual coin]], and in combination with [[deck inspector|deck inspectors]], is an activated {{Card|Conspirator}}<br />
* {{Card|Necropolis}} - as stated above, the addition of a [[Villages|Village]] to your starting cards is a boon to engines<br />
* {{Card|Poor House}} - engines usually don't have many Treasures, ensuring that Poor House is most effective - it serves as an excellent source of [[virtual coin]] in these instances<br />
* {{Card|Scavenger}} - helps setup your next turn, similarly to {{Card|Scheme}}<br />
* {{Card|Squire}} - it is [[virtual coin]], and can alternate between [[Villages|Village]] and [[+Buy]], the latter of which engines often lack<br />
* {{Card|Wandering Minstrel}} - the perfect engine [[Villages|Village]], as it ensures you only ever draw Actions<br />
<br />
=== Weird cards ===<br />
Some of the cards introduced in Dark Ages were completely unlike anything seen before, and are still regarded as oddities.<br />
* {{Card|Poor House}} - the only card to subtract {{Cost}}, and the only Kingdom card with a cost of {{Cost|1}}<br />
* {{Card|Fortress}} - the only card that can never be removed from your deck through trashing<br />
* {{Card|Rats}} - hard to see the point of at first, and the first Action card pile with more than 10 cards<br />
* {{Card|Band of Misfits}} - the first card that could emulate other cards without playing a physical copy of them<br />
* {{Card|Graverobber}}/{{Card|Rogue}} - the first cards that could gain from the trash<br />
<br />
=== Fixes ===<br />
Like Hinterlands before it, Dark Ages contains cards that address issues with previously published cards.<br />
* {{Card|Saboteur}} - {{Card|Knights}} and {{Card|Rogue}} can remove good cards from other players decks, but do not require time consuming digging, can't easily trash Provinces, and give a benefit to the player (Saboteur was removed from the revised edition of [[Intrigue]])<br />
* {{Card|Wishing Well}} - {{Card|Mystic}} does not give +1 Card before guessing, which enables synergy with cards like {{Card|Pearl Diver}} which give knowledge of the top card of the deck, as well as other Mystics<br />
<br />
== Theme ==<br />
Game designer Donald X. offered some insight into some themes of the set [http://forum.dominionstrategy.com/index.php?topic=1818.msg100829#msg100829 here].<br />
<br />
* 4 Ruins: Marauder, Cultist, Death Cart, Vagrant (Ruined Library, Ruined Market, Ruined Village, Abandoned Mine, Survivors)<br />
* 3 Spoils: Marauder, Pillage, Bandit Camp (Spoils)<br />
* 8 When-trash: Market Square, Fortress, Squire, Hunting Grounds, Feodum, Cultist, Catacombs, Rats (Overgrown Estate, Sir Vander)<br />
* 7 Other upgrade: Hermit, Urchin, Rats, Altar, Graverobber, Procession, Rebuild<br />
* 8 Other trashing: Junk Dealer, Counterfeit, Forager, Death Cart, Count, Knights, Rogue, Pillage (Mercenary, Hovel, Dame Anna)<br />
* 3 Look at trash: Graverobber, Rogue, Forager<br />
* 7 Live with junk: Poor House, Sage, Storeroom, Ironmonger, Scavenger, Wandering Minstrel, Catacombs (Survivors)<br />
<br />
* 4 Off-theme: Beggar, Armory, Band of Misfits, Mystic (Madman, Necropolis)<br />
<br />
== Trivia ==<br />
Dark Ages is the only Dominion expansion that does not contain a [[curser]]. It is also the expansion which introduces the most new kingdom cards.<br />
=== In other languages ===<br />
* Czech: Temné časy<br />
* Dutch: De Donkere Middeleeuwen<br />
* Finnish: Katovuodet (lit. ''famine years'')<br />
* French: L'âge des ténèbres<br />
* German: Dark Ages<br />
* Japanese: 暗黒時代 (pron. ''ankoku jidai'')<br />
* Korean: 암흑의 시대 (pron. ''amheug-ui sidae'')<br />
* Polish: Mroczne wieki (note: as referred to in Polish ''[[Empires]]'' rulebook)<br />
* Russian: Тёмные Времена (pron. ''tyomnyye vryemyena'')<br />
* Spanish: Edad Oscura<br />
<br />
=== Secret history ===<br />
{{Quote|Text=When I showed Dominion off to RGG, I had five expansions. They were: [[Intrigue]]; [[Seaside]] and [[Hinterlands]] combined; [[Prosperity]]; "War;" and a large version of [[Alchemy]] with a touch of [[Cornucopia]].<br />
<br />
War was interaction-themed. Different ways for players to interact. Its cards included versions of {{Card|Swindler}}, {{Card|Trade Route}}, {{Card|Tribute}}, {{Card|Council Room}}, and {{Card|Smugglers}}. {{Card|Council Room}} kept the same name when I moved it to the main set; now you know how it got that name.<br />
<br />
War was my favorite expansion, but the problem was, every expansion needed interactive non-attack cards. Every expansion needed a certain percentage of interactive cards, and attacks slow the game down, whereas non-attack interactive cards may not, and may even speed it up. So I had to spread them around. I made War more attack-themed and gave each other set at least one non-attack interactive card. Man do I need an acronym for that? Maybe I am done saying it.<br />
<br />
During work on the main set, I briefly tried rearranging everything into 16-card expansions, and at that time I had an expansion that was top-of-your-deck themed. This theme was no good; it's fine for making some cards that play well with each other, but since I do that kind of thing in every set, the theme is invisible. So I broke that one up, and War ended up taking a few of those cards, thinking maybe it would end up with a mild top-of-your-deck subtheme, which fit with some of the attacks. In the end it only kept {{Card|Armory}}. Those of you noting that Dark Ages is the 7th expansion, and that in the Secret History for Dominion I say that {{Card|Adventurer}} came from the 7th expansion: that 7th expansion was the top-of-deck one. Ditto for {{Card|Shanty Town}}.<br />
<br />
Around the time I was working in earnest on Cornucopia, I realized I had to decide what to do about the sizes of the last two large sets. The main set and Intrigue were standalones, and so 500 cards; Seaside and Prosperity had playmats and metal tokens. Hinterlands and Dark Ages did not have such things. Could they just be cheaper or what? I did not know yet if that was okay. However, I could dodge the issue for one of the sets by making it a standalone, and it seemed good to do another standalone anyway. I picked Hinterlands for that and worked to keep that set from getting too complex. And then what could Dark Ages have? And of course I realized that it could just have more cards; it could be 500 cards rather than 300. This would let me do some stuff that might not seem worth the space otherwise, like having a new kind of penalty card or cards that turned into other cards. So I expanded the expansion.<br />
<br />
The original interactive theme was gone, and the attack theme was not going to cut it. Joe Dominion just doesn't want a heavy attack environment, that's what I think. And anyone who does can rig it themselves by including more attacks on the table. I figured attacks could still be a minor sub-theme, but slowly the cards that worked with attacks left, until Squire is all that remains (yes plus Beggar but that doesn't count). And as I mentioned, the top-of-deck theme was never going to amount to much.<br />
<br />
I filled the void with an upgrading theme and a trash theme. Lots of cards turn cards into other cards, or themselves into other cards, and then a bunch of cards care if they're trashed, and a few care about the trash other ways. And of course the stuff I did with the extra 200 cards amounted to various minor themes too.<br />
<br />
War was an unacceptable theme for Hans im Gluck, and I knew this basically from the day they took on Dominion. So way back when I knew I would be retheming the set. Dark Ages, there's a theme. It could be the poor to Prosperity's rich. Then when Alchemy became a small set, it looked like this set, though originally 4th, would be the last Dominion set, and that seemed cool too, going out with the Dark Ages (then Guilds got bumped to after it due to the basic cards product, which is also why Hinterlands wasn't a standalone).<br />
<br />
Two cards from the original 2007 version of the set remain basically intact - {{Card|Altar}} and {{Card|Band of Misfits}}. The {{Card|Knights}} were in the original set in a different form, and there was a "+1 card +1 action" trasher which can claim to be an ancestor of {{Card|Rats}} and {{Card|Junk Dealer}}. The other 16 cards went elsewhere or didn't survive, being replaced by 31 new cards, some themselves from other sets but many new to this one. And of course I added those other cards, the [[Ruins]] and [[Shelters]] and things. The original war flavor and interaction theme are gone, replaced by the Dark Ages, upgrading, and the trash. The original set was my favorite and it turns out the final set is still my favorite. I liked the original for the interaction between players, and I like the final version for the interactions between cards. It is the crazy combos set.<br />
<br />
On to the endless outtakes.<br />
<br />
- The reaction part of {{Card|Trader}} started here, first by itself, and then for a while as a treasure-reaction worth $1. The top half of {{Card|Inn}} started here too, for $4 (it was fine, I just needed someplace to put the bottom half of {{Card|Inn}}). There was also a similar card here later, "+2 Cards +1 Action, discard a card," for $4, which ended up being too good. {{Card|Spice Merchant}} without the {{Card|Woodcutter}} option was here, but didn't exactly lead to {{Card|Spice Merchant}}. {{Card|Fool's Gold}} was in here at one point, in addition to the bottom being tried on {{Card|Bandit Camp}}. {{Card|Cartographer}} started here; it was a simple card that seemed perfect for Hinterlands, at the time a standalone.<br />
<br />
- {{Card|Swindler}}, {{Card|Trade Route}}, {{Card|Tribute}}, and {{Card|Council Room}} started here. {{Card|Council Room}} originally cost $4; {{Card|Tribute}} didn't say "differently named" and revealed the top card of each adjacent player; {{Card|Swindler}} didn't give +$2 and instead gave them a card for $2 less than the trashed card; and {{Card|Trade Route}} was "+1 Card +1 Buy +$1, if a {{Card|Province}} has been gained this game, +1 Card." {{Card|Smugglers}} had its roots in a card here that was "+$2, cards gained on the previous turn cost $1 less this turn." I tried a victory card with the {{Card|Horse Traders}} reaction here. {{Card|Hunting Party}} and {{Card|Spy}} were briefly in this set before getting whisked away.<br />
<br />
- {{Card|Vineyard}} was in the set for a while, sometimes with a reaction. {{Card|Masquerade}} visited. {{Card|Monument}} was here for a bit, after leaving Prosperity and before returning to it. The card that ended up being {{Card|Horn of Plenty}} was here for a while after leaving Intrigue. When it was here it was some version of, "+2 Actions +1 Buy, while this is in play, when you play an action +$1."<br />
<br />
- There was an attack that gave out Confusions and doubled as a {{Card|Moat}}. There was an attack that was +1 Card +1 Action, name a type, each other player reveals their top card and trashes it if it matches. I tried a weaker version that only hit $3-$6's before killing it.<br />
<br />
- For a long time there was an attack which in its best form was "+$2, they trash the top card of their deck and gain a cheaper card that shares a type with it, or a Ruins if they can't." I liked it. Eventually I decided though that there was enough hatred of trashing attacks out there that I should just stick with the {{Card|Knights}} (plus {{Card|Rogue}}, but it's only a fractional attack).<br />
<br />
- There was an attack, gain an {{Card|Estate}}, they gain a {{Card|Curse}}, for $3. It dominated games too much. I replaced it with {{Card|Marauder}}, and used the Estate/Curse thing on {{Card|Followers}}.<br />
<br />
- There was a trashing attack that could only trash cards that didn't match cards in the trash.<br />
<br />
- There was a {{Card|Spy}} variant for $2 that put bottom cards on top or didn't.<br />
<br />
- There was a flipped version of {{Card|Margrave}} - +2 Cards, each other player discards down to 2, then draws a card. Oh man. So painful. A version that was around for a while cost $4 and gave you 2 {{Card|Silver}}s if it was trashed. Another version cost $5 but came with a {{Card|Spoils}}.<br />
<br />
- After that attack died, I tried, they discard down to 3, you look through your discard pile and either get a card from it into your hand or draw 2 cards. It needed the +2 Cards option in case your discard pile was empty. Well I decided {{Card|Scavenger}} was okay, but you don't need to see too many of these getting back Platinums.<br />
<br />
- Early on Intrigue had had a one-shot that played every attack in your deck (digging them out of it). It moved here and stopped being a one-shot, then gained the setup of "add an attack pile to the game." It was in the set for a while, producing gigantic piles of pain.<br />
<br />
- There was a {{Card|Village}} that had you {{Card|Spy}} first whenever you played an attack. Play three of them and you'd be making three decisions per player per attack. I liked it for a while.<br />
<br />
- There was a {{Card|Throne Room}} variant that gave +1 Card +1 Action, and had every opponent play the card you Throned on their next turn. It had built-in super-crazy just by playing it on itself.<br />
<br />
- Another Throne was "Choose one: +1 Card +1 Action; or Throne." It cost $4 when {{Card|Throne Room}} itself cost $3. When {{Card|Throne Room}} had to cost $4 there was no place for this card, which would be sad at $5.<br />
<br />
- Another Throne hung around, set aside, until you wanted to use it (it was $5 and also gave you +1 Action when played). This works differently from Throne in multiples; two of them would let you do an action three times total, since each one just did it an extra time. This card was cool and was in the set for a while, but setting it aside indefinitely was problematic - in the past we've included playmats for that, and I didn't want playmats here - and the card was strong. A few times Bill Barksdale built a deck with lots of these Thrones and an {{Card|Altar}}, which would take advantage of not actually having to trash a card to {{Card|Altar}} if there are none in your hand, and would suddenly buy a pile of {{Card|Duchy|Duchies}}. One of those games, Bill pared his deck down to just an {{Card|Altar}} and five copies of this Throne, drew the five Thrones and then watched a trashing attack trash his Altar. Good times.<br />
<br />
- Another Throne had you draw 2 cards, play an action twice, then discard 3 cards. That may look straightforward, but it's all kinds of weird.<br />
<br />
- I had discarding victory cards for +$2 each. It started out at $4, went up to $6, moved to Hinterlands, then was dropped for not being interesting enough.<br />
<br />
- There was a {{Card|Remodel}} that put the card into your hand. Originally it didn't give +1 Action; then it did and was crazy.<br />
<br />
- There was a {{Card|Remodel}} for $4 that {{Card|Remodel}}'d one of the top 3 cards of your deck, putting the new card on top. I thought it was a keeper, but in one set of surveys it became clear that it was a dud for several playtesters.<br />
<br />
- Another {{Card|Remodel}} turned one card into two different cards that each cost exactly $2 more. I did {{Card|Develop}} instead.<br />
<br />
- There was a victory card for $6 that was worth 2 VP and you gained two copies of it. That runs out the pile twice as fast, so I changed it to 1 VP but it came with a {{Card|Duchy}}. That moved to Hinterlands, was there for a while, then left when I made {{Card|Border Village}} cost $6.<br />
<br />
- I tried a victory card that was worth 1 VP per 3 copies of whatever action you had the most copies of. I had a few different reactions on the bottom, including {{Card|Moat}} and giving you a new hand when attacked.<br />
<br />
- I tried a version of Wall here, which had been a Hinterlands card that I did a better way as Island, then tried to do another version of for a while. The version here was an action-victory worth 2 VP with "look through your discard pile, shuffle all but 5 cards from it into your deck." The various Walls all were ways to shuffle your deck without so much garbage in it; I dropped it from Hinterlands in the end because I did Inn.<br />
<br />
- There was an old old card, gain a {{Card|Silver}} to hand, each other player gains a {{Card|Copper}} to hand, for $5. Way back when, we didn't know any better, and this card seemed okay. Then I tried a bunch of things to make this good enough, eventually drifting into "+1 Card +1 Action +$1, each other player gains a {{Card|Copper}} in hand then discards down to 4." In the end nothing has survived. Giving other players {{Card|Copper}} is bad in general because the pile varies in size so much, depending on the number of players and whether or not you add together the main set and Intrigue. It's fine if the attack is limited as to how much {{Card|Copper}} it will really give out, like {{Card|Jester}} and {{Card|Noble Brigand}} and {{Card|Ambassador}}.<br />
<br />
- There was a card from Seaside, "+$2, when you discard this from play you may put this on your deck," for $3. It seemed innocent for a long long time. Steve Wampler eventually demonstrated that it was not. {{Card|Scavenger}} provides a way to get that +$2 every turn, but you need two of them, and might draw them together.<br />
<br />
- I tried a few ways to give you a combination of +'s that you picked. It sounded like something but was never interesting.<br />
<br />
- There was "+1 buy +$1, if you buy a 2nd card on a turn with this in play, trash this and gain 2 {{Card|Silver}}s." I tried a few different "turns into 2 {{Card|Silver}}s" cards over the years; this was its last stand.<br />
<br />
- When it looked like {{Card|Band of Misfits}} wouldn't survive, I made a card that was just a big choose one with the kinds of things you'd like to see on the table with {{Card|Band of Misfits}}.<br />
<br />
- A few cards tried to provide other uses for the Ruins pile. One was "+1 Card +1 Action, play the top Ruins, put it on the bottom." It was cute but there's a tracking issue. I did {{Card|Ironmonger}} instead. Another card played the top four Ruins. It gave you +$3 instead if the Ruins ran out, because what fun is that.<br />
<br />
- Here's a weird one. {{Card|Woodcutter}}, copies of cards in the trash cost $1 less this turn; setup: we each put a kingdom card into the trash. Let me tell you, some slow decisions there, and then you have to keep the trash all spread out. It was interesting though. Those of you complaining about the {{Card|Band of Misfits}} FAQ, this is how you could get {{Card|King's Court}} to cost less than {{Card|Band of Misfits}}.<br />
<br />
- The original main set had "Trash a card from your hand, discard a card, draw 3 cards." I dropped it from the main set for being redundant; there were other trashers. I slotted it right into Intrigue and then bumped it from there too. I stuck it here and well. It was interesting in its day, but wasn't so interesting these days, being similar to various other cards.<br />
<br />
- An old card drew you 2 extra cards in your next hand, and was a {{Card|Moat}}. The idea was to increase your chance of having reactions in hand for attacks.<br />
<br />
- A few times over the years, I tried to make a card that cost the other players a victory card at the end of the game. It attacks your score. This version I'm looking at was an "Action - Endgame." I tried versions that made one card not score, or two. At two no-one scores. At one it just wasn't interesting enough. The rest of the card can't exactly compensate; the text doing this weird thing has to be worth it.<br />
<br />
- I tried $2, "+1 Card +1 Action, each player draws a card." It's pretty rude with {{Card|Militia}}s.<br />
<br />
- I briefly had a card-drawer that gave you cards when it was trashed. I guess that still describes {{Card|Cultist}}.<br />
<br />
- A somewhat late card read, "+1 Buy +$2, while this is in play, when you gain a card, you may trash a card from your hand." It was fine, it was just lackluster. I see another {{Card|Woodcutter}} here I don't remember; {{Card|Woodcutter}}, a card costs $1 less this turn per copy you reveal from your hand.<br />
<br />
- Another late card was a treasure-victory card, worth $1 plus $1 per nontreasure in your hand, and worth 1 VP per 10 cards in the trash. The VP part was crazy, and I replaced this with a treasure worth $1 per different card type in your hand. It was cute in all-Dark Ages games and not so great otherwise. It flirted with staying in the set, then I replaced it with {{Card|Rebuild}}.<br />
<br />
- More late cards, briefly tested in case they somehow worked out, all costing $5. A two-use {{Card|Gold}} (you trash it and gain a {{Card|Spoils}}). +3 Cards, we all set aside a card from our hand, then we all take one of those cards. +1 Card +1 Action, When you gain or trash this each other player gets a Ruins. +1 Card +1 Action +$1, may discard x cards to gain a card costing $x. +4 Cards, +1 Action, discard 3 cards. And there was a hot potato card - you passed it left when you played it and got some benefit, and at end of game it was worth negative VP - that I tested but did not make a prototype card image for. The slot all these cards were tested for went to {{Card|Mystic}}.<br />
<br />
- A few cards moved to Guilds, including one that then didn't survive there, but that story will have to wait.<br />
<br />
True story!<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 />
== Recommended sets of 10 ==<br />
=== Dark Ages only ===<br />
{{Kingdom|Armory|Band of Misfits|Catacombs|Cultist|Forager|Fortress|Hunting Grounds|Knights|Market Square|Procession|shelters=1|imgwidth = 150|title = Grim Parade}}<br />
{{Kingdom|Bandit Camp|Graverobber|Junk Dealer|Mystic|Pillage|Rats|Sage|Scavenger|Storeroom|Vagrant|shelters=1|imgwidth = 150|title = Chess With Death}}<br />
=== Dark Ages & [[Dominion (base set)|Dominion]] ===<br />
{{Kingdom|Cellar|Moneylender|Throne Room|Witch|Workshop|Hermit|Hunting Grounds|Mystic|Poor House|Wandering Minstrel|shelters=1|imgwidth = 150|title = High and Low}}<br />
{{Kingdom|Festival|Gardens|Laboratory|Library|Remodel|Altar|Knights|Rats|Scavenger|Squire|shelters=1|imgwidth = 150|title = Chivalry and Revelry}}<br />
=== Dark Ages & [[Intrigue]] ===<br />
{{Kingdom|Armory|Ironmonger|Mystic|Rebuild|Vagrant|Baron|Conspirator|Nobles|Secret Passage|Wishing Well|shelters=1|imgwidth = 150|title = Prophecy}}<br />
{{Kingdom|Beggar|Marauder|Rogue|Squire|Urchin|Diplomat|Harem|Swindler|Torturer|Upgrade|shelters=1|imgwidth = 150|title = Invasion}}<br />
=== Dark Ages & [[Seaside]] ===<br />
{{Kingdom|Count|Graverobber|Hermit|Scavenger|Urchin|Native Village|Pirate Ship|Salvager|Treasure Map|Treasury|shelters=1|imgwidth = 150|title = Watery Graves}}<br />
{{Kingdom|Death Cart|Feodum|Poor House|Urchin|Vagrant|Fishing Village|Haven|Island|Lookout|Warehouse|shelters=1|imgwidth = 150|title = Peasants}}<br />
=== Dark Ages & [[Alchemy]] ===<br />
{{Kingdom|Armory|Cultist|Feodum|Market Square|Rats|Wandering Minstrel|Apprentice|Scrying Pool|Transmute|Vineyard|shelters=1|imgwidth = 150|title = Infestations}}<br />
{{Kingdom|Beggar|Catacombs|Counterfeit|Forager|Ironmonger|Pillage|Apothecary|Golem|Herbalist|University|shelters=1|imgwidth = 150|title = Lamentations}}<br />
=== Dark Ages & [[Prosperity]] ===<br />
{{Kingdom|Counterfeit|Forager|Graverobber|Market Square|Rogue|City|Grand Market|Monument|Talisman|Venture|shelters=1|imgwidth = 150|title = One Man's Trash|id = onemanstrash}}<br />
{{Kingdom|Bandit Camp|Procession|Rebuild|Rogue|Squire|Forge|Hoard|Peddler|Quarry|Watchtower|shelters=1|imgwidth = 150|title = Honor Among Thieves}}<br />
=== Dark Ages & [[Cornucopia]] ===<br />
{{Kingdom|Band of Misfits|Cultist|Fortress|Hermit|Junk Dealer|Knights|Fairgrounds|Hamlet|Horn of Plenty|Menagerie|shelters=1|imgwidth = 150|title = Dark Carnival}}<br />
{{Kingdom|Bandit Camp|Counterfeit|Death Cart|Marauder|Pillage|Sage|Harvest|Hunting Party|Remake|Tournament|shelters=1|imgwidth = 150|title = To the Victor}}<br />
=== Dark Ages & [[Hinterlands]] ===<br />
{{Kingdom|Beggar|Count|Feodum|Marauder|Wandering Minstrel|Cartographer|Develop|Embassy|Fool's Gold|Haggler|shelters=1|imgwidth = 150|title = Far From Home}}<br />
{{Kingdom|Altar|Catacombs|Ironmonger|Poor House|Storeroom|Crossroads|Farmland|Highway|Spice Merchant|Tunnel|shelters=1|imgwidth = 150|title = Expeditions}}<br />
=== Dark Ages & [[Guilds]] ===<br />
{{Kingdom|Hunting Grounds|Ironmonger|Procession|Marauder|Rogue|Advisor|Baker|Candlestick Maker|Plaza|Stonemason|shelters=1|imgwidth = 150|title = Stoneground}}<br />
{{Kingdom|Feodum|Fortress|Knights|Market Square|Poor House|Butcher|Doctor|Journeyman|Merchant Guild|Taxman|shelters=1|imgwidth = 150|title = Class Struggle}}<br />
=== Dark Ages & [[Adventures]] ===<br />
{{Kingdom|Amulet|Caravan Guard|Hireling|Peasant|Relic|Graverobber|Marauder|Procession|Rogue|Wandering Minstrel|event1 = Alms|shelters = 1|imgwidth = 150|title = Cemetery Polka}}<br />
{{Kingdom|Dungeon|Haunted Woods|Ratcatcher|Raze|Transmogrify|Cultist|Death Cart|Fortress|Knights|Rats|event1 = Lost Arts|event2 = Pathfinding|shelters = 1|imgwidth = 150|title = Groovy Decay}}<br />
=== Dark Ages & [[Empires]] ===<br />
{{Kingdom|Castles|Chariot Race|City Quarter|Legionary|Sacrifice|Death Cart|Fortress|Pillage|Rats|Storeroom|event1 = Advance|landmark1 = Tomb|shelters = 1|imgwidth = 150|title = Tomb of the Rat King}}<br />
{{Kingdom|Capital|Charm|Engineer|Groundskeeper|Legionary|Bandit Camp|Catacombs|Hunting Grounds|Market Square|Procession|event1 = Triumph|landmark1 = Defiled Shrine|shelters = 1|imgwidth = 150|title = Triumph of the Bandit King}}<br />
{{Kingdom|Archive|Catapult|Crown|Patrician|Settlers|Feodum|Hermit|Ironmonger|Rogue|Squire|event1 = Ritual|landmark1 = Museum|shelters = 1|imgwidth = 150|title = The Squire's Ritual|id = squiresritual}}<br />
=== Dark Ages & [[Nocturne]] ===<br />
{{Kingdom|Cemetery|Cursed Village|Necromancer|Skulk|Tormentor|Armory|Forager|Graverobber|Market Square|Squire|shelters=1|imgwidth = 150|title = Grave Matters}}<br />
{{Kingdom|Changeling|Devil's Workshop|Sacred Grove|Tracker|Vampire|Catacombs|Count|Fortress|Hermit|Rats|shelters=1|imgwidth = 150|title = Rats and Bats}}<br />
=== Dark Ages & [[Renaissance]] ===<br />
{{Kingdom|Border Guard|Patron|Seer|Silk Merchant|Swashbuckler|Hermit|Mystic|Procession|Sage|Wandering Minstrel|project1 = Star Chart|shelters=1|imgwidth = 150|title = Stargazing}}<br />
{{Kingdom|Flag Bearer|Improve|Lackeys|Mountain Village|Research|Count|Counterfeit|Cultist|Graverobber|Rats|project1 = Crop Rotation|project2 = Sewers|shelters=1|imgwidth = 150|title = Sewer Rats}}<br />
<br />
=== Dark Ages & [[Menagerie (expansion)|Menagerie]] ===<br />
{{Kingdom|Animal Fair|Cardinal|Falconer|Goatherd|Hunting Lodge|Altar|Beggar|Catacombs|Fortress|Market Square||shelters=1way1=Way of the Camel|event1=Ride|shelters=1|Image=150|title = Friendly Carnage}}<br />
{{Kingdom|Camel Train|Destrier|Displace|Paddock|Scrap|Hunting Grounds|Pillage|Rats|Sage|Squire||shelters=1|way1=Way of the Butterfly|event1=Bargain|shelters=1|Image=150|title = Gift Horses}}<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox expansions}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/File:Stampede.pngFile:Stampede.png2020-03-15T07:18:44Z<p>Rabenkind: </p>
<hr />
<div></div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Menagerie_(expansion)Menagerie (expansion)2020-03-02T11:58:32Z<p>Rabenkind: /* Kingdom cards */</p>
<hr />
<div>{{Infobox Set<br />
|name = Menagerie (expansion)<br />
|type = Expansion<br />
|cards = 400<br />
|kingdomcards = 300<br />
|kingdomsets = 30<br />
|randomizers = 30<br />
|othercards = <br />
*30 [[Horse]]s<br />
*20 [[Event]]s<br />
*20 [[Way]]s<br />
|mats = 6 Exile [[mat]]s<br />
|release = March 18, 2020 (expected)<br />
}}<br />
<br />
'''Menagerie''' is the thirteenth expansion to Dominion, set to be released in 2020 by publisher [[Rio Grande Games]]. The box contains 30 sets of Kingdom Cards. It introduces Horses, Ways, and the Exile mat, and adds more [[Event]]s.<br />
<br />
== Contents ==<br />
=== Kingdom cards ===<br />
* {{Cost|3}} {{Card|Sheepdog}}, {{Card|Snowy Village}}<br />
* {{Cost|5}} {{Card|Barge}}, {{Card|Kiln}}<br />
* {{Cost|7*}} {{Card|Animal Fair}}<br />
<br />
=== Ways ===<br />
<!--{{Way|Way of the Butterfly}}, {{Way|Way of the Camel}}, {{Way|Way of the Chameleon}}, {{Way|Way of the Frog}}, {{Way|Way of the Goat}}, {{Way|Way of the Horse}}, {{Way|Way of the Mole}}, {{Way|Way of the Monkey}}, {{Way|Way of the Mouse}}, {{Way|Way of the Mule}}, {{Way|Way of the Otter}}, {{Way|Way of the Owl}}, {{Way|Way of the Ox}}, {{Way|Way of the Pig}}, {{Way|Way of the Rat}}, {{Way|Way of the Seal}}, {{Way|Way of the Sheep}}, {{Way|Way of the Squirrel}}, {{Way|Way of the Turtle}}, {{Way|Way of the Worm}}--><br />
<br />
== Cards Gallery ==<br />
=== Kingdom cards ===<br />
{{CardImage|Sheepdog}}{{CardImage|Snowy Village}}{{CardImage|Barge}}{{CardImage|Kiln}}{{CardImage|Animal Fair}}<br />
<br />
== Flavor Text ==<br />
{{Quote|<br />
|Text=Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/Game/1350-Dominion-Menagerie]<br />
}}<br />
<br />
== Trivia ==<br />
=== Teaser ===<br />
{{Quote<br />
|Text=Menagerie previews start Monday, and as usual I have a teaser. I like trying different things with the teasers, and well this time the teaser is little bits of text from 10 cards or card-shaped things. See what you can make of them.<br />
<br />
* "5 or fewer"<br />
* "{{Cost|1}} less per"<br />
* "a different thing"<br />
* "an unused [[Action]]"<br />
* "{{Card|Barge|either now or}}"<br />
* "hand three times"<br />
* "instead, and vice-versa"<br />
* "{{Card|Animal Fair|instead of paying}}"<br />
* "{{Card|Province|province}}, a {{Card|Duchy|duchy}}"<br />
* "they discard their"<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20049.msg824983#msg824983 Dominion General Discussion > Dominion: Menagerie]<br />
}}<br />
{{Template:Navbox Sets}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Menagerie_(expansion)Menagerie (expansion)2020-03-02T11:54:59Z<p>Rabenkind: /* Kingdom cards */ Put them in the correct order.</p>
<hr />
<div>{{Infobox Set<br />
|name = Menagerie (expansion)<br />
|type = Expansion<br />
|cards = 400<br />
|kingdomcards = 300<br />
|kingdomsets = 30<br />
|randomizers = 30<br />
|othercards = <br />
*30 [[Horse]]s<br />
*20 [[Event]]s<br />
*20 [[Way]]s<br />
|mats = 6 Exile [[mat]]s<br />
|release = March 18, 2020 (expected)<br />
}}<br />
<br />
'''Menagerie''' is the thirteenth expansion to Dominion, set to be released in 2020 by publisher [[Rio Grande Games]]. The box contains 30 sets of Kingdom Cards. It introduces Horses, Ways, and the Exile mat, and adds more [[Event]]s.<br />
<br />
== Contents ==<br />
=== Kingdom cards ===<br />
* {{Cost|3}} {{Card|Sheepdog}}, {{Card|Snowy Village}}<br />
* {{Cost|5}} {{Card|Barge}}, {{Card|Kiln}}<br />
* {{Cost|7*}} {{Card|Animal Fair}}<br />
<br />
=== Ways ===<br />
<!--{{Way|Way of the Butterfly}}, {{Way|Way of the Camel}}, {{Way|Way of the Chameleon}}, {{Way|Way of the Frog}}, {{Way|Way of the Goat}}, {{Way|Way of the Horse}}, {{Way|Way of the Mole}}, {{Way|Way of the Monkey}}, {{Way|Way of the Mouse}}, {{Way|Way of the Mule}}, {{Way|Way of the Otter}}, {{Way|Way of the Owl}}, {{Way|Way of the Ox}}, {{Way|Way of the Pig}}, {{Way|Way of the Rat}}, {{Way|Way of the Seal}}, {{Way|Way of the Sheep}}, {{Way|Way of the Squirrel}}, {{Way|Way of the Turtle}}, {{Way|Way of the Worm}}--><br />
<br />
== Cards Gallery ==<br />
=== Kingdom cards ===<br />
{{CardImage|Snowy Village}}{{CardImage|Sheepdog}}{{CardImage|Animal Fair}}{{CardImage|Kiln}}{{CardImage|Barge}}<br />
<br />
== Flavor Text ==<br />
{{Quote|<br />
|Text=Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://riograndegames.com/Game/1350-Dominion-Menagerie]<br />
}}<br />
<br />
== Trivia ==<br />
=== Teaser ===<br />
{{Quote<br />
|Text=Menagerie previews start Monday, and as usual I have a teaser. I like trying different things with the teasers, and well this time the teaser is little bits of text from 10 cards or card-shaped things. See what you can make of them.<br />
<br />
* "5 or fewer"<br />
* "{{Cost|1}} less per"<br />
* "a different thing"<br />
* "an unused [[Action]]"<br />
* "{{Card|Barge|either now or}}"<br />
* "hand three times"<br />
* "instead, and vice-versa"<br />
* "{{Card|Animal Fair|instead of paying}}"<br />
* "{{Card|Province|province}}, a {{Card|Duchy|duchy}}"<br />
* "they discard their"<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=20049.msg824983#msg824983 Dominion General Discussion > Dominion: Menagerie]<br />
}}<br />
{{Template:Navbox Sets}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/User:RabenkindUser:Rabenkind2019-12-27T16:57:25Z<p>Rabenkind: </p>
<hr />
<div>A big fan of Dominion but not very good. I am from Germany and if I see something to add/edit, I add/edit it.<br><br />
Dominion Strategy Forum: [http://forum.dominionstrategy.com/index.php?action=profile;u=5574 Rabenkind]<br><br />
German Dominion Forum: [http://forum.dominion-welt.de/memberlist.php?mode=viewprofile&u=199 Rabenkind]<br><br />
Reddit: [https://www.reddit.com/u/Rabenkind22 Rabenkind22]<br><br />
YouTube: [https://www.youtube.com/channel/UCNo0Zp3cxzPt1zjnRZmABGQ Rabenkind]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/BardBard2019-12-25T08:03:16Z<p>Rabenkind: </p>
<hr />
<div>{{Infobox Card<br />
|name = Bard<br />
|cost = 4<br />
|set = Nocturne<br />
|type1 = Action<br />
|type2 = Fate<br />
|illustrator = Elisa Cella<br />
|text = +{{Cost|2}}<br>Receive a Boon.<br />
}}<br />
<br />
'''Bard''' is an [[Action]]-[[Fate]] card from [[Nocturne]]. It's a [[terminal silver]] that also gives you a [[Boon]].<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You get +{{Cost|2}} and receive a Boon.<br />
=== Other rules clarifications ===<br />
== Strategy ==<br />
<br />
This is the vanilla [[Boon]] distributor, a terminal silver and often weak compared to other {{Cost|4}} cards, due to the unpredictable nature of the Boons. It is hard to justify buying this card in the opening stages of the game, particularly if there are many other {{Cost|4}} cards. However, if there are gainers, or sources of +Buy, along with strong Villages, then playing multiple Bards on the same turn will allow you to receive one of the stronger Boons, and possibly turn the tide in your favour. This card should thus be considered as situational. <br />
<br />
=== Synergies ===<br />
* Sources of +Actions.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Bard|Bard}} || {{CardVersionImage|BardDigital|Bard from Shuffle iT}} || +{{Cost|2}}. Receive a Boon. || Nocturne || November 2017<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch<br />
| Bard || || ||<br />
|-<br />
!French<br />
| Barde || || ||<br />
|-<br />
!German<br />
| Minnesängerin<br> (lit. ''minstrel'', explicitly feminine) ||{{CardLangVersionImage|German}}|| || +{{Cost|2}}<br>Empfange eine Gabe.<br />
|-<br />
!Japanese<br />
| 歌人 (pron. ''kajin'', lit. ''poet'') || || || +{{Cost|2}}。 祝福を1つ受ける。<br />
|-<br />
!Russian<br />
| Бард (pron. ''bard'') || || || +{{Cost|2}}. Получите Благодеяние. <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:BardArt.jpg|thumb|right|354px|Official card art.]]<br />
The German edition already translated [[Wandering Minstrel]] with ''Barde''.<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The simplest Fate card. I didn't have it immediately, but one day it was time to get simple. Some versions had an heirloom paired with it, since they glommed onto simple cards, but in the end it doesn't have one.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]<br />
}}<br />
<br />
{{Navbox Nocturne}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/ConclaveConclave2019-12-25T07:58:51Z<p>Rabenkind: /* Synergies */</p>
<hr />
<div>{{Infobox Card<br />
|name = {{PAGENAME}}<br />
|cost = 4<br />
|set = Nocturne<br />
|type1 = Action<br />
|illustrator = Joshua Stewart<br />
|text = +{{Cost|2}}<br>You may play an Action card from your hand that you don't have a copy of in play. If you do, '''+1 Action'''.<br />
}}<br />
<br />
'''{{PAGENAME}}''' is an [[Action]] card from [[Nocturne]]. It's a conditional [[Village (card category)|village]] that only gives extra Actions if you can play an Action card you don't yet have in play.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. <br />
* It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a {{Card|Pixie}} you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a {{Card|Secret Cave}} from your previous turn. <br />
* Conclave normally cannot play a Conclave, as that is a card you have in play. <br />
* If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.<br />
=== Other rules clarifications ===<br />
== Strategy ==<br />
The discussion topic for Conclave can be found [http://forum.dominionstrategy.com/index.php?topic=18443.0 here.]<br />
<br />
Conclave is a fairly exotic [[Village_(card_category)|village]]. It is a decent [[engine]] card that rewards variety; if you have a sufficient amount of variety in your deck, Conclave can become reasonably reliable. Although it might seem similar to, for example, {{Card|Conspirator}} at first glance, it is actually best compared to {{Card|Festival}}; assuming it can hit a different card every time, it gives +{{cost|2}} and +2 Actions, making it a cheaper Festival without the +Buy. Usually you will not want to fight for the split, because Conclave becomes more difficult to manage once you get more of them, and also because it does not draw any cards itself.<br />
<br />
If Conclave is the only splitter, engine building becomes somewhat tricky but not impossible. Strong [[trashing]] helps a lot, as do [[cantrip]]s and a variety of draw cards. Conclave is particularly useful in these situations because it decreases the need of buying Treasure cards for [[payload]]; in fact, you will likely never need {{Card|Silver}} if you are playing a Conclave engine. If there are other splitters on the board, a mix of both Conclave and the other splitter tends to be good, as Conclave likes the variety and the other cards like the money Conclave provides.<br />
<br />
=== Synergies ===<br />
* Draw-to-X ({{Card|Library}}, {{Card|Watchtower}})<br />
* {{Card|Royal Carriage}}<br />
* {{Card|Prince}} + Conclave + [[Reserve]] cards enable you to play and call Reserve cards in the same turn<br />
<br />
=== Antisynergies ===<br />
* [[Duration]] cards, since they remain in play.<br />
<br />
== Versions ==<br />
=== English versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|{{PAGENAME}}|{{PAGENAME}}}} || {{CardVersionImage|{{PAGENAME}}Digital|{{PAGENAME}} from Shuffle iT}} || +{{Cost|2}}. You may play an Action card from your hand that you don't have a copy of in play. If you do, '''+1 Action'''. || Nocturne || November 2017<br />
|}<br />
<br />
=== Other language versions ===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch<br />
| Conclaaf || || ||<br />
|-<br />
!French<br />
| Conclave || || ||<br />
|-<br />
!German<br />
| Konklave ||{{CardLangVersionImage|German}}|| || +{{Cost|2}}<br>Du darfst eine Aktionskarte aus der Hand ausspielen, von der du keine gleiche im Spiel hast.<br>Wenn du das tust: '''+ 1 Aktion'''.<br />
|-<br />
!Japanese<br />
| 秘密会議 (pron. ''himitsu kaigi'', lit. ''secret meeting'') || || || +{{Cost|2}}。 場にないアクションカード1枚を手札から使用してもよい。使用する場合、'''+1 アクション'''。<br />
|-<br />
!Russian<br />
| Конклав (pron. ''konklav'') || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:{{PAGENAME}}Art.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote<br />
|Text=I liked the idea so much on {{Card|Imp}} that I tried it out on a village too. There was a version that did the "you may play a card you don't have a copy of in play" thing twice, then the version that made it out, which lets the second card be a repeat.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]<br />
}}<br />
<br />
{{Navbox Nocturne}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/SurvivorsSurvivors2019-03-17T01:46:16Z<p>Rabenkind: /* Other language versions */ New ASS version added.</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 die obersten 2 Karten deines Nachziehstapels an.<br>Lege beide ab oder in beliebiger Reihenfolge zurück. ||<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Walled_VillageWalled Village2019-02-05T22:00:38Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Walled Village<br />
|type1 = Action<br />
|cost = 4<br />
|illustrator = Doris Matthäus<br />
|text = '''+1 Card<br/>+2 Actions'''<br />
|text2 = At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this onto your deck.<br />
}}<br />
<br />
'''Walled Village''' is a [[promo|promotional]] [[Action]] card. It functions as a [[villages|village]], giving +2 Actions; and you can return it to the top of your deck for your next turn if (as it were) you didn't use both Actions it gives you. This mitigates some of the randomness of an [[engine]] based on villages and [[terminal]] actions by reducing the probability of drawing your village on one turn with no terminals and then two terminals on another turn with no village—you can save up Walled Village from turn to turn until it matches up with your terminals. However, this benefit is often too marginal to make up for the fact that it costs more than vanilla {{Card|Village}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you draw a card and can play two more Actions this turn.<br />
* At the start of your Clean-up phase, before discarding anything and before drawing for next turn, if you have a Walled Village in play and no more than two Action cards in play (counting the Walled Village), you may put the Walled Village on top of your deck.<br />
* If the only cards you have in play are two Walled Villages, you may put either or both of them on top of your deck.<br />
* Walled Village has to be in play to be put on top of your deck.<br />
* Walled Village only checks how many Action cards are in play when its ability resolves; Action cards you played earlier this turn but which are no longer in play (such as {{Card|Feast}} from [[Dominion (Base Set)]]) are not counted, while Action cards still in play from previous turns ([[duration]] cards from Dominion: [[Seaside]]) are counted, as are Action cards that are in play now but may leave play after resolving Walled Village (such as {{Card|Treasury}} from Dominion: Seaside).<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article on Walled Village; it was mentioned in [http://dominionstrategy.com/2011/08/30/comparing-the-villages/ Comparing the Villages], by chwhite, edited by theory. <br />
<br />
It's not the worst of the [[villages]]! But close to it. Walled Village’s benefit is usually not worth the extra {{Cost|1}}—in particular, it plays very poorly with [[cantrip|cantrips]]; it requires a deck that needs ''terminals'' to actually be worth it. It’s theoretically nice with [[one-shot|cards that trash themselves]] ({{Card|Island}}, {{Card|Embargo}}, etc.) but I think Walled Village’s best use is with {{Card|Torturer}}. It lets you buy fewer villages than would usually be necessary to get the first double-Torturer hit; in fact one is sufficient for much longer than it would normally be. In general Walled Village is good in decks with a few strong terminals, and weak in longer chains.<br />
<br />
The fact is that none of the villages that give +2 Actions straight up are actually bad cards; there are no villages I’d put on any “worst of” lists, not even Walled Village. But Walled Village provides few or uncertain benefits beyond its village effect. If you don’t have a specific engine in mind, it is usually skippable.<br />
=== Synergies/Combos ===<br />
* {{Card|Torturer}}<br />
* [[Reserve]] cards, particularly {{Card|Wine Merchant}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal Actions block Walled Village's top-decking ability; in a deck with a lot of non-terminals, Walled Village is no better than a vanilla {{Card|Village}}.<br />
* [[Duration]] cards can interfere with Walled Village as well. On the second turn they're in play, they can block Walled Village from top-decking itself even if you didn't play more two more actions on that turn.<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Walled VillageOld|Walled Village}} || {{CardVersionImage|WalledVillageDigitalOld|Walled Village from Goko/Making Fun}} || '''+1 Card'''. '''+2 Actions'''.<br>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck. || Walled Village 1st Edition || June 2011<br />
|-<br />
| {{CardVersionImage|Walled Village|Walled Village}} || {{CardVersionImage|WalledVillageDigital|Walled Village from Shuffle iT}} || '''+1 Card'''. '''+2 Actions'''.<br>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this onto your deck. || Walled Village [[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 />
!Czech <br />
| Hrazená vesnice || || || <br />
|-<br />
!Finnish <br />
| Linnoitettu kylä || || || <br />
|-<br />
!French <br />
| Ville fortifiée || || || <br />
|-<br />
!German <br />
| [[Hans im Glück|HiG]]: Carcassonne (name of the walled city referenced by the card)<br>[[ASS Altenburger|ASS]]: Befestigtes Dorf || || || '''+1 Karte<br>+1 Aktion'''<br>Wenn du zu Beginn deiner Aufräumphase außer dieser Karte nur noch eine weitere Aktionskarte im Spiel hast, darfst du die Karte Carcassonne auf deinen Nachziehstapel legen.<br />
|-<br />
!Japanese <br />
| 囲郭村 (pron. ''ikakuson'') || || || '''+1 カードを引く'''。'''+2 アクション'''。クリーンアップフェイズの開始時に、場のアクションカ一ドがこれ以外に1枚以下の場合、これを山札の上に置いてもよい。 <br />
|-<br />
!Norwegian <br />
| Befestet landsby (lit. '' fortified village'') || || || <br />
|-<br />
!Polish <br />
| Kasztel (lit. ''castle'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Укреплённая Деревня (pron. ''ukryeplyonnaya dyeryevnya'', lit. ''fortified village'') || || || <br />
|-<br />
!Spanish <br />
| Pueblo amurallado || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Walled_VillageArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art shows the medieval village Carcassonne. The expansion symbol is a Carcassonne meeple.<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=This is an outtake from the 7th expansion<ref group=notes>[[Guilds]] had originally been slated to come out before [[Dark Ages]].</ref>. I replaced it with an on-theme card. A few people were sad to see it go, but all of the Village slots in the other sets were full, so it was dead.<br />
<br><br />
Then Jay wanted a Carcassonne-related promo card. First I looked at designing a card specifically to fit with Carcassonne, and well Carcassonne does not have a lot of ground in common with Dominion. Then I remembered this card, and it seemed plausible to call it Walled Village. Jay went for it and there it is. These stories can't all be interesting.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
{{Quote<br />
|Text=Walled Village is an outtake from [[Guilds|this set]]. As a village you can keep around until you need it, it sort of fits in with the coin tokens. I couldn't actually give you something like action tokens because that would have been another kind of token to include. I also couldn't put coin tokens on piles, because {{Card|Trade Route}} ate up that space.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Walled Village is too lackluster to be a promo.<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 />
== Notes ==<br />
<references group="notes"/><br />
<br />
{{Navbox Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Walled_VillageWalled Village2019-02-05T21:59:30Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Walled Village<br />
|type1 = Action<br />
|cost = 4<br />
|illustrator = Doris Matthäus<br />
|text = '''+1 Card<br/>+2 Actions'''<br />
|text2 = At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this onto your deck.<br />
}}<br />
<br />
'''Walled Village''' is a [[promo|promotional]] [[Action]] card. It functions as a [[villages|village]], giving +2 Actions; and you can return it to the top of your deck for your next turn if (as it were) you didn't use both Actions it gives you. This mitigates some of the randomness of an [[engine]] based on villages and [[terminal]] actions by reducing the probability of drawing your village on one turn with no terminals and then two terminals on another turn with no village—you can save up Walled Village from turn to turn until it matches up with your terminals. However, this benefit is often too marginal to make up for the fact that it costs more than vanilla {{Card|Village}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you draw a card and can play two more Actions this turn.<br />
* At the start of your Clean-up phase, before discarding anything and before drawing for next turn, if you have a Walled Village in play and no more than two Action cards in play (counting the Walled Village), you may put the Walled Village on top of your deck.<br />
* If the only cards you have in play are two Walled Villages, you may put either or both of them on top of your deck.<br />
* Walled Village has to be in play to be put on top of your deck.<br />
* Walled Village only checks how many Action cards are in play when its ability resolves; Action cards you played earlier this turn but which are no longer in play (such as {{Card|Feast}} from [[Dominion (Base Set)]]) are not counted, while Action cards still in play from previous turns ([[duration]] cards from Dominion: [[Seaside]]) are counted, as are Action cards that are in play now but may leave play after resolving Walled Village (such as {{Card|Treasury}} from Dominion: Seaside).<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article on Walled Village; it was mentioned in [http://dominionstrategy.com/2011/08/30/comparing-the-villages/ Comparing the Villages], by chwhite, edited by theory. <br />
<br />
It's not the worst of the [[villages]]! But close to it. Walled Village’s benefit is usually not worth the extra {{Cost|1}}—in particular, it plays very poorly with [[cantrip|cantrips]]; it requires a deck that needs ''terminals'' to actually be worth it. It’s theoretically nice with [[one-shot|cards that trash themselves]] ({{Card|Island}}, {{Card|Embargo}}, etc.) but I think Walled Village’s best use is with {{Card|Torturer}}. It lets you buy fewer villages than would usually be necessary to get the first double-Torturer hit; in fact one is sufficient for much longer than it would normally be. In general Walled Village is good in decks with a few strong terminals, and weak in longer chains.<br />
<br />
The fact is that none of the villages that give +2 Actions straight up are actually bad cards; there are no villages I’d put on any “worst of” lists, not even Walled Village. But Walled Village provides few or uncertain benefits beyond its village effect. If you don’t have a specific engine in mind, it is usually skippable.<br />
=== Synergies/Combos ===<br />
* {{Card|Torturer}}<br />
* [[Reserve]] cards, particularly {{Card|Wine Merchant}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal Actions block Walled Village's top-decking ability; in a deck with a lot of non-terminals, Walled Village is no better than a vanilla {{Card|Village}}.<br />
* [[Duration]] cards can interfere with Walled Village as well. On the second turn they're in play, they can block Walled Village from top-decking itself even if you didn't play more two more actions on that turn.<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Walled VillageOld|Walled Village}} || {{CardVersionImage|WalledVillageDigitalOld|Walled Village from Goko/Making Fun}} || '''+1 Card'''. '''+2 Actions'''.<br>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck. || Walled Village 1st Edition || June 2011<br />
|-<br />
| {{CardVersionImage|Walled Village|Walled Village}} || {{CardVersionImage|WalledVillageDigital|Walled Village from Shuffle iT}} || '''+1 Card'''. '''+2 Actions'''.<br>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this onto your deck. || Walled Village [[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 />
!Czech <br />
| Hrazená vesnice || || || <br />
|-<br />
!Finnish <br />
| Linnoitettu kylä || || || <br />
|-<br />
!French <br />
| Ville fortifiée || || || <br />
|-<br />
!German <br />
| [[HiG|Hans im Glück]]: Carcassonne (name of the walled city referenced by the card)<br>[[ASS|ASS Altenburger]]: Befestigtes Dorf || || || '''+1 Karte<br>+1 Aktion'''<br>Wenn du zu Beginn deiner Aufräumphase außer dieser Karte nur noch eine weitere Aktionskarte im Spiel hast, darfst du die Karte Carcassonne auf deinen Nachziehstapel legen.<br />
|-<br />
!Japanese <br />
| 囲郭村 (pron. ''ikakuson'') || || || '''+1 カードを引く'''。'''+2 アクション'''。クリーンアップフェイズの開始時に、場のアクションカ一ドがこれ以外に1枚以下の場合、これを山札の上に置いてもよい。 <br />
|-<br />
!Norwegian <br />
| Befestet landsby (lit. '' fortified village'') || || || <br />
|-<br />
!Polish <br />
| Kasztel (lit. ''castle'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Укреплённая Деревня (pron. ''ukryeplyonnaya dyeryevnya'', lit. ''fortified village'') || || || <br />
|-<br />
!Spanish <br />
| Pueblo amurallado || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Walled_VillageArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art shows the medieval village Carcassonne. The expansion symbol is a Carcassonne meeple.<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=This is an outtake from the 7th expansion<ref group=notes>[[Guilds]] had originally been slated to come out before [[Dark Ages]].</ref>. I replaced it with an on-theme card. A few people were sad to see it go, but all of the Village slots in the other sets were full, so it was dead.<br />
<br><br />
Then Jay wanted a Carcassonne-related promo card. First I looked at designing a card specifically to fit with Carcassonne, and well Carcassonne does not have a lot of ground in common with Dominion. Then I remembered this card, and it seemed plausible to call it Walled Village. Jay went for it and there it is. These stories can't all be interesting.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
{{Quote<br />
|Text=Walled Village is an outtake from [[Guilds|this set]]. As a village you can keep around until you need it, it sort of fits in with the coin tokens. I couldn't actually give you something like action tokens because that would have been another kind of token to include. I also couldn't put coin tokens on piles, because {{Card|Trade Route}} ate up that space.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Walled Village is too lackluster to be a promo.<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 />
== Notes ==<br />
<references group="notes"/><br />
<br />
{{Navbox Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/User:RabenkindUser:Rabenkind2019-01-17T00:14:02Z<p>Rabenkind: Created page with "A big fan of Dominion but not very good. I am from Germany and if I see something to add, I add it."</p>
<hr />
<div>A big fan of Dominion but not very good. I am from Germany and if I see something to add, I add it.</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Turn-worsening_attackTurn-worsening attack2019-01-12T23:06:45Z<p>Rabenkind: </p>
<hr />
<div>[[Image:Enchantress.jpg|thumb|right|200px|[[Enchantress]], a turn-worsening attack card.]]<br />
<br />
'''Turn-worsening attacks''' are [[Attack|Attacks]] that directly affect the turns of other players. [[Handsize attack|Handsize attacks]] are the main way to do this, but there are a few others which do not comfortably fit any other category of Attack.<br />
<br />
== List of turn-worsening attacks ==<br />
[[Hex]]es listed function as the relevant Attack when revealed by an Attack-[[Doom]] card.<br />
* All [[handsize attack|handsize attacks]]<br />
* {{Card|Bridge Troll}} - causes opponents to field less coin on their turn<br />
* {{Card|Relic}} - causes opponents to draw 1 fewer card the next time they do so<br />
* {{Card|Enchantress}} - turns opponents' first Action each turn into a [[cantrip]]<br />
* {{Hex|Delusion}} - prevents opponents from buying Actions<br />
* {{Hex|Envy}} - turns opponents' {{Card|Silver|Silvers}} and {{Card|Gold|Golds}} into {{Card|Copper|Coppers}}<br />
{{Event|Raid}}, though not an Attack, fills a similar role to Relic. {{Event|Tax}} is also not an Attack, but can fill an Attack-like role.<br />
<br />
{{Navbox card categories}}<br />
[[Category:Attacks]]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Recommended_KingdomsRecommended Kingdoms2018-12-01T13:05:55Z<p>Rabenkind: Added Renaissance.</p>
<hr />
<div>While many prefer to play with fully randomized kingdoms, this is not always possible or ideal, especially with face to face play. <br />
<br />
== Officially Recommended Sets ==<br />
* [[Dominion_(Base_Set)#Recommended_Sets_of_10|Dominion]]<br />
* [[Intrigue#Recommended_Sets_of_10|Intrigue]]<br />
* [[Seaside#Recommended_Sets_of_10|Seaside]]<br />
* [[Alchemy#Recommended_Sets_of_10|Alchemy]]<br />
* [[Prosperity#Recommended_Sets_of_10|Prosperity]]<br />
* [[Cornucopia#Recommended_Sets_of_10|Cornucopia]]<br />
* [[Hinterlands#Recommended_Sets_of_10|Hinterlands]]<br />
* [[Dark_Ages#Recommended_Sets_of_10|Dark Ages]]<br />
* [[Guilds#Recommended_Sets_of_10|Guilds]]<br />
* [[Adventures#Recommended_Sets_of_10|Adventures]]<br />
* [[Empires#Recommended_Sets_of_10|Empires]]<br />
* [[Nocturne#Recommended_Sets_of_10|Nocturne]]<br />
* [[Renaissance#Recommended_Sets_of_10|Renaissance]]<br />
<br />
== First Edition Recommended Sets ==<br />
<br />
The kingdoms linked to above reflect the most current, second edition versions of the Recommended Kingdoms. Some of these kingdoms [[First Edition Recommended Kingdoms|were different in first edition.]]<br />
<br />
== Tournament Sets ==<br />
<br />
Because of the size of this section, it has been split into two sub-articles:<br />
<br />
* [[Recommended Kingdoms/Designed by Donald X.|Kingdoms designed by Donald X.]]<br />
<br />
* [[Recommended Kingdoms/Designed by Community|Kingdoms designed and selected by the community]]<br />
<br />
[[Category:Kingdom sets]]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Template:Navbox_SetsTemplate:Navbox Sets2018-11-10T00:12:42Z<p>Rabenkind: </p>
<hr />
<div>{{Navbox<br />
|name = Template:Navbox Sets<br />
|title = Dominion Products<br />
<br />
|group1 = Sets<br />
|list1 = [[Dominion (Base Set)|Dominion]] • [[Intrigue]] • [[Seaside]] • [[Alchemy]] • [[Prosperity]] • [[Cornucopia]] • [[Hinterlands]] • [[Dark Ages]] • [[Guilds]] • [[Adventures]] • [[Empires]] • [[Nocturne]] • [[Renaissance]] • ''[[Promo]]'' <br />
<br />
|group2 = Collections<br />
|list2 = [[Big Box]] • [[Special Edition]] (German) • [[Guilds & Cornucopia]] • [[Alchemy & Cornucopia]] (Japanese, German)<br />
<br />
|group3 = Accessories<br />
|list3 = [[Base Cards]] • [[Update Packs]] • [[Play Mat]] • [[Base Cards Mat]] • [[Collectors Case]] • [[Dominion Chest]]<br />
}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Template:Navbox_SetsTemplate:Navbox Sets2018-11-10T00:07:47Z<p>Rabenkind: </p>
<hr />
<div>{{Navbox<br />
|name = Template:Navbox Sets<br />
|title = Dominion Products<br />
<br />
|group1 = Sets<br />
|list1 = [[Dominion (Base Set)|Dominion]] • [[Intrigue]] • [[Seaside]] • [[Alchemy]] • [[Prosperity]] • [[Cornucopia]] • [[Hinterlands]] • [[Dark Ages]] • [[Guilds]] • [[Adventures]] • [[Empires]] • [[Nocturne]] • [[Renaissance]] • ''[[Promo]]'' <br />
<br />
|group2 = Collections<br />
|list2 = [[Big Box]] • [[Special Edition]] • [[Guilds & Cornucopia]] • [[Alchemy & Cornucopia]] (Japanese, German)<br />
<br />
|group3 = Accessories<br />
|list3 = [[Base Cards]] • [[Update Packs]] • [[Play Mat]] • [[Base Cards Mat]] • [[Collectors Case]] • [[Dominion Chest]]<br />
}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/AvantoAvanto2018-09-25T22:15:56Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Avanto<br />
|cost = 5<br />
|set = Promo<br />
|type1 = Action<br />
|illustrator = Ossi Hiekkala<br />
|text = '''+3 Cards'''<br>You may play a Sauna from your hand.<br />
}}<br />
<br />
'''Avanto''' is a [[Promo|promotional]] [[Action]] card. It's a [[terminal draw]] card that can potentially become [[non-terminal draw|non-terminal]] if you have a {{Card|Sauna}} in your hand to play. It is a [[split pile]] card, with five copies of Avanto sitting under five copies of Sauna.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
See the [[Sauna#Official_FAQ|Official FAQ]] for {{Card|Sauna}}.<br />
<br />
== Strategy ==<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Avanto|Avanto}} || {{CardVersionImage|AvantoDigital|Avanto from Shuffle iT}} || '''+3 Cards'''. You may play a Sauna from your hand. || Sauna/Avanto || September 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!French<br />
| Trou dans la glace (lit. ''hole in the ice'') || || ||<br />
|-<br />
!German <br />
| Eisloch (lit. ''ice hole'') || {{CardVersionImage|Avanto_German|German language Avanto}} || || '''+3 Karten'''<br>Du darfst eine Sauna aus deiner Hand ausspielen.<br />
|-<br />
!Japanese <br />
| アヴァント (pron. ''avanto'') || || || '''+3 カードを引く'''。手札のサウナ1枚を使用してもよい。 <br />
|-<br />
!Polish <br />
| Przerębel || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Прорубь (pron. ''prorub''') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:AvantoArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Secret History ===<br />
See the Secret History for [[Sauna#Secret_History|Sauna]].<br />
{{Navbox Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/SaunaSauna2018-09-25T22:12:07Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Sauna<br />
|cost = 4<br />
|set = Promo<br />
|type1 = Action<br />
|illustrator = Ossi Hiekkala<br />
|text = '''+1 Card<br>+1 Action'''<br>You may play an Avanto from your hand.<br />
|text2 = While this is in play, when you play a Silver, you may trash a card from your hand.<br />
}}<br />
<br />
'''Sauna''' is a [[Promo|promotional]] [[Action]] card. It's a [[cantrip]] that allows you to [[trasher|trash]] a card when you play a {{Card|Silver}}. It is a [[split pile]] card, with five copies of Sauna sitting on top of five copies of {{Card|Avanto}}.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play Sauna, you first draw a card and get +1 Action. <br />
* You may then immediately play an Avanto from your hand. This does not take up one of your Actions, including the Action provided by Sauna. <br />
* You can only play an Avanto this way directly after playing the Sauna, not if you played another Action card in between, even if you have a Sauna in play.<br />
* When you play Avanto, you first draw 3 cards. <br />
* You may then immediately play a Sauna from your hand. This does not take up any of your Actions, and Sauna will still give you +1 Action if you play it this way. <br />
* You can only play a Sauna this way directly after playing the Avanto, not if you played another Action card in between, even if you have an Avanto in play.<br />
* You can play Sauna and Avanto in alternation this way, taking up only the Action for the first of the cards you play. <br />
* You can do this until you don't have the respective card in hand after playing the other. <br />
* When you play a Sauna, you cannot immediately play a Sauna from your hand without using up one Action. The same goes for playing Avanto after Avanto.<br />
* While Sauna is in play, you can trash a card from your hand anytime you play a Silver. <br />
* If you play the same Silver several times, such as with {{Card|Counterfeit}} ([[Dark Ages|Dominion: Dark Ages]]) or {{Card|Crown}} ([[Empires|Dominion: Empires]]), you may trash a card each time you play the Silver. <br />
* You do not have to trash anything when you play a Silver. <br />
* You can decide to trash a card every time you play a Silver, you do not have to decide once for the entire turn. <br />
* When Sauna leaves play, such as being trashed with {{Card|Procession}} (Dominion: Dark Ages), you cannot use its effect anymore. <br />
* When you have several Saunas in play and play a Silver, you can trash a card from your hand for every Sauna you have in play. You can still decide to not trash a card each time.<br />
<br />
== Strategy ==<br />
There is not a full strategy article for Sauna available yet, as it's a relatively new card. Still, Sauna/Avanto is a dominating combo on many boards, and Sauna/Silver is a strong opening.<br />
<br />
An odd but occasionally important tactics note: if you have more Saunas than Avantos in your draw pile, and you draw both a Sauna and an Avanto, you should probably play the Sauna first. The situation is reversed if you have more Avantos than Saunas in your draw pile. This maximizes the number of likely free plays.<br />
<br />
== Synergies ==<br />
<br />
*{{card|Outpost}}<br />
*{{card|Explorer}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{CardVersionImage|Sauna|Sauna}} || {{CardVersionImage|SaunaDigital|Sauna from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. You may play an Avanto from your hand.<br>While this is in play, when you play a Silver, you may trash a card from your hand. || Sauna/Avanto || September 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Finnish <br />
| Sauna || {{CardLangVersionImage|Finnish}} || || <br />
|-<br />
!French<br />
| Sauna || || ||<br />
|-<br />
!German <br />
| Sauna || {{CardVersionImage|Sauna_German|German language Sauna}} || || '''+1 Karte<br>+1 Aktion'''<br>Du darfst ein Eisloch aus deiner Hand ausspielen.<br>Solange diese Karte im Spiel ist: Wenn du ein Silber ausspielst, darfst du eine Karte entsorgen.<br />
|-<br />
!Japanese <br />
| サウナ (pron. ''sauna'') || || || '''+1 カードを引く'''。'''+1 アクション'''。手札のアヴアント1枚を使用してもよい。これが場にある間、銀貨を使用するとき、手札1枚を廃棄してもよい。 <br />
|-<br />
!Polish <br />
| Sauna || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Сауна (pron. ''sauna'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:SaunaArt.jpg|thumb|right|354px|Official card art.]]<br />
Sauna/Avanto was the first Promo to be released under the [[second edition]] format.<br />
=== Secret History ===<br />
{{Quote<br />
|Text=The Finnish publisher wanted a promo, to celebrate a company anniversary I think. We like to be friendly. They wanted something that somehow involved Finland. They suggested Sampo, a magical thing from the Kalevala. No-one would know what that was, and also no-one knows what it is; descriptions of it vary significantly. It could be an axis mundi, a mill, a compass, etc. So what more concrete thing could actually remind people of Finland? I think jsh357 suggested saunas. And the word "sauna" is actually a loanword from Finnish. They are super Finnish. And they had medieval ones.<br />
<br />
I tried a couple different concepts, mostly trying to key off of {{Landmark|Baths}}, the [[Empires]] [[Landmark]]. You know, so stuff where if you didn't do anything you got something. The final concept was instead based on the idea of them being therapeutic.<br />
<br />
It seemed nice to try to promote the most recent expansion, something only previously done with {{Event|Summon}}. We talked about potential Landmarks, e.g. Northern Lights. I felt like it would be better to have a full pile this time, and it was hard coming up with more Landmarks. A split pile was perfect; it's novel to Empires, it doesn't require anything else, you can just play with it like a regular pile. And there's this thing, where they go back and forth from the sauna to the avanto. That sounded cool to simulate and I mean there it is.<br />
<br />
Avanto started as printed but I did try other versions at some point. There were a few versions of the trashing Sauna, trying to be fair and exciting. Towards the end the big thing was, should it trigger multiple times. It will be very slow early on, and then there will be a turn where you can trash a bunch of cards, due to multiple triggers. I felt like it was better to have that.<br />
<br />
The card was done in May, but it took a while for the Finns to get the artist going. It was for them so we didn't rush them. It looks like it's coming out at Essen.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.msg639649#msg639649 'The Secret History of the Dominion Promos']<br />
}}<br />
{{Navbox Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/SummonSummon2018-09-25T22:03:32Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Event<br />
|name = Summon<br />
|cost = 5<br />
|set = Promo<br />
|type1 = Event<br />
|illustrator = Marco Morte<br />
|text = Gain an Action card costing up to {{Cost|4}}. Set it aside. If you did, then at the start of your next turn, play it. <br />
}}<br />
<br />
'''Summon''' is a [[Promo|promotional]] [[Event]]. It lets the buyer gain a cheap [[Action]] card and play it immediately at the start of their next turn.<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you buy this, you gain an Action card costing up to {{Cost|4}} from the [[Supply]] and set it aside face up. <br />
* If you did set it aside, then at the start of your next turn, play that Action card. This doesn't use up your default Action for the turn. <br />
* In order to remember to play the card on your next turn, you may want to turn it sideways or diagonally, turning it right side up when you play it. <br />
* If you move the Action card after you gain it but before you set it aside (e.g. by putting it on top of your deck with {{Card|Watchtower}}, from [[Prosperity|Dominion: Prosperity]]), then Summon will "[[Lose Track rule|lose track]]" of it and be unable to set it aside; in that case you will not play it at the start of your next turn. <br />
* If you use Summon to gain a {{Card|Nomad Camp}} (from [[Hinterlands|Dominion: Hinterlands]]), Summon will know to find the Nomad Camp on your deck, so you will set it aside in that case (unless you have moved it elsewhere via another ability).<br />
=== Other Rules clarifications ===<br />
* The Summoned card is discarded during your Clean-up phase once its effects are resolved like a typical Action card, as it has been brought into play by the effect of Summon.<br />
* Summoning a card that gains other cards when gained (such as {{Card|Border Village}} or {{Card|Death Cart}}) will cause the Summoned card to not be set aside, and thus not played at the start of your next turn. This is because the extra cards gained cover up the Summoned card in the discard pile (since the Summoned card is not set aside immediately), causing the Summoned card to be lost track of. This can still be the right move, however, if the card is {{Card|Embargo|Embargoed}} or under a {{Card|Contraband}}.<br />
* If you are being {{Card|Possession|Possessed}}, and the player to your right tells you to Summon a card, they gain the card, which does not get set aside, nor played at the start of their turn, instead staying in their discard pile.<br />
* If you reveal a {{Card|Trader}} after Summoning a card, the {{Card|Silver}} you gain is not set aside, but stays in your discard pile.<br />
* If you Summon a {{Card|Hireling}}, you will draw a card when you play it, since it will still be the start of your turn.<br />
<br />
== Strategy ==<br />
There is no strategy article for Summon yet, as it has only recently been released! Plese share your ideas on the [http://forum.dominionstrategy.com/ forum]!<br />
===Synergies and Combos===<br />
*{{Card|Smithy}}<br />
===Antisynergies===<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{LandscapeVersionImage|SummonOld|Summon}} || {{LandscapeVersionImage|SummonDigitalOld|Summon from Goko/Making Fun}} || Gain an Action card costing up to {{Cost|4}}. Set it aside. If you do, then at the start of your next turn, play it. || Summon 1st Edition || November 2015<br />
|-<br />
| {{LandscapeVersionImage|Summon|Summon}} || {{LandscapeVersionImage|SummonDigital|Summon from Shuffle iT}} || Gain an Action card costing up to {{Cost|4}}. Set it aside. If you did, then at the start of your next turn, play it. || Summon [[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 />
!French<br />
| Convocation (lit. ''meeting'') || || ||<br />
|-<br />
!German <br />
| Einladung (lit. ''invitation'') || {{LandscapeVersionImage|SummonGerman|German language Summon}} || || Nimm eine Aktionskarte, die bis zu {{Cost|4}} kostet und lege sie zur Seite. Spiele sie zu Beginn deines nächsten Zuges. <br />
|-<br />
!Japanese <br />
| 召喚 (pron. ''shōkan'') || || || コスト{{Cost|4}}以下のアクションカード1枚を獲得する。それを脇に置く。脇に置いた場合、あなたの次のターンの開始時に、それを使用する。 <br />
|-<br />
!Russian <br />
| Зов (pron. ''zov'', lit. ''call'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:SummonArt.jpg|thumb|right|500px|Official card art.]]<br />
[[Image:InvitationArt.jpg|thumb|right|First reveal image for Summon.]]<br />
Summon was revealed in an advertisement for the German edition of [[Adventures]], which mentioned the Event's inclusion if you bought the expansion. In any language, Summon was supposed to be sold in a package that includes an updated version of {{Event|Pathfinding}} where the art actually fills the entire space available for it on the card, but the updated Pathfinding was not ready by the time Summon was up for publication. For a time it was included in [[Empires]] during that set's playtesting, but ultimately was removed and became a promotional card. It was designed by playtester [http://forum.dominionstrategy.com/index.php?action=profile;u=81 LastFootnote], who also wrote the official FAQ.<br />
=== Art ===<br />
{{Quote<br />
|Text=The artist drew a sketch of a wizard in a forest shooting out a stream of butterflies. I said looks good. Then he did another sketch, the woman in that place, conjuring the weird thing from {{Card|Transmogrify}}. I said well it's fine but I also liked the first sketch. Then he did a polished version. I said well the weird thing is weird and mentioned the butterflies again. He replaced it with a butterfly.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=13659.msg523565#msg523565 'Promo Event card in Germany']<br />
}}<br />
{{Quote<br />
|Text=There was no special thing to commemorate with this promo, so we decided to pick a symbol that we could reuse if there were ever more promos. Something that said this was something special in some vague generic way. So: a flag.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg525707#msg525707 'Interview with Donald X.']<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Altenburger, the German publisher, wanted a promo. I said, how about an Event? They said great. The Event actually promotes [[Adventures]], the set with Events. A first for our promos.<br />
<br />
Playtester Matt Engel, aka LastFootnote, is a big designer of homemade cards. I said, do you want to make this promo? He said meh. A bad day. He did end up making it and trying to sell me on its virtues. It all worked out.<br />
<br />
His initial premise was, "+1 Buy. Set aside the next Action card you buy this turn. At the start of your next turn, play it." I moved the buy into the functionality - "You may buy an Action card..." I initially was more interested in immediately playing the card, rather than next turn, but that turned out to be a dud.<br />
<br />
Playtester [http://forum.dominionstrategy.com/index.php?action=profile;u=1091 Stef Meijer] determined that "buy an action, play it next turn" was broken at {{Cost|2}}. It turns out you should just do it every turn. I fixed that by changing it to "Gain an Action card costing up to {{Cost|4}}." Or if you prefer, that direction meant the card didn't need a prohibitive price. It still conservatively cost {{Cost|6}} at first, but we weren't buying it all that much and Matt pushed for it to go down to {{Cost|5}}. It seemed fine at {{Cost|5}} and there it is. It's even better than the original on {{Cost|4}}'s, but you probably want some cards costing {{Cost|5}} at some point.<br />
<br />
It has an unusual wording to deal with some of the weird things that can happen in Dominion. There are various ways for the card to vanish (e.g. {{Card|Watchtower}}), so to make sure you have the physical card around to tell you what to do next turn, it gets set aside and then makes sure it was.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.msg538787#msg538787 'The Secret History of the Dominion Promos']<br />
}}<br />
<br />
{{Navbox Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/PrincePrince2018-09-25T21:56:12Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Prince<br />
|cost = 8<br />
|type1 = Action<br />
|illustrator = Eric J Carter<br />
|text = You may set this aside. If you do, set aside an Action card from your hand costing up to {{Cost|4}}. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)<br />
}}<br />
<br />
'''Prince''' is a [[Promo|promotional]] [[Action]] card. It is a [[one-shot]] that turns a (cheap) Action card from your hand into a permanent effect that gets played every turn for the rest of the game.<br />
<br />
The card was leaked on BoardGameGeek[http://www.boardgamegeek.com/thread/1186675/new-dominion-origins-promo] after debuting at Origins 2014.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Prince has you play the same cheap action every turn for the rest of the game. <br />
* The turn you play Prince, you set it aside with an Action from your hand costing {{Cost|4}} or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. <br />
* If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a {{Card|Feast}} or {{Card|Mining Village}} and you trashed it, or if it's a [[Duration]] card and so it stayed in play, or if it's a {{Card|Madman}} and was returned to its pile, or if it's an {{Card|Island}} and was set aside, or if it's a card you put back on your deck with {{Card|Scheme}}. In practice you will probably not choose to set aside Prince with a card that won't work well with it, and so will play the Action you set aside every turn from that point on. <br />
* The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn.<br />
* Prince has to be set aside to do anything; using {{Card|Throne Room}} on Prince won't let you set aside two cards. <br />
* The Action card you set aside has to cost up to {{Cost|4}} at the time you play Prince, but can normally cost more; for example you could play a {{Card|Highway}}, then use Prince on a {{Card|Laboratory}}.<br />
* You do not play the set aside Action the turn you first set it aside with Prince. <br />
* Playing the card each turn doesn't use up your normal Action play, and is mandatory; setting aside the Action when you discard it from play is also mandatory, you only fail to do it if the card isn't in play at that point. <br />
* At the end of the game, Prince and the set aside card are returned to your deck before scoring. <br />
* When you have multiple effects to resolve at the start of the turn - such as multiple Princes and certain Duration cards from [[Seaside]] - resolve them in any order, and that order may vary from turn to turn; choose one to resolve, resolve it, then move on to another one, until they are all resolved. <br />
* Cards which cost {{Cost|0*}} such as {{Card|Mercenary}} and the [[Cornucopia]] [[Prizes]] can be set aside with a Prince, as can cards from [[Guilds]] that cost {{Cost|2+}} or {{Cost|3+}} or {{Cost|4+}}. <br />
* Cards with a {{Cost|P}} in the cost cannot be set aside with Prince. <br />
* Prince plays its Action on extra turns from {{Card|Outpost}} and {{Card|Possession}}. <br />
* The Action card that Prince plays is in play after it's played each turn, so it will count for things like {{Card|Peddler}}; Prince however remains set aside.<br />
<br />
=== Other Rules clarifications ===<br />
* If the card selected for Prince is {{Card|Band of Misfits}}, you may choose a new card for Band of Misfits to emulate each turn.<br />
* Though {{Card|Island}} is set aside when played, since it was not Prince setting it aside at the end of your turn, the [[Lose Track rule]] dictates that Prince cannot cause Island to be played past the first time.<br />
* Like with {{Card|Scheme}}, a {{Card|Hermit}} that is set aside again by Prince on a turn where no cards were bought will fail to trash itself, but you will still gain a {{Card|Madman}}.<br />
* Although certain [[Reserve]] cards can be called back into play from the Tavern mat on the same turn they are put there, Prince cannot set them aside again, even though they are where Prince expects them; when they went to the Tavern mat, Prince lost track of them, and cannot do anything further with them.<br />
* Cards with {{Debt}} in the cost cannot be set aside with Prince.<br />
* The start of your turn is considered part of your Action phase. This matters if you use Prince to play {{Card|Crown}} (either directly using cost reduction or indirectly through cards like {{Card|Throne Room}} or {{Card|Herald}}).<br />
<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=12283.0 original article] by faust''<br />
<br />
Prince is the shiny new card that got us all excited for a while until the new expansion was announced. The eventual effect – being able to play a card every turn without using an action or card slot – is super strong, but it's a long way until you get there.<br />
<br />
=== Prince of what? ===<br />
<br />
Let's start with the easy part – determining which cards you want Princed. Usually, once you bought a Prince, you want to set it aside as soon as possible. But if you have two potential targets, deciding which one to Prince might be difficult. Plus, if you see a kingdom full of cards you don't want Princed, you probably shouldn't go for Prince. I'll present a list of very bad to very good Prince targets.<br />
<br />
==== The completely useless ====<br />
[[Duration|Durations]], [[Reserve|Reserves]], [[one-shot|one-shots]]<br />
<br />
These cards just don't work with Prince, for technical reasons. The one exception is {{Card|Gear}}, which works as long as you never set aside any cards with it (in which case it acts as a vanilla +2 Cards).<br />
<br />
==== The very bad ====<br />
{{Card|Ambassador}}, {{Card|Baron}}, [[Terminal draw#Targeted handsize|draw-to-X]], [[Curser|Cursers]]/[[Looter|Looters]], [[trasher|trashers]]<br />
<br />
Cards you probably don't want to Prince even if you can. With these, it's often better to Prince a shuffle later. This includes cards that require you to have certain cards in hand to be good, like trashers (require junk cards), but also cards you want to play a lot of early on and that lose value quickly (junkers).<br />
<br />
==== The rather bad ====<br />
{{Card|Throne Room}}, [[Village (card category)|Village]]s, {{Card|Menagerie}}, [[Reaction|Reactions]]<br />
<br />
Cards you will probably Prince if you draw your Prince with nothing else, but where the effect just isn't great. Princing Reactions means losing the Reaction part; if you Prince a Village, you will usually end up with lots of unused actions. Throne Room can end up doing nothing, or even throning a bad card [side note: if you Prince Throne Room and throne a duration with it, you lose the Princing].<br />
<br />
==== The rather good ====<br />
[[Cantrip|Cantrips]], [[trashing attack|trashing attacks]], [[gainer|gainers]], [[+Buy]], [[sifter|sifters]], [[Terminal silver|+coins]]<br />
<br />
Cards that are almost always nice Princed. Cantrips help you avoid terminal collision AND let you start with bigger hand size, which is already two plusses.<br />
<br />
==== The really good ====<br />
[[Terminal draw|+cards]], [[Handsize attack|Discard attacks]], {{Card|Monument}}, {{Card|Tournament}}, {{Card|Scheme}}, [[Prize|Prizes]]<br />
<br />
These kinds of cards are exceptionally good. Starting with a bigger handsize each turn is huge. A Princed Discard is sort of the inverse effect - opponents start with lower hand size each turn. Monument gives 1 {{VP}} per turn. Scheme effectively lets you play a more expensive card each turn. On Tournament and Prizes, see below.<br />
<br />
Note that this list does not imply that you should go for Prince whenever good Princable cards are around. The decision to make if e.g. Tournament is around is much harder than this. The following part tries to give some guidelines for deciding when to go for it.<br />
<br />
=== When to go for Prince ===<br />
<br />
First and foremost, Prince is an [[engine]] card. It has no place in [[big money]] games or [[slog|slogs]], simply because – similar to Throne Room/{{Card|King's Court}} – you need to line it up with an action to get anything out of it. There are rare circumstances where you might want to use it even in non-engine decks, but the general advice is, ignore it if you're not building an engine.<br />
<br />
Even if you are going for the engine, consider carefully if you really want Prince. The main problem about Prince is that it is slow. That Prince could have been a {{Card|Province}}, and then you don't get the effect immediately, but instead need to sacrifice on action to set aside the card you want. That puts you behind a Province and roughly half a turn. If you could buy a single Province per turn before and now can buy two Provinces a turn, that may have been worth it; but more often than not, the benefit simply won't be big enough.<br />
<br />
The following list gives scenarios where Prince can be good.<br />
<br />
==== 1. {{Card|Colony}} games ====<br />
<br />
There are two reasons Prince is better in Colony games: First, Prince is made for long games, and Colony games tend to go longer. The more turns you have, the more will you be able to play your Princed cards. Second, the competition for Prince is weaker. In a Colony game, you usually don't want to go for Provinces except in the endgame, so if you hit {{Cost|8}}, you can grab a Prince without that much opportunity cost.<br />
<br />
==== 2. [[Alt-VP]] ====<br />
<br />
Same as above – if you don't want those Provinces anyway, ignoring them becomes easier. This point comes with a caveat though: Most Alt-VP cards ({{Card|Gardens}}, {{Card|Duke}}, {{Card|Feodum}}) support decks that don't want Prince in it. But Prince can be great with {{Card|Fairgrounds}} and {{Card|Vineyard}}, and there's always the odd engine-into-Duchy/Duke game. The {{VP}} token cards also fall in this category: Prince allows you to build better [[Golden deck|Golden decks]] for {{Card|Bishop}}, a Prince of Monuments nets you 1 {{VP}} per turn, And Prince can help play more {{Card|Goons}} per turn.<br />
<br />
==== 3. Prince while ahead ====<br />
<br />
If you already have a decent advantage, you may be able to cope with skipping a Province buy. Prince can give your deck additional reliability and prevent you from losing to unlucky draws.<br />
<br />
==== 4. 2-card [[combo|combos]] ====<br />
<br />
This is a bit of a niche use for Prince, but can be quite good. Some cards combo nicely in theory, but it just isn't worthwhile to set them up, because e.g. the one you'd need to play first is terminal. Prince can help with that. Prince a {{Card|Navigator}} and your {{Card|Herald}} engine will flow smoothly. Prince a {{Card|Scavenger}} to get the card you want on top of your deck.<br />
<br />
==== 5. Rare components ====<br />
<br />
This is definitely the scenario where Prince shines most. Sometimes, the engine is just not quite powerful enough. There are awesome engine components, but the only Village is {{Card|Necropolis}}? Just crown a Prince of Necropolises, and you'll start with three actions each turn. Similarly, a Prince of {{Card|Crossroads}} can make your engine work.<br />
<br />
While +action is what you need to make the engine work most often, there are also other possibilities: Maybe you can't guarantee drawing a +buy every turn – set it aside. Princed attacks are also quite nice.<br />
<br />
=== When to play Prince ===<br />
<br />
Usually, you want to Prince your cards as soon as possible. If you have Prince with a decent card in hand, don't wait for a better opportunity! Another mistake that is often made is this: you have Prince and {{Card|Wishing Well}} in hand. Unless you can be pretty certain that you can draw a better action, don't play the Wishing Well! It's tempting to try and get more out of your turn, but if your Prince ends up dead, you'll curse your recklessness.<br />
<br />
=== Countering Prince ===<br />
<br />
Not much needs to be said here. If your opponent goes for Prince and you don't, your task is to end the game before his Prince pays off too much. Piledrive these Provinces, go for the three-pile. The longer the game, the better for the Prince player.<br />
<br />
=== Specific interactions ===<br />
<br />
In this last part, I'd like to pick a few special cards that have an interesting interaction with Prince.<br />
<br />
==== Prince and Tournament ====<br />
<br />
Prince and Tournament have a love-hate relationship. You need Provinces to activate your Tournaments, and every Prince could have been a Province. On the other hand, once you've Princed a Tournament, every hand with a Province in it wins. And, even better, once you've got those Prizes, you can Prince them and quickly get your opponent to resign. Getting Province with your first {{Cost|8}} and Prince with your second isn't a bad strategy on many Tournament boards.<br />
<br />
==== Prince and {{Card|Black Market}} ====<br />
<br />
No, not what you think... Princing a Black Market is of course horrible. But what Prince really likes is the Black Market deck. Often you get a good card from the Black Market, but it's not enough because you can only ever get one copy. With Prince, you can play that card every turn.<br />
<br />
==== Prince and cost reducers ====<br />
<br />
Prince loves cost reducers because they give the opportunity to set aside better cards. After two {{Card|Highway|Highways}}, you can set aside a Goons. Just don't spend too much time on such neat tricks. It's often better to set aside Prince this shuffle with a boring {{Cost|4}} than to wait another shuffle in hopes of getting that Prince of {{Card|Hunting Grounds}}.<br />
One warning: If you Prince a {{Card|Bridge}}, keep in mind the effect that has on your Trash-for-benefit cards. You definitely look stupid when you start {{Card|Upgrade|Upgrading}} your {{Card|Copper|Coppers}} into {{Card|Estate|Estates}}.<br />
<br />
==== Prince of {{Card|Hermit|Hermits}} ====<br />
<br />
This can be great if the kingdom allows for it. If you don't buy anything a turn, Prince sets aside Hermit before it can trash itself. That means, if you can cobble together an engine that doesn't need to buy anything, the Prince of Hermits can give you a constant supply of {{Card|Madman|Madmen}}.<br />
<br />
==== Other interactions ====<br />
{{Card|Outpost}}: more turns mean more Princed card plays. And Prince is often enough to make those Outpost turns as good as normal turns.<br />
<br />
{{Card|Quarry}}: Lowers the bar for Prince. Now it doesn't compete with Province anymore.<br />
<br />
{{Card|Swindler}}: Just like {{Card|Peddler}}, the presence of Prince makes Swindler games even swingier than usual. If you manage to turn Province into Prince late-game, this can be a game-changer. And unlike Peddler, Princes will very rarely run out towards the endgame.<br />
<br />
=== Conclusion ===<br />
<br />
Prince is a unique card, but don't let that distract you. It's not that good. It has its uses, but you usually shouldn't just buy it without good reason.<br />
<br />
=== Synergies/Combos ===<br />
* The higher-cost cards assume there's a cost-reducer available to bring them to 4 or less<br />
* Cost-reducing cards ({{Card|Bridge}}, {{Card|Princess}}, {{Card|Highway}}) are very useful with Prince, since they allow you to set aside more expensive cards.<br />
* {{Card|Chapel}} is also very useful with Prince since its trashing function is optional - it gets played, and you can choose to trash 0 cards<br />
* {{Card|Witch}} and other non-duration terminal draws - Like having a Wharf permanently in play and, in the case of the Witch, gives out curses in the bargain<br />
* For most practical purposes, setting aside {{Card|Scheme}} will allow a player to mimic the effect of setting aside a higher cost card with Prince. The Scheme that is played by Prince will provide an extra action and an extra card to play the action while still having one action and five cards in hand afterward, and during cleanup the player can use the Scheme to return that higher cost card to the top of their deck for next turn. However, unlike setting a card aside with Prince directly, this combo with Scheme is vulnerable to {{Card|Minion}} attacks and any actions that affect the top of your deck (e.g. {{Card|Sea Hag}}, {{Card|Spy}}, {{Card|Bureaucrat}} etc.) may affect your hand one turn sooner. Scheme can also be used to gain the effects of Prince on an alternating pair of [[Duration]] cards (topdecking each as it expires), or even swap out which card you're playing as your needs change. For example, you could start off playing a {{Card|Witch}} each turn, and then when the {{Card|Curse|Curses}} run out, swap it for a {{Card|Hunting Grounds}}.<br />
* [[Sifter|Sifters]] like {{Card|Warehouse}} help to line Prince up with the card you want, rather than just the card it happens to be drawn with.<br />
<br />
=== Antisynergies ===<br />
* [[One-shot]], [[Duration]] (except {{Card|Gear}}), [[Reserve]], [[Reaction]]<br />
* {{Card|Province}} games<br />
* [[Big Money]]-like decks<br />
* Draw-up-to-X card such as {{Card|Library}}, {{Card|Watchtower}}, or {{Card|Jack of all Trades}} (if you set aside them, you can draw one less cards)<br />
* Cards no longer useful - like {{Card|Moneylender}}, {{Card|Chapel}}, [[curser|cursers]] (if curses run out), etc…({{Card|Island}} is extremely cheaper than Prince, and gives you 2VP!)<br />
* [[Trasher|Trashers]] whose trashing function is not optional - like {{Card|Remake}}<br />
* Opponent's [[junker]] makes it difficult to connect Prince with good actions. <br />
* Opponent's {{Card|Possession}}- If you are possessed and set aside harmful action like {{Card|Remake}}, {{Card|Rats}}, or etc, …<br />
* Selecting {{Card|Horse Traders}} in the presence of a [[discard attack]]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|PrinceOld|Prince}} || {{CardVersionImage|PrinceDigitalOld|Prince from Goko/Making Fun}} || You may set this aside. If you do, set aside an Action card from your hand costing up to {{Cost|4}}. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.) || Prince 1st Edition || June 2014<br />
|-<br />
| {{CardVersionImage|Prince|Prince}} || {{CardVersionImage|PrinceDigital|Prince from Shuffle iT}} || You may set this aside. If you do, set aside an Action card from your hand costing up to {{Cost|4}}. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.) || Prince [[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 />
!Dutch <br />
| Prins || || || <br />
|-<br />
!French <br />
| Prince || || || <br />
|-<br />
!German <br />
| Prinz || {{CardVersionImage|Prince German-ASS|German language Prince}} || || Du darfst diese Karte zur Seite legen.<br>Wenn du das tust: Lege eine Aktionskarte aus deiner Hand zur Seite, die bis zu {{Cost|4}} kostet.<br>Zu Beginn deines Zuges: Spiele die zur Seite gelegte Aktionskarte. Sobald du sie ablegen musst, legst du sie stattdessen wieder zur Seite. Solltest du sie nicht ablegen müssen, legst du sie nicht wieder zur Seite.<br>Die Wirkung der Karte „Prinz“ wird sofort aufgehoben. Sie bleibt bis zum Spielende beiseitegelegt und kommt nicht mehr zum Einsatz.<br />
|-<br />
!Japanese <br />
| 王子 (pron. ''ōji'') || || || これを脇に置いてもよい。脇に置いた場合、手札のコスト{{Cost|4}}以下のアクションカード1枚を脇に置く。あなたの各ターンの開始時にそれを使用し、捨て札にするときに再度脇に置く (そのターンに脇に置かない場合、使用をやめる)。 <br />
|-<br />
!Polish <br />
| Książę || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Принц (pron. ''prints'') || || || <br />
|-<br />
!Spanish <br />
| Príncipe || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PrinceArt.jpg|thumb|right|354px|Official card art.]]<br />
Prince is the only Kingdom card from a [[Split pile|full pile]] outside [[Prosperity]] with a coin [[cost]] above {{Cost|6}}.<br />
=== Card Art ===<br />
The expansion symbol is the logo for the Origins Game Fair.<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Jay wanted a Dominion promo sometime. No rush. I eventually got around to it. I wanted something that felt like a promo; something exotic. I tried out a few ideas I had in the file; the one that played a card every turn was easily the highlight. So I worked on that one. It was an old idea, predating the original game being published. Back then I had decided maybe I would someday do it as a unique card, to get around the issue of using Prince on Prince; then I made unique cards for Tournament but didn't do it there. There were other ways to solve the problems though; as usual it just took lots of tiny text.<br><br><br />
<br />
The first modern version cost {{Cost|6}} and set aside a cheaper card. And there were whatever issues with one-shots and duration cards and Throne Room. Gradually I weakened it until it cost {{Cost|8}} and only got cards costing {{Cost|4}} or less (barring {{Card|Bridge}} etc.). That was just how good playing the same card every turn turned out to be. And you can't get two cards set aside via Throne Room and you don't get to go nuts with one-shots; we had those experiences and they were worth excising, even if it took a weird wording. Setting aside a duration card was too confusing, and anyway I needed one wording that handled every bad case, including Thrones on duration cards and Scheme'd cards. The key thing is looking for cards being discarded from play; those are the normal cards.<br><br><br />
<br />
Some versions of Prince were duration cards, because hey, it keeps doing stuff, right? But that didn't make sense because Prince wasn't in play, and what "duration" really means is, leave this in play until it stops doing stuff (and it was better to have Prince not be in play).<br><br><br />
<br />
As always I expect you will be able to get Prince if you want it, probably from BGG though I don't know for sure. Today Origins, tomorrow the world.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
{{Navbox Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/GovernorGovernor2018-09-25T21:49:09Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Governor<br />
|type1 = Action<br />
|cost = 5<br />
|illustrator = Harald Lieske<br />
|text = '''+1 Action'''<br/>Choose one; you get the version in parentheses: Each player gets '''+1 (+3) Cards'''; or each player gains a Silver (Gold); or each player may trash a card from their hand and gain a card costing exactly {{Cost|1}} ({{Cost|2}}) more.<br />
}}<br />
<br />
'''Governor''' is a [[Promo|promotional]] [[Action]] card. It can be a [[remodeler]], a [[gainer]], or a [[non-terminal draw|Laboratory variant]]—it gives you three options, each of which gives you an extremely powerful benefit and gives your opponent a smaller version of the benefit. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You always get +1 Action.<br />
* Then you either<br />
** draw three cards and each other player draws a card;<br />
** or you gain a {{Card|Gold}} and each other player gains a {{Card|Silver}};<br />
** or you may trash a card from your hand and gain a card costing exactly {{Cost|2}} more and each other player may trash a card from his hand and gain a card costing exactly {{Cost|1}} more. <br />
* Go in turn order, starting with yourself; this may matter if piles are low. <br />
* The gained cards come from the Supply and are put into discard piles; if there are none left, those cards are not gained. For example if you choose the second option and there is only one Silver in the Supply, the player to your left gets it and no-one else gets one. <br />
* For the third option, you only gain a card if you trashed a card, and only if there is a card available in the Supply with the exact cost required.<br />
* If you do trash a card, you must gain a card if you can. <br />
* You cannot trash a Governor you played to itself, as it is no longer in your hand when you play it (though you can trash another copy of Governor from your hand).<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=2878.0 original article] by Robz888''<br />
<br />
Governor should be called Jack-of-All-Trades, because it does so many different things for you. (And {{Card|Jack of all Trades|Jack}} should be called Governor, because it exerts dictatorial control over your deck.) As the most interactive card in Dominion, Governor presents a fundamental challenge: How do I make this card benefit me more than my opponent? Note that the dilemma doesn’t make Governor bad; in fact, it’s a powerful and versatile card that rarely gets ignored. But if you’re not careful about your choices, you will undoubtedly help your opponent more than you help yourself.<br />
<br />
Governor is one of those self-synergy cards - indeed, it does basically everything you could want from a card, except attack your opponents - so you typically want as many of them as possible. Governor is seldom passed up entirely, but there are a couple of {{Cost|5}} cards that you would want before your first Governor. These include the {{Cost|5}} [[curser|cursers]], and maybe something like {{Card|Haggler}}, so you can buy {{Card|Gold}} and gain Governors.<br />
<br />
But once you’ve gotten mandatory purchases like {{Card|Witch}} out of the way, you usually want lots and lots of Governors. More Governors mean more Gold, more draw, more remodeling, and ultimately, more {{Card|Province|Provinces}}.<br />
<br />
There are 2 important things to keep in mind as you build your Governor deck: 1) Governor loves money but hates {{Card|Copper}}, and 2) Governor is [[non-terminal]] in all its functions, so you can afford at least 1 strong [[terminal]].<br />
<br />
Clearing out Coppers is very important. Later on, Coppers will stand between your Governors and the Golds they want to {{Card|Remodel}}, and all the extra {{Card|Silver|Silvers}} from your opponent’s Governors means you will never lack cash, anyway. So {{Card|Moneylender}} and {{Card|Spice Merchant}} are great, because they rid you of Coppers without crippling your purchasing power--and you need to buy Governors fast. (Moneylender yields more net cash, but Spice Merchant moves through your deck faster and can serve as an important source of [[+Buy]] later, so they are both great.) And mass Copper trashers like {{Card|Chapel}} are great (a {{Split|5|2}} start with Governor and Chapel is basically as fast a game of Dominion as you could ever have), but a well-timed {{Card|Mint}} is also excellent.<br />
<br />
As for your terminal, it should obviously be a [[handsize attack|discarding Attack]] if one is available. You will also desperately want an extra +Buy to mitigate the risk of drawing a huge hand without any Governors.<br />
<br />
It’s also worth keeping in mind that Governor works quite well with other cards that accomplish the same functions. {{Card|Hoard}} can gain you Gold, and {{Card|Laboratory}} and {{Card|Stables}} can give you draw. Of course, these things compete at the same price level as Governor, and you don’t really want them unless the Governors are out, and if the Governors are out, it’s almost certainly about time to [[greening|Green]], so the window of opportunity there is slim. However, Governor goes very well with other cards that accomplish its remodel function, namely Remodel and {{Card|Expand}}. (And later, if your opponent uses the trashing ability, these 2 cards are conveniently priced to convert into victory points for you).<br />
<br />
So when do you do what? Let’s look at Governor’s 3 different functions.<br />
<br />
=== You Get a Gold; Your Opponent Gets a Silver ===<br />
<br />
When you first begin acquiring Governors, this is the first thing you should do with them. Governor decks want to be brimming with Gold so that later you can remodel a bunch of them into Provinces all at once. The Silvers will boost your opponent’s purchasing power, but they also get in his way if he is trying to build a low-treasure engine. Of course, given the availability of Governor, trying to construct a low-treasure engine is probably a losing move anyway. In all likelihood, your opponent is also pursuing Governors (and giving you a fair amount of Silver, too), in which case the free Silvers are mostly a welcome addition to the deck, but will get in the way of connecting Governors and Gold. <br />
<br />
How much Gold do you want? It depends, but remember - ideal play would be turning each and every one of them into a Province, and using any leftovers to buy the last Province or a {{Card|Duchy}}. This means you are going to be using Governor to gain a Gold at least 4 times, but probably (hopefully) more. This is one of many reasons why you will want as many Governors as you can get your hands on.<br />
<br />
=== You Get +3 Cards; Your Opponent Gets +1 Card ===<br />
<br />
Here is where most Governor-related mistakes are made. Remember that {{Card|Council Room}}, which also gives your opponent +1 Card, is a decent-ish {{Cost|5}}, rather than a great {{Cost|5}}. Using multiple Governors for multiple cards is even more worrisome, because though you may make good use of your huge hand, your opponent also has a huge hand to make use of - and he got his for free. {{Card|Wharf}} is the best {{Cost|5}} non-Attack precisely because you get to start your next turn with 2 extra cards. With Governor, you can accomplish that for your opponent by default. In fact, the +cards function of Governor is where the relative benefit to your opponent is undoubtedly greatest.<br />
<br />
Thankfully, there are ways to mitigate this benefit. If you intend to end the game (or have a good chance at it) by drawing cards, then your opponent will never actually reap the benefit. (And because of this, the final Governor turn is often a go-for-broke, all-or-nothing, end-the-game-or-die scenario.) But an easier way to fix this is to simply play a discard Attack at the end of your turn. Keep in mind that this doesn’t entirely solve the problem: Your opponent still gets to hold onto his best 3 cards out of however many you gave him, and if he’s smart, these will include a Governor and discarder of his own. But at least he doesn’t get to start with an 8-card hand.<br />
<br />
Often times, you will find yourself betting on drawing the discarder with your Governor. This is one reason Governor is really a difficult card--it demands expert memory of what’s left in your deck. You might mitigate the risk here by doubling up on your discarder. You would do that anyway if it's {{Card|Goons}}, but in the case of {{Card|Militia}}, consider a second or third. Remember that the additional Silvers from your opponent's Governors will more speedily dilute your Action density.<br />
<br />
Eventually, you want to play Governor for cards in order to draw many more Governors and Golds, and squeeze several Provinces out of your turn. And you do that by utilizing the final function of Governor.<br />
<br />
=== Trash a Card and Gain a Card Costing Exactly {{Cost|2}} More; Your Opponent Trashes a Card and Gains a Card Costing {{Cost|1}} More ===<br />
<br />
In the end, Governor is a fancy Remodel that goes to great lengths to put the cards you want to remodel into your hand. But if you’re using this function of Governor to do anything but gain Provinces, you are probably making a mistake. Trashing Coppers and Estates is a huge misuse of your Governors. You missed the opportunity to gain a Gold, and you gave your opponent a free trash. Early on, an exactly +{{Cost|1}} trash is situationally better than an exactly +{{Cost|2}} trash, because a +{{Cost|1}} trash just kills Coppers outright, and turns Estates into Silver. Governor is an elite {{Cost|5}} card. You insult it by using it to clear out your riffraff.<br />
<br />
Using Governor to remodel Silvers into more Governors is a more sensible use of the power, so long as you have enough cash to buy another one without the Silver, or you didn’t have enough to buy one even with the Silver.<br />
<br />
So what do you do with Governor’s remodel ability? Trash your Gold into Provinces, that’s what. The great thing here is that whereas you need {{Cost|16}} and another buy to snag 2 Provinces, you only need 2 Governors and 2 Golds - or 1 Governor and {{Cost|11}}, including at least 1 Gold - to make 2 Provinces. {{Card|Border Village|Border Villages}} and Hoards, but also {{Card|Nobles}}, {{Card|Harem|Harems}}, {{Card|Farmland|Farmlands}}, and {{Card|Hunting Grounds}} are also good contenders for remodeling, given their availability. And your Silvers can become Duchies.<br />
<br />
You need to watch out for your opponent’s {{Cost|4}}s and {{Cost|7}}s, though. {{Card|Caravan|Caravans}}, {{Card|Farming Village|Farming Villages}} and {{Card|Spy|Spies}} get turned into last minute Duchies. {{Card|King's Court|King's Courts}} and {{Card|Expand|Expands}} (both cards that work extremely well in Governor decks) become Provinces. Fortunately, you trash before your opponent gets the option to do so, meaning if you can both get the last Province, you get it first.<br />
<br />
=== Putting It All Together ===<br />
<br />
Much of the difficulty of Governor arises from predicting when you need to go for Provinces. A strong enough Governor deck can grab 3 or even 4 Provinces in one fell swoop, or the last 2 Provinces and enough Duchies to end it. But you only want to give your opponent the benefit of a huge hand if he will never get to play it. The timing is tricky.<br />
<br />
Let's say you’ve bought a bunch of Governors and gained a bunch of Gold; your opponent just snagged his first Province. Your hand is Governor-Gold-Silver-Silver-Copper (a decently likely hand). You could 1). Buy a Province and gain a Gold, 2). Remodel a Gold into a Province and buy a Duchy, 3). Draw for more cards.<br />
<br />
If you choose the third option, you absolutely must draw another Governor, or a source of +buy. If you draw Gold-Gold-Estate, you have actually decreased your options since your starting hand - because you no longer have Governor - while boosting your opponent’s hand. This is why Governor strategies necessitate keeping careful track of what’s left in your deck. If you are unlikely to draw more Governors with more Gold, don’t bother hitting the card option.<br />
<br />
It’s also critical to keep track of the score, because in a Governor game, the penultimate Province is certainly not the second-to-last Province. If you leave your opponent 2 Provinces, there is a good chance he can end the game.<br />
<br />
When you either suspect it's the last turn or need to make it so in order to have a good chance of winning, go for broke. Use a Governor or 2 for plus cards. Hopefully, you will draw more Governors, some Gold, and some +buy. Take a minute and think about how to maximize your points: Perhaps you buy 2 Provinces and Governor a Silver into a Duchy.<br />
<br />
There's one more special accomplice to Governor worth mentioning: {{Card|Watchtower}}. Since you will be gaining a lot of Silvers and Golds, Watchtower can put them on your deck, and you can buy more Governors sooner. Governors can go on top of your deck, too. Watchtower gives a burst of speed to an already quick deck, and can give you the advantage in a Governor showdown.<br />
<br />
It's worth mentioning that Governor is still strong in {{Card|Colony}} games. The remodel function is weaker, because you won’t be gaining many Colonies, but the opportunity to grab a Province off a Gold here and there is nice. The Gold-gaining can keep your deck afloat, and the +card effect is arguably stronger for you than normal, because 1 extra card for your opponent is less likely to push him into Colony territory than into Province territory.<br />
<br />
Lastly, if you want to build a typical action-draw deck with virtual money, Governor is not for you. But Governor is a strong enough card that its presence will render the vast majority of engine strategies obsolete. Besides, your opponent's Governors will really hurt you if you don't want treasure.<br />
<br />
One more thing: Don't draw a {{Split|4|3}} opening against your opponent's {{Split|5|2}} opening if Governor is available. This is not the path to greatness.<br />
<br />
=== Synergies/Combos ===<br />
* Other Governors<br />
* Gold<br />
* Farmland<br />
* Border Village<br />
* [[Handsize attack|Handsize attacks]]<br />
* Watchtower<br />
* Copper Trashers<br />
* {{Card|Possession}} (Give your opponent a giant hand first, then Possess him and remodel all his Gold into Provinces)<br />
* {{Event|Mission}}<br />
<br />
=== Antisynergies ===<br />
* Non-Treasure engines<br />
* Your opponent's {{Cost|4}} and {{Cost|7}} cards<br />
* Most [[Alt-VP|alternate VP]] strategies, particularly {{Card|Silk Road}} and {{Card|Gardens}} (because the prices of these cards make them easier for your opponent to gain off your Governor remodels than vice versa)<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|GovernorOld|Governor}} || {{CardVersionImage|GovernorDigitalOld|Governor from Goko/Making Fun}} || '''+1 Action'''. Choose one; you get the version in parentheses: +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly {{Cost|1}} ({{Cost|2}}) more. || Governor 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Governor|Governor}} || {{CardVersionImage|GovernorDigital|Governor from Shuffle iT}} || '''+1 Action'''. Choose one; you get the version in parentheses: Each player gets '''+1 (+3) Cards'''; or each player gains a Silver (Gold); or each player may trash a card from their hand and gain a card costing exactly {{Cost|1}} ({{Cost|2}}) more. || Governor [[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 />
!Dutch <br />
| Gouverneur || || || <br />
|-<br />
!Finnish <br />
| Kuvernööri || || || <br />
|-<br />
!French <br />
| Gouverneur || || || <br />
|-<br />
!German <br />
| Gouverneur || {{CardVersionImage|GovernorGermanHiG|German language Governor}} || || '''+1 Aktion'''<br>Wähle eins (alle Mitspieler erhalten, was in Klammern angegeben ist):<br>'''+3 Karten (+1 Karte)''' oder<br> Nimm dir ein Gold (Silber) oder<br>Jeder Spieler darf eine Handkarte entsorgen und sich dafür eine Karte nehmen, die genau {{Cost|2}} ({{Cost|1}}) mehr kostet.<br />
|-<br />
!Japanese <br />
| 総督 (pron. ''sōtoku'') || || || '''+1 アクション'''。次のうち1つをあなたが選ぴ、プレイヤーは全員が実行する(あなたは()内の効果を得る):「1(3)枚カードを引く」:「銀賃(金賃)1枚を獲得する」:「手札1枚を廃棄してもよく、廃棄した場合、それよりコストが{{Cost|1}}({{Cost|2}})高いカード1枚を獲得する」。 <br />
|-<br />
!Norwegian <br />
| Guvernør || || || <br />
|-<br />
!Polish <br />
| Gubernator || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Губернатор (pron. ''gubyernator'') || || ||<br />
|-<br />
!Spanish <br />
| Gobernador (''unreleased'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:GovernorArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art continues art used for Puerto Rico: Anniversary Edition; the expansion symbol is from its cover.<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=So Jay wanted a Carcassonne-related promo for its anniversary and got Walled Village. Then he wanted another promo. The idea behind this promo was, that Stash had gone up at the BGG store paired with blanks, and well let's not do that again. So we needed another promo so it could be paired with Walled Village.<br />
<br><br><br />
Jay initially thought, well, Power Grid was coming on its 10th anniversary too, or at least the original German version was (Funkenschlag), so how about something that tied in with Power Grid. He wanted it to be a green card of course. And we sat down and talked with Friedemann Friese about what could possibly be done. It wasn't sounding great. The flavor for Power Grid is not medieval, and then there wasn't an obvious mechanical thing to do that connected the games.<br />
<br><br><br />
I said, are there any other games with anniversaries coming up? And Jay said, as a matter of fact. Puerto Rico was also having an anniversary. And well simulating Puerto Rico on a Dominion card was easy; the only issue was making the text fit, which I cleverly managed via "you get the version in parentheses." So while the previous promos were expansion outtakes, this one is a new card.<br />
<br><br><br />
The first version of the card had +1 Card +1 Action, with the first option only giving you +2 Cards, i.e. it worked out the same as now if you wanted the cards, but gave you an extra card if you picked one of the other two things. The idea had been, that the bonus the other players get does not involve them spending a card or using an action, so it would be easier to balance the card if it also didn't cost you a card or an action. But the three options were not sufficiently balanced; the Remodel was especially crazy. So now you still get the same total number of cards if you pick cards, but you don't get a free card with your Gold or Remodel.<br />
<br><br><br />
Governor will show up in the BGG store someday. I don't know if it will be paired with Walled Village, but as you may know, Walled Village has already been available for a while by itself, so it seems unlikely. There's a lesson there for all of us.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=I am pleased with Governor.<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 />
{{Navbox Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Walled_VillageWalled Village2018-09-25T21:35:43Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Walled Village<br />
|type1 = Action<br />
|cost = 4<br />
|illustrator = Doris Matthäus<br />
|text = '''+1 Card<br/>+2 Actions'''<br />
|text2 = At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this onto your deck.<br />
}}<br />
<br />
'''Walled Village''' is a [[promo|promotional]] [[Action]] card. It functions as a [[villages|village]], giving +2 Actions; and you can return it to the top of your deck for your next turn if (as it were) you didn't use both Actions it gives you. This mitigates some of the randomness of an [[engine]] based on villages and [[terminal]] actions by reducing the probability of drawing your village on one turn with no terminals and then two terminals on another turn with no village—you can save up Walled Village from turn to turn until it matches up with your terminals. However, this benefit is often too marginal to make up for the fact that it costs more than vanilla {{Card|Village}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When you play this, you draw a card and can play two more Actions this turn.<br />
* At the start of your Clean-up phase, before discarding anything and before drawing for next turn, if you have a Walled Village in play and no more than two Action cards in play (counting the Walled Village), you may put the Walled Village on top of your deck.<br />
* If the only cards you have in play are two Walled Villages, you may put either or both of them on top of your deck.<br />
* Walled Village has to be in play to be put on top of your deck.<br />
* Walled Village only checks how many Action cards are in play when its ability resolves; Action cards you played earlier this turn but which are no longer in play (such as {{Card|Feast}} from [[Dominion (Base Set)]]) are not counted, while Action cards still in play from previous turns ([[duration]] cards from Dominion: [[Seaside]]) are counted, as are Action cards that are in play now but may leave play after resolving Walled Village (such as {{Card|Treasury}} from Dominion: Seaside).<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article on Walled Village; it was mentioned in [http://dominionstrategy.com/2011/08/30/comparing-the-villages/ Comparing the Villages], by chwhite, edited by theory. <br />
<br />
It's not the worst of the [[villages]]! But close to it. Walled Village’s benefit is usually not worth the extra {{Cost|1}}—in particular, it plays very poorly with [[cantrip|cantrips]]; it requires a deck that needs ''terminals'' to actually be worth it. It’s theoretically nice with [[one-shot|cards that trash themselves]] ({{Card|Island}}, {{Card|Embargo}}, etc.) but I think Walled Village’s best use is with {{Card|Torturer}}. It lets you buy fewer villages than would usually be necessary to get the first double-Torturer hit; in fact one is sufficient for much longer than it would normally be. In general Walled Village is good in decks with a few strong terminals, and weak in longer chains.<br />
<br />
The fact is that none of the villages that give +2 Actions straight up are actually bad cards; there are no villages I’d put on any “worst of” lists, not even Walled Village. But Walled Village provides few or uncertain benefits beyond its village effect. If you don’t have a specific engine in mind, it is usually skippable.<br />
=== Synergies/Combos ===<br />
* {{Card|Torturer}}<br />
* [[Reserve]] cards, particularly {{Card|Wine Merchant}}<br />
<br />
=== Antisynergies ===<br />
* Non-terminal Actions block Walled Village's top-decking ability; in a deck with a lot of non-terminals, Walled Village is no better than a vanilla {{Card|Village}}.<br />
* [[Duration]] cards can interfere with Walled Village as well. On the second turn they're in play, they can block Walled Village from top-decking itself even if you didn't play more two more actions on that turn.<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Walled VillageOld|Walled Village}} || {{CardVersionImage|WalledVillageDigitalOld|Walled Village from Goko/Making Fun}} || '''+1 Card'''. '''+2 Actions'''.<br>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck. || Walled Village 1st Edition || June 2011<br />
|-<br />
| {{CardVersionImage|Walled Village|Walled Village}} || {{CardVersionImage|WalledVillageDigital|Walled Village from Shuffle iT}} || '''+1 Card'''. '''+2 Actions'''.<br>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this onto your deck. || Walled Village [[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 />
!Czech <br />
| Hrazená vesnice || || || <br />
|-<br />
!Finnish <br />
| Linnoitettu kylä || || || <br />
|-<br />
!French <br />
| Ville fortifiée || || || <br />
|-<br />
!German <br />
| Carcassonne (name of the walled city referenced by the card) || || || '''+1 Karte<br>+1 Aktion'''<br>Wenn du zu Beginn deiner Aufräumphase außer dieser Karte nur noch eine weitere Aktionskarte im Spiel hast, darfst du die Karte Carcassonne auf deinen Nachziehstapel legen.<br />
|-<br />
!Japanese <br />
| 囲郭村 (pron. ''ikakuson'') || || || '''+1 カードを引く'''。'''+2 アクション'''。クリーンアップフェイズの開始時に、場のアクションカ一ドがこれ以外に1枚以下の場合、これを山札の上に置いてもよい。 <br />
|-<br />
!Norwegian <br />
| Befestet landsby (lit. '' fortified village'') || || || <br />
|-<br />
!Polish <br />
| Kasztel (lit. ''castle'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Укреплённая Деревня (pron. ''ukryeplyonnaya dyeryevnya'', lit. ''fortified village'') || || || <br />
|-<br />
!Spanish <br />
| Pueblo amurallado || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Walled_VillageArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art shows the medieval village Carcassonne. The expansion symbol is a Carcassonne meeple.<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=This is an outtake from the 7th expansion<ref group=notes>[[Guilds]] had originally been slated to come out before [[Dark Ages]].</ref>. I replaced it with an on-theme card. A few people were sad to see it go, but all of the Village slots in the other sets were full, so it was dead.<br />
<br><br />
Then Jay wanted a Carcassonne-related promo card. First I looked at designing a card specifically to fit with Carcassonne, and well Carcassonne does not have a lot of ground in common with Dominion. Then I remembered this card, and it seemed plausible to call it Walled Village. Jay went for it and there it is. These stories can't all be interesting.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
{{Quote<br />
|Text=Walled Village is an outtake from [[Guilds|this set]]. As a village you can keep around until you need it, it sort of fits in with the coin tokens. I couldn't actually give you something like action tokens because that would have been another kind of token to include. I also couldn't put coin tokens on piles, because {{Card|Trade Route}} ate up that space.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=8557.0 The Secret History of the Guilds Cards]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Walled Village is too lackluster to be a promo.<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 />
== Notes ==<br />
<references group="notes"/><br />
<br />
{{Navbox Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Coin_tokenCoin token2018-09-25T14:18:17Z<p>Rabenkind: </p>
<hr />
<div>[[Image:Coins.jpg|thumb|right|300px|Some Coin tokens.]]<br />
<br />
Several cards have effects that put '''Coin tokens''' on a mat to keep track of certain parameters—most often the [[Coffers]] and [[Villager]]s mats. They are represented by small metal [[materials|tokens]] in the likeness of the Dominion [[Coin]] ({{Cost}}). Coin tokens are made of brass-plated steel, have a diameter of 15 millimeters and show the same engraving on both sides.<br />
== Uses ==<br />
* {{Card|Pirate Ship}}<br />
* {{Card|Trade Route}}<br />
* [[Coffers]]:<br />
** {{Card|Candlestick Maker}}<br />
** {{Card|Plaza}}<br />
** {{Card|Baker}}<br />
** {{Card|Butcher}}<br />
** {{Card|Merchant Guild}}<br />
* [[Villagers]]:<br />
** {{Card|Acting Troupe}}<br />
** {{Card|Recruiter}}<br />
** {{Card|Sculptor}}<br />
== Trivia ==<br />
Before the [[second edition]], the Coffers function of Coin tokens did not have a special name, and was simply referred to as "Coin tokens".<br />
=== In other languages ===<br />
* Finnish: Kolikko (lit. ''coin'')<br />
* German: Münzmarker<br />
<br />
{{Navbox Mechanics}}<br />
[[Category:Tokens]]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/StashStash2018-08-14T13:43:58Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Stash<br />
|cost = 5<br />
|type1 = Treasure<br />
|image2 = [[File:Stash-back.jpg|200px]]<br />
|caption2 = Card back<br />
|illustrator = Martin Hoffmann<br />
|text = {{Cost|2|l}}<br />
|text2 = When shuffling this, you may look through your remaining deck, and may put this anywhere in the shuffled cards.<br />
}}<br />
<br />
'''Stash''' is a [[Promo|promotional]] [[Treasure]] card. When played, it is no different than a {{Card|Silver}}. However, it has a different back than other cards - when you shuffle, you can put your Stashes anywhere in your deck, and you can always see where Stashes are in your deck and your opponents' decks or hands. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This is a Treasure worth {{Cost|2}}. <br />
* When you're shuffling, and Stash is one of the cards you're shuffling, you can put it anywhere in your deck. <br />
* You can't look at the fronts of the cards you're shuffling; Stash has a different card back so you know where it is. <br />
* If you have multiple copies of Stash, you can clump them together, or spread them out however you want. <br />
* If there are any cards in your deck that aren't being shuffled, such as when you had fewer than 5 cards left in your deck when you needed to draw a new hand for next turn, you can look through those remaining cards before putting them on top of your newly shuffled deck, though you can't put Stash in among those remaining cards. <br />
* If a card tells you to shuffle your entire deck, like {{Card|Inn}} (from [[Hinterlands|Dominion: Hinterlands]]), and Stash is in your deck, there is no "remaining deck" that isn't being shuffled, so you don't get to look at the front of any cards. <br />
* If Stash is in your discard pile when this happens, it's not being shuffled, so just shuffle normally. <br />
* Because Stash has a different back, you'll be able to tell when it's in other players' hands, or set aside for a {{Card|Haven}} (from [[Seaside|Dominion: Seaside]]), and so on.<br />
=== Other Rules clarifications ===<br />
<br />
== Strategy Article ==<br />
There is no strategy article for Stash. <br />
<br />
The typical use for Stash is to get four Stashes and put them together on top of your deck when you trigger a reshuffle; this guarantees a Province on the next turn. This is typically done with {{Card|Scavenger}} or {{Card|Chancellor}} to trigger frequent reshuffles, and is discussed at [[Combo: Chancellor and Stash]]. <br />
<br />
Alternatively, Stash can be used when you want to know the top of your deck - put it in the right place to be drawn by {{Card|Wishing Well}} or {{Card|Mystic}}, or maybe leave it to be hit by your opponent's {{Card|Saboteur}} to protect your more valuable cards. These tricks are typically more trouble than they are worth, but on a weak board where you're willing to spend {{Cost|5}} for a Silver, you should keep them in mind. <br />
=== Synergies/Combos ===<br />
* [[Combo: Chancellor and Stash]]<br />
** Works even better with {{Card|Scavenger}}<br />
* Any other source of rapid [[cycling]] (e.g., large +Cards cards like {{Card|Envoy}} and {{Card|Embassy}}) to make you reshuffle more frequently<br />
* Technically works with {{Card|Wishing Well}} and {{Card|Mystic}}, or as a defense to {{Card|Saboteur}}, but in practice this is rarely effective<br />
<br />
=== Antisynergies ===<br />
* {{Card|Royal Seal}} and {{Card|Venture}} are Silver-equivalent {{Cost|5}}-cost Treasures which are usually better.<br />
* Opponents' discard attacks nullify the typical use of Stash to buy a Province, as 3 of them is not enough to buy a Province.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|StashOld|Stash}} || {{CardVersionImage|StashDigital|Stash from Goko/Making Fun}} || {{Cost|2}}.<br>When you shuffle, you may put this anywhere in your deck. || Stash 1st Edition || February 2010<br />
|-<br />
| {{CardVersionImage|Stash|Stash}} || ''not yet implemented'' || {{Cost|2}}.<br>When shuffling this, you may look through your remaining deck, and may put this anywhere in the shuffled cards. || Stash [[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 />
!Czech <br />
| Tajná skrýš || || || <br />
|-<br />
!Dutch <br />
| Geldbuidel (lit. ''moneybag'') || || || <br />
|-<br />
!Finnish <br />
| Kätkö || {{CardLangVersionImage|Finnish}} || || <br />
|-<br />
!French <br />
| Cachette || {{CardLangVersionImage|French}} || || <br />
|-<br />
!German <br />
| Geldversteck || {{CardVersionImage|Stash_German-HiG|German language Stash}} || || {{Cost|2}}<br>Nachdem du deinen Ablagestapel gemischt hast, darfst du diese Karte an eine beliebige Stelle in deinen Nachziehstapel einsortieren.<br />
|-<br />
!Italian <br />
| Gruzzolo (lit. ''hoard'') || || || <br />
|-<br />
!Japanese <br />
| へそくり (pron. ''hesokuri'') || || || <br />
|-<br />
!Korean <br />
| 비자금 (pron. ''bijageum'', lit. ''slush fund'') || || || <br />
|-<br />
!Norwegian <br />
| Skjult reserve (lit. ''hidden reserves'') || || || <br />
|-<br />
!Polish <br />
| Zaskórniak (lit. ''nest egg'') || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Тайник (pron. ''taynik'', originally used for {{Card|Secret Chamber}}) || || || <br />
|-<br />
!Spanish <br />
| Alijo || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:StashArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The art includes faces of SdJ jury members on the coins. The expansion symbol is the award poppel.<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=This is a Seaside outtake, though it started in a later small set that dissolved, from when I rearranged everything into 16-card expansions. It seemed like a good fit for Seaside's next-turn theme. There was a victory card with a similar mechanic, which did not seem worth preserving. Obv. you put that one on the bottom.<br />
<br />
Stash had two issues. First, I didn't have the different-back mechanic yet. So like you set them aside, or dug through your discard pile for them. It was not going to be pretty rules-wise, since by default you can't look through your discard pile. And second, it was not that interesting. There are some cute interactions, but on the whole, it didn't seem necessarily worth a slot in the set. So it left.<br />
<br />
Later I realized I could have a different card back, solving the rules issues. I immediately put it on a list of potential promos, with an eye towards putting it in an expansion if it wasn't needed as a promo. It was though, and there it is. To me this is the ideal promo: exotic-looking, but not actually complex; interesting when you read about it, but not something I'm sad didn't make an expansion.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=I am pleased with Stash. Stash is the perfect promo: it's wacky in a way that isn't actually tricky, it has a little subtlety to it, and yet it really isn't depriving some expansion of a cool card.<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 Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Coin_tokenCoin token2018-08-14T13:33:50Z<p>Rabenkind: /* In other languages */</p>
<hr />
<div>[[Image:Coins.jpg|thumb|right|300px|Some Coin tokens.]]<br />
<br />
Several cards have effects that put '''Coin tokens''' on a mat to keep track of certain parameters—most often the [[Coffers]] mat. They are represented by small metal [[materials|tokens]] in the likeness of the Dominion [[Coin]] ({{Cost}}). Coin tokens are made of brass-plated steel, have a diameter of 15 millimeters and show the same engraving on both sides.<br />
== Uses ==<br />
* {{Card|Pirate Ship}}<br />
* {{Card|Trade Route}}<br />
* Coffers:<br />
** {{Card|Candlestick Maker}}<br />
** {{Card|Plaza}}<br />
** {{Card|Baker}}<br />
** {{Card|Butcher}}<br />
** {{Card|Merchant Guild}}<br />
== Trivia ==<br />
Before the [[second edition]], the Coffers function of Coin tokens did not have a special name, and was simply referred to as "Coin tokens".<br />
=== In other languages ===<br />
* Finnish: Kolikko (lit. ''coin'')<br />
* German: Münzmarker<br />
<br />
{{Navbox Mechanics}}<br />
[[Category:Tokens]]</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Black_MarketBlack Market2018-08-14T13:28:12Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Black Market<br />
|type1 = Action<br />
|cost = 3<br />
|illustrator = Franz Vohwinkel<br />
|text = +{{Cost|2}}<br/>Reveal the top 3 cards of the Black Market deck. Play any number of Treasures from your hand. You may buy one of the revealed cards. Put the rest on the bottom of the Black Market deck in any order.<br />
|text2 = Setup: Make a Black Market deck out of different unused Kingdom cards.<br />
}}<br />
<br />
'''{{Card|Black Market}}''' is a [[promo|promotional]] [[Action]] card that allows players to buy [[Kingdom card|Kingdom cards]] that are not in the [[supply]] for the current game. It has a reputation for leading to swingy and unpredictable games because the Black Market deck contains only one copy of each card and they appear in a random order.<br />
<br />
As the only card that can allow you to accumulate {{Cost}} from [[Treasure]] cards during the [[Action phase]] of a turn, Black Market can enable some exotic combos. The presence of Black Market in a game can also lead to odd consequences such as an eleventh Kingdom card being in the supply without {{Card|Young Witch}}, or [[Ruins]] being in the supply without [[Looter|Looters]], since Young Witch or Looters may be in the Black Market deck. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Black Market allows you to Buy a card during the Action phase.<br />
* You can use {{Cost}} provided by other Action cards played earlier in the Action phase and you can also play Treasure cards from your hand to pay the cost of the bought card.<br />
* The Treasure cards are played to the table in your play area, just as you would during the Buy phase.<br />
* You may play more Treasure cards than are required for the purchase; the extra {{Cost|}} from Action cards and Treasure cards are available to use during your Buy phase.<br />
* You may even play Treasure cards without Buying a card.<br />
* You may not reuse {{Cost}} already spent during a turn. <br />
* A card bought during the Action phase does not count as a card bought in your Buy phase, so you do not need an Action card giving you +1 Buy to still buy a card during your normal Buy phase. <br />
* To use the Black Market Kingdom card, you must create a Black Market deck before starting the game. The Black Market deck is made up of Kingdom cards that are not in the [[Supply]] of the current game. The players should agree before the game which cards will be used to create the Black Market deck (for example, you could agree to use one of every Kingdom card you own that is not a part of the Supply).<br />
* It is recommended that the Black Market deck contain at least 15 Kingdom cards, with no duplicates.<br />
* All players can see which cards are placed in the Black Market deck before the game begins. <br />
* Take one of each selected Kingdom card, shuffle them together, and place the deck face down on the table where all players can reach it.<br />
* This deck is not a Supply pile and if it is emptied, it does not count towards the end game conditions.<br />
* If you play Black Market and the Black Market deck is empty, you cannot buy a card but you still get +{{Cost|2}}.<br />
* If you play Black Market and choose not to buy one of the three cards from the Black Market deck, you still get +{{Cost|2}}.<br />
<br />
=== Other Rules clarifications ===<br />
* Black Market does ''not'' give you an extra buy phase, so the cost of {{Card|Peddler}} stays at {{Cost|8}}, and you may not spend [[Coin token|Coin tokens]] while resolving Black Market. <br />
* Only one [[Knight]] may be placed in the Black Market deck.<br />
* It is not necessary to include ''every'' unused Kingdom card; you may decide how many cards to include in the Black Market deck, and which ones, in any way. In general, [[Donald X]] is a bit indifferent as to how the Black Market deck should be constructed specifically, especially given the complexities introduced to Kingdom card piles in more recent expansions. <br />
** On [[Isotropic]], only a subset of cards not in the game was available in the Black Market deck.<br />
** [[Dominion Online]] creates a deck of up to 60 cards (less if both players have a free account). It does not include cards with an obvious setup that would give away what's in the Black Market deck, such as {{Card|Trade Route}}, {{Card|Tournament}}, {{Card|Young Witch}}, {{Card|Baker}}, or [[Traveller]]s.<br />
* If you buy a card from the Black Market deck and then use {{Card|Trader}} to prevent yourself from gaining it, the bought card goes back ''on top'' of the Black Market deck.<br />
* You cannot pay off [[Debt]] while buying from the Black Market, and you cannot buy anything from the Black Market if you have {{Debt}}.<br />
* On Dominion Online, the Black Market deck is shuffled after every card in it has been seen.<br />
<br />
== Strategy Article (Titandrake) ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=5079 Original article]''<br />
<br />
Often, Dominion cards can be classified into a certain category. You have [[trasher|trashers]] like {{Card|Chapel}} and {{Card|Remake}}, [[terminal draw|+Cards]] like {{Card|Smithy}}, +Buy from {{Card|Woodcutter}} and {{Card|Herbalist}}, and +Actions from [[villages]]. Although this is not an exhaustive list, it shows that many Dominion cards can be grouped together into certain general effects.<br />
<br />
Black Market throws all of that out the window. It is the only card in the game that allows you to buy cards from outside the game. And because of this, it is one of the most high-variance cards in the game. You can lose a game because one player managed to pick out a power card from the Black Market and you didn't, and there isn't really much you can do about it.<br />
<br />
=== Downsides ===<br />
Black Market is terminal. Because of this, it must always be judged in comparison to [[Silver_test|buying a Silver instead]] of Black Market.<br />
<br />
Black Market is highly likely to give you otherwise strong cards at the wrong time. Let's suppose you buy a Black Market on T1/T2. Then you play it on T3/T4. That means that if you buy Chapel from the Black Market, the earliest you can see that card is on turn 5; that's way too late to start trashing your starting cards. It might give you a [[curser]] when you're already greening, or good [[villages]] before you've bought any terminals, or terminals when you haven't bought enough villages. It's unpredictable. There is absolutely no guaranteeing that you find the card you want, with the money to pay for it. The most important thing to remember about Black Market is that you should never assume you'll get a specific card. To get the most from the card, you need a variety of cards that you would want to buy, and you need to be flexible in building a plan that can accommodate or benefit from them.<br />
<br />
=== When to buy Black Market ===<br />
<br />
* A slow game. This is probably the most important point to keep in mind. Black Market is only useful if you actually get the time to play the action card you bought. Against a fast [[Big Money]] strategy, like {{Card|Embassy}}-BM or {{Card|Courtyard}}-BM, I would hesitate at picking up Black Market. The fast pace means you play fewer Black Markets, have a smaller chance of obtaining a good card, and an even smaller chance of having that card have a meaningful impact.<br />
* [[Villages]]. Unless you're buying Black Market for variety (see a later point for this), villages are almost essential to Black Market. Because of how the Black Market deck is created, you are going to primarily be buying actions, often [[terminal|terminals]]. You need villages to ensure you can actually play them. <br />
* [[Engine]] decks. If you can play Black Market every turn, you're bound to find what you want fairly quickly. The problem is that buying Black Market early will probably hurt the speed of your engine deployment. So in these games, you want to do it after you've picked up a few pieces. {{Card|Throne Room|Throne Rooms}} and {{Card|King's Court|King's Courts}} are particularly good with Black Market. They allow you to rapidly churn through the Black Market deck and loot the best cards. The overall deck will become a good match too with many different action cards and some terminal actions for +{{Cost|2}} coins.<br />
* Strong cards in the BM deck, preferably those strong even when bought late. Remember that when buying from a Black Market, you're getting the card turn 5 at the earliest. So although buying trashers from the Black market is tempting, I would hesitate about it. There's a reason you open Chapel, {{Card|Steward}}, and Remake on T1/T2, and not on turn 5. Even {{Card|Ambassador}} is not an amazing buy from the Black Market. Also, there need to be strong ''cards''. Not one strong card and several weak ones. There should be a couple (at least 3) cards that you really want from the Black Market, as well as some that you would be fine with adding to your deck (generally [[cantrip|cantrips]]).<br />
<br />
Cards that like variety can benefit, sometimes hugely, from the extra variety afforded by the Black Market cards. These cards include:<br />
* {{Card|Fairgrounds}}. [[Combo: Black Market and Fairgrounds|Black Market–Fairgrounds]] is very strong, and is worth considering even if there are not many villages in the game. I'm honestly not sure how it compares to the top-tier BM decks, like {{Card|Masquerade}}-BM, but you can get very high point-scoring Fairgrounds with Black Market out.<br />
* {{Card|Horn of Plenty}}. Black Market alone does not make Horn of Plenty a viable strategy, but Black Markets make a great addition to otherwise viable decks based around this card.<br />
* {{Card|Menagerie}}. The synergy between these cards is obvious: Menagerie benefits from the added diversity of Black Market, and in turn provides the Card-drawing power, while being non-terminal, adding two factors that help you get the most of your Black Markets.<br />
* {{Card|Harvest}}, while not a power card or game-changer, benefits from the added variety from Black Market. It also provides disappearing Virtual Coin, which can be of use in a Draw-up-to-X engine, which synergize with Black Market as discussed below.<br />
<br />
Other cards on the board that synergize with Black Market are:<br />
* {{Card|Vineyard}}. Vineyard likes slow games as well (ignoring Vineyard rushes with {{Card|Ironworks}} and the like.) So Black Market can be useful in picking up lots of actions, and as a source of virtual +Buy. Ideally, the Black Market will have lots of cantrips, or the board or the Black Market deck will have decently strong attacks to slow down the pace of the game.<br />
* {{Card|Tactician}}. So Black Market is an amazing way to fuel a [[Double Tactician]] deck. Play Black Market, play Tactician, use massive buying power from the Treasure in play. This is discussed at [[Combo: Black Market and Tactician]]. <br />
* [[Treasure|Treasures]] with special abilities. Getting treasures played mid-turn uniquely allows advantages from kingdom Treasures, such as {{Card|Royal Seal}}, and {{Card|Quarry}} to be available before the buy phase. <br />
* Draw-up-to-X engines like {{Card|Watchtower}}, {{Card|Library}}, {{Card|Minion}} can draw after you've played your Treasures. (Menagerie also has a similar effect.)<br />
<br />
Cards to watch out for in the Black Market deck are:<br />
* [[Curser|Cursers]]. Although curse-givers are much stronger early on in the game than later, Curses are still amazingly painful. Still, if there's only one Curser and nothing else, I wouldn't bother unless the board was very slow. The chances of getting it are too slim otherwise.<br />
* Missing engine components. This should be considered more as a bonus than as an active reason to buy it.<br />
* Good engines typically have +Actions, +Cards, and +Buys. If one of those categories is missing from the board, you can try to get it from the Black Market. As mentioned before, trying to get missing +Actions from Black Market is usually not worth it. Trying to get that missing +Buy is alright, but don't neglect {{Card|Province|Provinces}}/{{Card|Colony|Colonies}}. Finally, picking up [[terminal draw]] can be quite good, but should be considered more as a side goal. <br />
* {{Card|Tournament}}. Yep, Tournament gets its own section. It's that good. I might be overdoing it, but if I see Tournament in the Black Market, I'd buy Black Market about 80% of the time. If you get the only Tournament in the game, you get exclusive access to all the [[Prize|Prizes]]. And the prizes are really good. Essentially, Tournament can be considered as a potential Curser, +Buy, +Actions...you get the idea. The best part is that because Tournament is most useful after the first Province, it is relevant over almost the entire game.<br />
<br />
=== What can mess up a Black Market deck ===<br />
<br />
One way to misplay Black Market is to buy too many terminal actions. It is very tempting to take terminals offered from the black market stack, since the opportunity might not come again, but this is the classic way to break your deck. This also needs to factor into your decision whether to buy the Black Market or not.<br />
<br />
A second way to misplay Black Market is to have a weak deck, expecting the Black Market to rescue it. If the deck is weak then you might not have enough coins in hand to buy the best cards when they are offered. Get the foundations of the deck right and then bring in the Black Market if you need it.<br />
<br />
Cards with {{p}} in the cost may sometimes show up in the Black Market deck when there are no {{p}}-cost cards in the supply (or only ones you don't want, like {{Card|Transmute}}). Buying a {{Card|Potion}} just to hope you can use it to snatch a {{Card|Possession}}, {{Card|Golem}}, {{Card|Familiar}}, or whatever from the Black Market deck is usually a mug's game, though: on most turns it'll simply be a [[dead]] card in your deck, and there's no guarantee it'll ''ever'' be useful to you.<br />
<br />
Lastly, if you insist on always buying a card from the Black Market, it will lead to a lot of bad plays. Suppose you open Black Market, and draw your Black Market with three coppers on turn 3. If the market only contains cost {{Cost|2}}-{{Cost|3}} cards, or {{Cost|6}} cards that you can't afford, unless one of the cheaper cards is essential to your strategy, it is usually better to forgo the Black Market buy and instead get a {{Cost|5}} card from the Supply. Always compare your options to what is on the board and consider [[opportunity cost]], only buying cards when you get a distinct advantage from them. Even if you are playing a Variety-driven strategy like Menagerie or Fairgrounds, it is not necessary or beneficial to buy from the Black Market every time you play it.<br />
<br />
=== Synergies/Combos ===<br />
* [[Combo: Black Market and Tactician | Black Market/Tactician]] is a top-notch combo enabling a powerful [[double Tactician]] deck, since Black Market allows you to play your [[Treasure|Treasures]] and then play {{Card|Tactician}}.<br />
* Black Market is a strong enabler for {{Card|Fairgrounds}}, since Fairgrounds depends on differently-named cards for its value and Black Market greatly increases the number of differently-named cards available in a game.<br />
* Since most cards in the Black Market deck are [[Action|Actions]], {{Card|Quarry}} is helpful for buying good cards from the Black Market deck and still having enough money left over to buy another useful card during the [[Buy phase]] of the same turn.<br />
* When the Black Market deck contains powerful [[terminal]] Actions, [[villages]] are helpful to ensure that cards acquired from it can be regularly played.<br />
<br />
=== Antisynergies ===<br />
* Powerful cards already in the Kingdom make searching the Black Market unnecessary and risky.<br />
* When an [[engine]] depends on cards from the Black Market, it is particularly vulnerable to cards like {{Card|Swindler}}, {{Card|Saboteur}}, and [[Knight|Knights]], which can trash key engine pieces with no good way of replacing them.<br />
<br />
== Strategy Article (-Stef-) ==<br />
''[http://forum.dominionstrategy.com/index.php?topic=11896.0 Original article]''<br />
<br />
This is my favorite card. I love the variety it brings to the game. It is a tricky card to play well, and at least as difficult to write a good article about. Some dominating cards like {{Card|Rebuild}} or {{Card|Cultist}} make all the games look the same so you can give pretty specific rules for those games. For Black Market I can't go much beyond general advice and some examples.<br />
<br />
=== Yes or No? ===<br />
Only play Black Market in an [[engine]]. Fortunately an engine is almost always viable with Black Market on the board. In general, you should play engines unless a) the engine is too weak or b) something else is too strong. That may sound like lame advice but what I'm trying to say is that Black market on the board simply makes a) impossible. Your Black Market-engine will eventually always be powerful enough. So the only reason not to play Black Market is if you lose the game before the long run ever happens. Look for...<br />
<br />
* Strong [[Junking attack|junking]] in the regular kingdom + no or weak [[trasher|trashing]] (think Cultist, {{Card|Mountebank}})<br />
* Strong [[slog]] / [[Big money|BM]] option in the kingdom (perhaps [[Combo: Trader and Feodum|Trader - Feodum]], or [[Combo: Horse Traders and Duke|Horse Traders - Duke]]) and nothing to kill it<br />
* No [[Village (card category)|villages]] (and no {{Card|Hunting Party}}, {{Card|Minion}} or other non-terminal engine)<br />
<br />
The most important thing to take away from this is: the decision whether to play with Black Market does not depend on the content of the Black Market deck. It depends almost entirely on the regular kingdom and whether that allows you to build an engine. The Black Market will always provide you with payload for your engine, and it will always contain some useful cards and some mediocre ones.<br />
<br />
=== Balance ===<br />
A tricky thing to get right with Black Market is the balance. The card itself is [[terminal]], and so are many of the cards you buy with it. All those shiny prizes can easily lead you astray from your main early goal: somehow get to the point where you can play your entire deck every turn. Get the engine running. This is important in almost any engine, but especially so in engines that allow you to gain mid-turn, and Black Market is the very star in that category. Far too many players focus on gaining certain cards from the Black Market in their analysis of the board or gameplan.<br />
<br />
=== 0, 1 or 2 ===<br />
Black Market is a terminal payload card that gets you even more payload cards. With those kind of cards it's much better to play your only copy more frequently than it is to get multiple copies. Your initial plan should be to play with 1 Black Market. Exceptions arise when you can't significantly get the frequency up (no trashing, no village+draw) or when the Black Market contains some cheap bombs. I estimate 10% for 0, 60% for 1 and 30% for 2 early copies. 2 copies is more likely in a [[mirror]] than when you play against some form of Big Money or slog.<br />
<br />
=== Bombs ===<br />
Sometimes the Black Market contains some exceptionally strong cards in the given kingdom. I don't like writing this section because almost everybody overestimates the importance of this already, but hey - it does exist. {{Card|Tournament}} is likely to be the one; it could be {{Card|Ambassador}}, any trasher, {{Card|Possession}}, {{Card|Goons}}, {{Card|Tactician}} or {{Card|King's Court}}. It's really rare that the bomb is a junker like {{Card|Witch}}. If you're in a game with a bomb in the Black Market, make sure to have a plan. This plan could be a) I'm just going to get the bomb and win because of it or b) I'm going to build a deck that has a chance even when my opponent gets the bomb. If b) is an option I always go for it, but sometimes it just isn't and you should probably buy a second Black Market.<br />
<br />
=== Slow it down ===<br />
If your opponent doesn't mirror, look for ways to slow the game down. You will always win the long run. How are they going to end the game before you have more? If it involves a 3-pile, can you prevent buying from those piles?<br />
<br />
=== Combos ===<br />
Also, [[Combo: Black Market and Tactician|Tactician]] is amazing because you can just use all your money on the turn you play Tactician.<br />
<br />
=== Synergies ===<br />
* {{Card|Watchtower}}, {{Card|Library}}, {{Card|Menagerie}} all allow you to draw more cards after you put your money into play<br />
* {{Card|Throne Room}} is fantastic for both providing enough +Actions and doubling up everything you have only one of<br />
* {{Card|Quarry}} is good mostly because of the virtual +Buy, and sometimes you can upgrade {{Card|Curse|Curses}} into Menageries after you put Quarry into play<br />
* {{Card|Horn of Plenty}} can gain you a card mid-turn that you can often use immediately<br />
* {{Card|Fairgrounds}} obviously becomes worth a lot with all those uniques<br />
<br />
=== Example games ===<br />
''{{Card|Beggar}}, {{Card|Cellar}}, {{Card|Moat}}, Black Market, {{Card|Great Hall}}, {{Card|Ironworks}}, {{Card|Scavenger}}, {{Card|Treasure Map}}, {{Card|Walled Village}}, {{Card|Hoard}}''<br />
<br />
You and your opponent both open Ironworks/Black Market. On your turn 3 you have 3 coppers and both your action cards.<br />
What do you gain with Ironworks, and do you buy something out of Worker's Village, Smithy, Spice Merchant? How does this affect your gameplan?<br />
You gain a Walled Village. Your deck will require lots of villages.<br />
You buy the Spice Merchant. That's really a great early card to remove coppers and increase cycling.<br />
As a result, you might skip a second Black Market, that you would otherwise certainly have bought on turn 4.<br />
[http://www.gokosalvager.com/static/logprettifier.html?20141009/log.5182cd42e4b05e4ebc88aeed.1412880850553.txt log]<br />
<br />
''{{Card|Herbalist}}, Black Market, Great Hall, {{Card|Sage}}, {{Card|Scheme}}, {{Card|Workshop}}, {{Card|Ironmonger}}, Scavenger, Throne Room, Library, {{Card|Altar}} (with [[Shelter|Shelters]])''<br />
<br />
You open Black Market/Workshop and your opponent prefers Black Market/Ironmonger.<br />
On your turn 3 you draw all the Shelters, a {{Card|Copper}} and the Workshop. What do you [[gain]]?<br />
I think I'd already get a Throne Room now, but Ironmonger is also reasonable.<br />
On turn 4 you get Black Market with 4 Coppers and you get served {{Card|Council Room}}, Wharf, {{Card|Squire}}. What do you buy?<br />
You return them all and buy an Altar. Wharf is a great card but not what you need in this kingdom. Draw is provided by Library and reliability comes from Scheme.<br />
[http://www.gokosalvager.com/static/logprettifier.html?20141003/log.50b20dc3e4b0c9ce0cf27eb3.1412337734714.txt log]<br />
<br />
''Black Market, {{Card|Fishing Village}}, {{Card|Caravan}}, {{Card|Conspirator}}, Ironworks, {{Card|Bazaar}}, {{Card|Merchant Guild}}, {{Card|Wharf}}, Goons, Hoard''<br />
<br />
You open {{Cost|4}}/{{Cost|3}} but get a coin token from {{Card|Baker}} in the Black Market. What do you buy?<br />
Fishing Village/Wharf. First mission is to get the draw up and make the engine running; add Ironworks on your next {{Cost|5}} miss and mostly hunt for Wharves.<br />
Maybe you'll pick up a Black Market late, maybe not, but it's not likely to have too much impact on the game.<br />
[http://www.gokosalvager.com/static/logprettifier.html?20140817/log.50b20dc3e4b0c9ce0cf27eb3.1408305893596.txt log]<br />
<br />
''{{Card|Vineyard}}, Black Market, {{Card|Fortune Teller}}, {{Card|Mining Village}}, {{Card|Moneylender}}, Quarry, {{Card|Hunting Party}}, {{Card|Inn}}, {{Card|Journeyman}}, {{Card|Hunting Grounds}}''<br />
<br />
You open Black Market/Quarry against a Journeyman/- opening. On turn 3 you have {{Cost|4}} for a Moneylender and turn 4 is {{Cost|3}} for another Black Market.<br />
On turn 5 all of these cards clash and you gain {{Card|Vagrant}}+Inn. Turn 6 nets in a Mining Village and on turn 7 you finally get a good turn. You have {{Cost|6}} to spend when Black Market presents you with {{Card|Herald}}, Mountebank and Tactician. In the meanwhile your opponent bought a Gold, 2 Silvers and 2 Journeymen. What to get now?<br />
As Black Market player you can completely ignore the Provinces if you have to, and without +Buy your opponent can't 3-pile either.<br />
That means that despite your horrible start you'll still easily win this game unless a miracle happens. Investing in reliability (Tactician) feels like the right play to me here, even though Mountebank is a great card.<br />
[http://www.gokosalvager.com/static/logprettifier.html?20140815/log.50b20dc3e4b0c9ce0cf27eb3.1408122977966.txt log]<br />
<br />
''{{Card|Transmute}}, Moat, {{Card|Pearl Diver}}, {{Card|Stonemason}}, Black Market, Caravan, {{Card|Marauder}}, Trader, {{Card|Young Witch}}, Inn, {{Card|Rogue}}''<br />
<br />
You open Black Market/Marauder versus Silver/Marauder. Your opponent continues with Trader, signalling BigMoney. What is your gameplan now?<br />
Black Market is simply the wrong call here; I don't think any engine is going to win. Two junkers in the kingdom, no trashing and barely any draw. You need to get a lot of the Caravans, Ruins will run out all by themselves and Stonemason does the rest. Maybe if you pull 3+ Smithy variants AND a superb trasher like {{Card|Urchin}} or {{Card|Remake}} you still stand a chance, but here they weren't even available and I was just fooling around/losing.<br />
[http://www.gokosalvager.com/static/logprettifier.html?20141003/log.50b20dc3e4b0c9ce0cf27eb3.1412377099760.txt log]<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Black MarketOld|Black Market}} || {{CardVersionImage|BlackMarketDigitalOld|Black Marketfrom Goko/Making Fun}} || +{{Cost|2}}. Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order. ''(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.)'' || Black Market 1st Edition || March 2009<br />
|-<br />
| {{CardVersionImage|Black Market|Black Market}} || {{CardVersionImage|BlackMarketDigital|Black Market from Shuffle iT}} || +{{Cost|2}}. Reveal the top 3 cards of the Black Market deck. Play any number of Treasures from your hand. You may buy one of the revealed cards. Put the rest on the bottom of the Black Market deck in any order.<br>Setup: Make a Black Market deck out of different unused Kingdom cards. || Black Market [[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 />
| 黑市 (pron. ''hēishì'') || || || <br />
|- <br />
!Czech <br />
| Černý trh || || || <br />
|-<br />
!Dutch <br />
| Zwarte markt || || || <br />
|-<br />
!Finnish <br />
| Musta pörssi || || || <br />
|-<br />
!French <br />
| Marché noir || || || <br />
|-<br />
!German <br />
| Schwarzmarkt || {{CardVersionImage|Black Market German-ASS|German language Black Market}} || ||'''+''' {{Cost|2}}<br>Decke die obersten 3 Karten vom Schwarzmarkt-Stapel auf. Du darfst sofort '''eine''' der aufgedeckten Karten '''kaufen'''. Lege die nicht gekauften Karten in beliebiger Reihenfolge unter den Schwarzmarkt-Stapel zurück.<br>Spielvorbereitung: Vor Spielbeginn wird ein Schwarzmarkt-Stapel gebildet. Dieser enthält jeweils eine Karte aller Königreichkarten, die nicht im Vorrat sind.<br />
|-<br />
!Italian <br />
| Mercato Nero || || || <br />
|-<br />
!Japanese <br />
| 闇市場 (pron. ''yamishijō'') || || || +{{Cost|2}}。闇市場デッキの上から3枚を公開する。手札から好きな枚数の財宝カードを使用する。公開した中の1枚を購入してもよい。残りを好きな順番で闇市場デッキの下に置く。準備:使用されない王国カード各1枚で闇市場デッキを作る。 <br />
|-<br />
!Korean <br />
| 암시장 (pron. ''amsijang'') || || || <br />
|-<br />
!Polish <br />
| Czarny rynek || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Чёрный Рынок (pron. ''chorny rynok'') || || || <br />
|-<br />
!Spanish <br />
| Mercado Negro (''unreleased'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Black_MarketArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The expansion symbol is the Spielbox magazine symbol. <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=This started in Seaside. Seaside involves your next turn; Black Market reaches into the next game. It was adored by some players - a star of the set - and seemed harmless to everyone else. It left the set though, due to the combination of rules wackiness, and the cumbersome set-up. I have never had to do that set-up - I don't have separate randomizer cards, because why print 11 cards each time I change something when 10 will do. I use one card from each pile for the randomizer, putting it into the pile to play and returning one to the randomizer after the game. So Black Market had no set-up at all for me - I already had a pile of unused cards with the proper back right there. But we included a separate randomizer deck in the main set. So there was this set-up. So, wackiness, set-up, it left the set.<br />
<br />
<br />
Then we needed a promo, Dale said why not Black Market, and I was eager to have it exist after all. Ultimately it's not a great choice for a promo. It still has the set-up and still has the wackiness, only now you don't have a rulebook telling you how it works, you have a slip of paper you lose and then the internet. I'm still glad it exists though, it's a fun card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Black Market could be a lot simpler. You make it gain cards directly, to get rid of the buying-during-action-phase thing, and then make a special dedicated deck for it, to simplify set-up. And hey I made that card, it's {{Card|Tournament}}.<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 Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/EnvoyEnvoy2018-08-14T13:21:11Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Envoy<br />
|type1 = Action<br />
|cost = 4<br />
|illustrator = Matthias Catrein<br />
|text = Reveal the top 5 cards of your deck. The player to your left chooses one. Discard that one and put the rest into your hand.<br />
}}<br />
<br />
'''Envoy''' is a [[Promo|promotional]] [[Action]] card. It gives +4 cards, but lets the opponent choose the worst 4 out of 5; as such, it works best in homogeneous decks where the best cards aren't much better than the average, and it's more important to just have a large number of them. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest.<br />
* The player to your left then chooses one of the revealed cards for you to discard and then you put the rest to your hand.<br />
* If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you put the rest to your hand.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There isn't a strategy article for Envoy. Envoy is often commonly used in Envoy+[[Big Money]], and was mentioned in [http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ this article] by HiveMindEmulator, edited by theory. <br />
<br />
Envoy is the closest cousin of {{Card|Smithy}} — so close that it was cut from [[Intrigue]] due to the great similarity. So what is the difference? Envoy adds 4 cards to your hand instead of 3, and draws 5. Because it draws so many more cards, you really can’t afford to add any terminal actions to your deck if you're playing Envoy-Big Money (i.e. no second Envoy). In the Envoy turn you see more than half your deck, so the probability of collision is higher than the probabilty of non-collision until your deck size is at least 19, at which point the game is nearly over and you should be buying [[Victory]] cards. Although you can’t really add any other terminals to Envoy, you still get plenty of plays out of your single Envoy due to the rapid cycling. Though you want to avoid terminal actions, you should still be willing to open {{Card|Jack of all Trades}} or {{Card|Island}} before getting your Envoy (with {{Card|Masquerade}}, you’re better off just skipping the Envoy).<br />
<br />
Envoy-Big Money is a common benchmark, because it reaches four Provinces extremely fast. In truth, it is only slightly better than Smithy-Big Money, because it is not at all resilient to greening - since your opponent gets to pick which card out of 5 you discard, you'll find that you're seeing your green cards more often and your {{Card|Gold|Golds}} less often as you get more junk in your deck. <br />
<br />
Envoy also works well in [[engine|engines]], but requires a bit of redundancy - you have to make sure that even if your opponent consistently picks either Envoys or [[Villages]] to discard, you'll still have enough of both to draw what you need. <br />
=== Synergies/Combos ===<br />
* [[Big Money]]<br />
* redundancy in engines, which probably requires low-cost ({{Cost|2}}-{{Cost|4}}) [[Villages]]<br />
* Monotonous decks where most cards are average, with very few very good or very bad ones. (Such as a Big Money deck with mostly Silvers and Coppers, but could also be an engine deck with lots of {{Cost|2}}-{{Cost|5}} cantrips) <br />
=== Antisynergies ===<br />
* [[Alt-VP]], since they give engines a chance to catch up, and Envoy-Big Money decks are not resilient to greening. <br />
* High-variance decks. <br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|EnvoyOld|Envoy}} || {{CardVersionImage|EnvoyDigitalOld|Envoy from Goko/Making Fun}} || Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest. || Envoy 1st Edition || November 2008<br />
|-<br />
| {{CardVersionImage|Envoy|Envoy}} || {{CardVersionImage|EnvoyDigital|Envoy from Shuffle iT}} || Reveal the top 5 cards of your deck. The player to your left chooses one. Discard that one and put the rest into your hand. || Envoy [[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 />
| 使節 (pron. ''shǐjié'') || || || <br />
|- <br />
!Czech <br />
| Posel || || || <br />
|-<br />
!Dutch <br />
| Gezant || || || <br />
|-<br />
!Finnish <br />
| Lähettiläs || || || <br />
|-<br />
!French <br />
| Délégué || || || <br />
|-<br />
!German <br />
| Gesandter || {{CardVersionImage|Envoy German-HiG|German language Envoy}} || || Decke die obersten 5 Karten von deinem Nachziehstapel auf. Der Spieler links von dir wählt eine der aufgedeckten Karten aus. Lege die gewählte Karte ab. Nimm die übrigen Karten auf die Hand.<br />
|-<br />
!Italian <br />
| Inviato || || || <br />
|-<br />
!Japanese <br />
| 公使 (pron. ''kōshi'', lit. ''minister'') || || || 山札の上から5枚を公開する。左隣のプレイヤーは、その中の1枚を選択する。あなたはそれを捨て札にし、残りを手札に加える。 <br />
|-<br />
!Korean <br />
| 사절 (pron. ''sajeol'') || || || <br />
|-<br />
!Polish <br />
| Poseł || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Посыльный (pron. ''posyl'ny'', lit. ''messenger'') || || || <br />
|-<br />
!Spanish <br />
| Enviado (''unreleased'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:EnvoyArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The expansion symbol is the Wiener Riesenrad in Vienna. <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=This started in Intrigue. It fit with the decisions theme; you give your opponent a decision. Often that amounts to just "discard the best card," and having your opponent pick just keeps you honest. Sometimes it's a real decision though. The mechanic seemed fine, but what the card did was, it was a terminal action that drew you cards. There was enough of that already between the main set and Intrigue. And the new part to Envoy was interesting, but didn't like give you a new deck to build or anything. In your deck, it was like a Smithy. So I took Envoy out, to perhaps try in a later expansion. <br />
<br><br />
Then one day Jay said, he needed a promo, could I have it say by tomorrow. I didn't want to steal a card from a future set, and also, I wanted something with as much playtesting as possible. That basically meant an outtake from the main set or Intrigue. Envoy was easily the best option.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Envoy is too lackluster to be a promo.<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 Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/EnvoyEnvoy2018-08-14T13:19:07Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Card<br />
|name = Envoy<br />
|type1 = Action<br />
|cost = 4<br />
|illustrator = Matthias Catrein<br />
|text = Reveal the top 5 cards of your deck. The player to your left chooses one. Discard that one and put the rest into your hand.<br />
}}<br />
<br />
'''Envoy''' is a [[Promo|promotional]] [[Action]] card. It gives +4 cards, but lets the opponent choose the worst 4 out of 5; as such, it works best in homogeneous decks where the best cards aren't much better than the average, and it's more important to just have a large number of them. <br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If you do not have 5 cards in your deck, reveal as many as you can and shuffle your discard pile to reveal the rest.<br />
* The player to your left then chooses one of the revealed cards for you to discard and then you put the rest to your hand.<br />
* If you do not have enough cards left to reveal 5 cards, even after shuffling, reveal as many as you can. The opponent to your left still discards one card before you put the rest to your hand.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There isn't a strategy article for Envoy. Envoy is often commonly used in Envoy+[[Big Money]], and was mentioned in [http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ this article] by HiveMindEmulator, edited by theory. <br />
<br />
Envoy is the closest cousin of {{Card|Smithy}} — so close that it was cut from [[Intrigue]] due to the great similarity. So what is the difference? Envoy adds 4 cards to your hand instead of 3, and draws 5. Because it draws so many more cards, you really can’t afford to add any terminal actions to your deck if you're playing Envoy-Big Money (i.e. no second Envoy). In the Envoy turn you see more than half your deck, so the probability of collision is higher than the probabilty of non-collision until your deck size is at least 19, at which point the game is nearly over and you should be buying [[Victory]] cards. Although you can’t really add any other terminals to Envoy, you still get plenty of plays out of your single Envoy due to the rapid cycling. Though you want to avoid terminal actions, you should still be willing to open {{Card|Jack of all Trades}} or {{Card|Island}} before getting your Envoy (with {{Card|Masquerade}}, you’re better off just skipping the Envoy).<br />
<br />
Envoy-Big Money is a common benchmark, because it reaches four Provinces extremely fast. In truth, it is only slightly better than Smithy-Big Money, because it is not at all resilient to greening - since your opponent gets to pick which card out of 5 you discard, you'll find that you're seeing your green cards more often and your {{Card|Gold|Golds}} less often as you get more junk in your deck. <br />
<br />
Envoy also works well in [[engine|engines]], but requires a bit of redundancy - you have to make sure that even if your opponent consistently picks either Envoys or [[Villages]] to discard, you'll still have enough of both to draw what you need. <br />
=== Synergies/Combos ===<br />
* [[Big Money]]<br />
* redundancy in engines, which probably requires low-cost ({{Cost|2}}-{{Cost|4}}) [[Villages]]<br />
* Monotonous decks where most cards are average, with very few very good or very bad ones. (Such as a Big Money deck with mostly Silvers and Coppers, but could also be an engine deck with lots of {{Cost|2}}-{{Cost|5}} cantrips) <br />
=== Antisynergies ===<br />
* [[Alt-VP]], since they give engines a chance to catch up, and Envoy-Big Money decks are not resilient to greening. <br />
* High-variance decks. <br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|EnvoyOld|Envoy}} || {{CardVersionImage|EnvoyDigitalOld|Envoy from Goko/Making Fun}} || Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest. || Envoy 1st Edition || November 2008<br />
|-<br />
| {{CardVersionImage|Envoy|Envoy}} || {{CardVersionImage|EnvoyDigital|Envoy from Shuffle iT}} || Reveal the top 5 cards of your deck. The player to your left chooses one. Discard that one and put the rest into your hand. || Envoy [[Second Edition|2nd Edition]] || February 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Language !! Name !! Text <br />
|-<br />
!Chinese <br />
| 使節 (pron. ''shǐjié'') || || || <br />
|- <br />
!Czech <br />
| Posel || || || <br />
|-<br />
!Dutch <br />
| Gezant || || || <br />
|-<br />
!Finnish <br />
| Lähettiläs || || || <br />
|-<br />
!French <br />
| Délégué || || || <br />
|-<br />
!German <br />
| Gesandter || {{CardVersionImage|Envoy German-HiG|German language Envoy}} || || Decke die obersten 5 Karten von deinem Nachziehstapel auf. Der Spieler links von dir wählt eine der aufgedeckten Karten aus. Lege die gewählte Karte ab. Nimm die übrigen Karten auf die Hand.<br />
|-<br />
!Italian <br />
| Inviato || || || <br />
|-<br />
!Japanese <br />
| 公使 (pron. ''kōshi'', lit. ''minister'') || || || 山札の上から5枚を公開する。左隣のプレイヤーは、その中の1枚を選択する。あなたはそれを捨て札にし、残りを手札に加える。 <br />
|-<br />
!Korean <br />
| 사절 (pron. ''sajeol'') || || || <br />
|-<br />
!Polish <br />
| Poseł || {{CardLangVersionImage|Polish}} || || <br />
|-<br />
!Russian <br />
| Посыльный (pron. ''posyl'ny'', lit. ''messenger'') || || || <br />
|-<br />
!Spanish <br />
| Enviado (''unreleased'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:EnvoyArt.jpg|thumb|right|354px|Official card art.]]<br />
=== Card Art ===<br />
{{Quote<br />
|Text= The expansion symbol is the Wiener Riesenrad in Vienna. <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=This started in Intrigue. It fit with the decisions theme; you give your opponent a decision. Often that amounts to just "discard the best card," and having your opponent pick just keeps you honest. Sometimes it's a real decision though. The mechanic seemed fine, but what the card did was, it was a terminal action that drew you cards. There was enough of that already between the main set and Intrigue. And the new part to Envoy was interesting, but didn't like give you a new deck to build or anything. In your deck, it was like a Smithy. So I took Envoy out, to perhaps try in a later expansion. <br />
<br><br />
Then one day Jay said, he needed a promo, could I have it say by tomorrow. I didn't want to steal a card from a future set, and also, I wanted something with as much playtesting as possible. That basically meant an outtake from the main set or Intrigue. Envoy was easily the best option.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]<br />
}}<br />
=== Retrospective ===<br />
{{Quote|<br />
|Text=Envoy is too lackluster to be a promo.<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 Promo}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Wolf_DenWolf Den2018-08-14T13:11:33Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Wolf Den<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Kendra Dodsworth<br />
|text = When scoring, '''-3'''{{VP}} per card you have exactly one copy of.<br />
}}<br />
<br />
'''Wolf Den''' is a [[Landmark]] from [[Empires]]. It penalizes players with negative {{VP}} for having single copies of cards in their deck.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Having no copies of a card, or two or more copies of a card, confers no penalty.<br />
* Scores can go negative.<br />
== Strategy ==<br />
=== Synergies and Combos===<br />
* Cards that stack in power when used in bulk, such as {{Card|Minion}}, {{Card|Hunting Party}} and {{Card|Cultist}}<br />
<br />
=== Antisynergies ===<br />
* {{card|Castles}}<br />
* [[Prize]]s<br />
* {{Card|Knights}}<br />
* {{Card|Fairgrounds}}<br />
* Cards you generally get a single copy of when no (other) trashing options are around, such as {{Card|Chapel}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Wolf Den|Wolf Den}} || {{LandscapeVersionImage|Wolf DenDigital|Wolf Den from Shuffle iT}} || When scoring, '''-3'''{{VP}} per card you have exactly one copy of. || Empires || June 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch<br />
| Wolvenhol || || || <br />
|-<br />
!Finnish<br />
| Sudenpesä || || || <br />
|-<br />
!French<br />
| Tanière des loups || || ||<br />
|-<br />
!German<br />
| Wolfsbau || || || Beim Zählen der {{VP}} Punkte:<br>-3{{VP}} pro Karte, von der du genau 1 Exemplar besitzt.<br />
|-<br />
!Japanese<br />
| 狼の巣 (pron. ''oinosu'') || || || ゲーム終了時、あなたが1枚だけ持っている カード1種類につき-'''3'''{{VP}}。 <br />
|-<br />
!Polish<br />
| Wilcze leże || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Волчье Логово (pron. ''volch'ye logovo'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Wolf_DenArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=Wolf Den is a negative Landmark. At the end of the game, each lonely card dings you. For extra fun, pair with attacks that trash cards, or ways to hand out cards to other players. That first {{Card|Duchy}} loses a little something.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15398.0 Empires Previews #4: Landmarks]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=Never changed, though there were related cards that didn't work out.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/WallWall2018-08-14T13:08:54Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Wall<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Joshua Stewart<br />
|text = When scoring, '''-1'''{{VP}} per card you have after the first 15.<br />
}}<br />
<br />
'''Wall''' is a [[Landmark]] from [[Empires]]. It penalizes players with negative {{VP}} for having too large of a deck.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* For example, if you had 27 cards in your deck, you would score -12{{VP}} for Wall.<br />
* Scores can go negative.<br />
== Strategy ==<br />
[[Event]]s go well with Wall, since they can provide beneficial effects without adding to your deck.<br />
Strong [[Trash]]ers and [[Remodel]]ers can keep your deck slim. Cards which can give your opponent [[Curse]]s will further penalize them. Cards which trash themselves or return themselves to their piles can also help.<br />
<br />
== Synergies ==<br />
* Strong trashing such as Chapel, Count<br />
* Actions that give victory points (Gatherings, Monument, especially Bishop)<br />
* Cursers, to give your opponent junk which now has a stacked penalty!<br />
<br />
== Antisynergies ==<br />
* Big Money<br />
* Alt-VP, particularly Gardens and Silk Road<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Wall|Wall}} || {{LandscapeVersionImage|WallDigital|Wall from Shuffle iT}} || When scoring, '''-1'''{{VP}} per card you have after the first 15. || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch<br />
| Muur || || || <br />
|-<br />
!Finnish<br />
| Muuri || || || <br />
|-<br />
!French<br />
| Remparts (lit. ''ramparts'') || || ||<br />
|-<br />
!German<br />
| Mauer || || || Beim Zählen der {{VP}} Punkte; besitzt du mehr als 15 Karten:<br>-1{{VP}} für jede weitere Karte über die 15. hinaus.<br />
|-<br />
!Japanese<br />
| 壁 (pron. ''kabe'') || || || ゲーム終了時、あなたが持っている15枚を超えるカード1枚につき-'''1'''{{VP}}。 <br />
|-<br />
!Polish<br />
| Mur || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Стена (pron. ''styena'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:WallArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=First it was 8{{VP}} if you had no more than 15 cards; then -1{{VP}} per 2 cards in your deck; then the version you know and love. Inspired by that [[Adventures]] Victory card outtake that rewarded you for having a small deck (itself inspired by a conversation on BGG, where I talked about possible future Victory cards, and decided inverse-{{Card|Gardens}} wouldn't be fresh enough, and David argued otherwise).<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Triumphal_ArchTriumphal Arch2018-08-14T13:01:24Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Triumphal Arch<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Claus Stephan<br />
|text = When scoring, '''3'''{{VP}} per copy you have of the 2nd most common Action card among your cards (if it’s a tie, count either).<br />
}}<br />
<br />
'''Triumphal Arch''' is a [[Landmark]] from [[Empires]]. It rewards players with {{VP}} for accumulating lots of copies of at least two different [[Action]] cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* For example, if you had 7 copies of {{Card|Villa}} and 4 copies of {{Card|Wild Hunt}}, you would score 12{{VP}}.<br />
=== Other Rules clarifications ===<br />
* The tie can be for either first or second place: if you had 7 copies each of Villa and {{Card|Village}}, you would score 21{{VP}}. If you had 7 copies of Villa, then 4 copies each of Village and Wild Hunt, you would score 12{{VP}}.<br />
== Strategy ==<br />
<br />
Synergies<br />
* Slog games<br />
* Card you want a lot of (Minion, Hunting Party, etc)<br />
* Gainers and +Buy<br />
<br />
Antisynergies<br />
* Big Money games<br />
* Trashing attacks<br />
* Castles, Fairgrounds, Prizes, Knights, Menagerie (sort of)<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Triumphal Arch|Triumphal Arch}} || {{LandscapeVersionImage|Triumphal ArchDigital|Triumphal Arch from Shuffle iT}} || When scoring, '''3'''{{VP}} per copy you have of the 2nd most common Action card among your cards (if it’s a tie, count either). || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Dutch<br />
| Triomfboog || || || ||<br />
|-<br />
!Finnish<br />
| Riemukaari || || || ||<br />
|-<br />
!French<br />
| Arc de triomphe || || || ||<br />
|-<br />
!German<br />
| Triumphbogen || {{LandscapeVersionImage|TriumphalArch_German-ASS|German Version by [[ASS Altenburger|ASS]]}} || || Beim Zählen der {{VP}} Punkte:<br>3{{VP}} pro Karte, die du von der zweithäufigsten Aktionskarte unter deinen Karten besitzt - bei Gleichstand zählen beide. || Error: "... count both."<br />
|-<br />
!Japanese<br />
| 凱旋門 (pron. ''gaisen-mon'') || || || ゲーム終了時、あなたが持っている中で2番目に多いアクションカード1枚につき'''3'''{{VP}}(同数の場合、いずれか1種類を数える)。 ||<br />
|-<br />
!Polish<br />
| Łuk triumfalny || {{LandscapeLangVersionImage|Polish}} || || ||<br />
|-<br />
!Russian<br />
| Триумфальная Арка (pron. ''triumfal'naya arka'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Triumphal_ArchArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=It started at 2{{VP}} per copy of your 2nd-most copious Action; Matt argued for bumping it up.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/TowerTower2018-08-12T07:46:08Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Tower<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Claus Stephan<br />
|text = When scoring, '''1'''{{VP}} per non-Victory card you have from an empty Supply pile.<br />
}}<br />
<br />
'''Tower''' is a [[Landmark]] from [[Empires]]. It rewards players with {{VP}} for [[piledriving]] non-[[Victory]] cards.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* A Supply pile is only empty if it has no cards in it; a [[split pile]] with half of the cards gone is not empty. <br />
* Victory cards do not count, but {{Card|Curse|Curses}} do.<br />
== Strategy ==<br />
===Synergies===<br />
*{{card|Talisman}} makes it easy to gain and empty out piles of low value cards.<br />
* Cards that typically empty quickly include: {{card|Ill-Gotten Gains}}, {{card|Rats}}, {{card|Port}}, as well as valuable engine components and villages, for example, {{card|Bandit Camp}}.<br />
* Gainers and rush games in general<br />
<br />
===Antisynergies===<br />
*Cursers that are likely to pile out the curses (except for Ill-Gotten Gains, as they also tend to run out, evening out the score - providing you're not trashing them)<br />
*Big Money<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Tower|Tower}} || {{LandscapeVersionImage|TowerDigital|Tower from Shuffle iT}} || When scoring, '''1'''{{VP}} per non-Victory card you have from an empty Supply pile. || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch<br />
| Toren || || || <br />
|-<br />
!Finnish<br />
| Torni || || || <br />
|-<br />
!French<br />
| Tour || || ||<br />
|-<br />
!German<br />
| Turm || || || Beim Zählen der {{VP}} Punkte:<br>1 {{VP}} pro Nicht-Punktekarte, die du von einem leeren Vorratsstapel besitzt.<br />
|-<br />
!Japanese<br />
| 塔 (pron. ''tō'') || || || ゲーム終了時、空のサプライに由来するあなたの勝利点以外のカード1枚につき'''1'''{{VP}}。 <br />
|-<br />
!Polish<br />
| Wieża || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Башня (pron. ''bashnya'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:TowerArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=Originally any pile counted; it was slightly more interesting to not reward Victory cards, a thing Matt pushed for.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/TombTomb2018-08-12T07:43:36Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Tomb<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Martin Hoffmann<br />
|text = When you trash a card, '''+1'''{{VP}}.<br />
}}<br />
<br />
'''Tomb''' is a [[Landmark]] from [[Empires]]. It gives players +1{{VP}} whenever they [[trash]] a card.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This works even when it is not your turn, such as when you trash a card to {{Card|Swindler}} (from [[Intrigue|Dominion: Intrigue]]), and works when told to trash a card that is not yours, such as with {{Event|Salt the Earth}}.<br />
== Strategy ==<br />
There is a combo with {{card|Sauna}}/{{card|Avanto}} and {{card|Beggar}}. Sauna allows very high amounts of trashing, since it's number of Saunas times the number of {{Card|Silver|Silvers}}, and doesn't require actions to trash. Beggar will put 3 {{Card|Copper|Coppers}} into your hand to trash. The usual Sauna/Avanto combo helps draw the deck, then your remaining actions can be played on Beggars, then you can trash the gained copper by playing Silver. There is no need to weigh down the deck with [[Victory]] cards when you can gain 6 or 9{{VP}} per turn. An even better combo is with {{card|Fortress}}; you could trash a single copy as many times as you have silvers.<br />
===Synergies===<br />
* {{card|Fortress}}<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Tomb|Tomb}} || {{LandscapeVersionImage|TombDigital|Tomb from Shuffle iT}} || When you trash a card, '''+1'''{{VP}}. || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch<br />
| Tombe (lit. ''tombs'') || || || <br />
|-<br />
!Finnish<br />
| Hauta || || || <br />
|-<br />
!French<br />
| Tombe || || ||<br />
|-<br />
!German<br />
| Grabmal || || || Wenn du eine Karte entsorgst: + 1 {{VP}}-Marker<br />
|-<br />
!Japanese<br />
| 墓標 (pron. ''bohyō'', lit. ''tombstone'') || || || あなたがカード1枚を廃棄するとき、+'''1'''{{VP}}。 <br />
|-<br />
!Polish<br />
| Grobowiec || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Гробница (pron. ''grobnitsa'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:TombArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=Tomb works during the game but has no limit, beyond what you're able to trash. There's no guarantee that you can trash cards in a particular game, but that won't come up too often; it spices up [[trasher]]s, [[Trash for benefit|Remodels]], [[one-shot]]s, and some other random cards like {{Card|Hovel}} or [[Knight]]s or {{Card|Gladiator}}.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15398.0 Empires Previews #4: Landmarks]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=This one just worked.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/PalacePalace2018-08-12T07:41:54Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Palace<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Mark Poole<br />
|text = When scoring, '''3'''{{VP}} per set you have of Copper - Silver - Gold.<br />
}}<br />
<br />
'''Palace''' is a [[Landmark]] from [[Empires]]. It rewards players with {{VP}} for accumulating comparable amounts of the three basic [[Treasure]]s - {{Card|Copper}}, {{Card|Silver}}, and {{Card|Gold}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* For example, if you had 7 Coppers, 5 Silvers, and 2 Golds, that would be two sets of Copper - Silver - Gold, for 6{{VP}} total.<br />
== Strategy ==<br />
===Synergies/Combos===<br />
*{{Card|Treasure Trove}}<br />
===Antisynergies===<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Palace|Palace}} || {{LandscapeVersionImage|PalaceDigital|Palace from Shuffle iT}} || When scoring, '''3'''{{VP}} per set you have of Copper - Silver - Gold. || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch<br />
| Paleis || || || <br />
|-<br />
!Finnish<br />
| Palatsi || || || <br />
|-<br />
!French<br />
| Palais || || ||<br />
|-<br />
!German<br />
| Palast || || || Beim Zählen der {{VP}} Punkte:<br>3{{VP}} pro Satz „Gold - Silber - Kupfer“, den du besitzt.<br />
|-<br />
!Japanese<br />
| 宮殿 (pron. ''kyūden'') || || || ゲーム終了時、あなたが持っている銅貨・銀貨・金貨1組につき'''3'''{{VP}}。 <br />
|-<br />
!Polish<br />
| Pałac || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Дворец (pron. ''dvoryets'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:PalaceArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=Originally it was 2{{VP}} per set.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/OrchardOrchard2018-08-12T07:39:31Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Orchard<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Lynell Ingram<br />
|text = When scoring, '''4'''{{VP}} per differently named Action card you have 3 or more copies of.<br />
}}<br />
<br />
'''Orchard''' is a [[Landmark]] from [[Empires]]. It rewards players with {{VP}} for accumulating multiple copies of [[Action]]s.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Having 6 or more copies of a card confers no additional bonus.<br />
== Strategy ==<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Orchard|Orchard}} || {{LandscapeVersionImage|OrchardDigital|Orchard from Shuffle iT}} || When scoring, '''4'''{{VP}} per differently named Action card you have 3 or more copies of. || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch<br />
| Boomgaard || || || <br />
|-<br />
!Finnish<br />
| Viinitila (lit. ''winery'') || || || <br />
|-<br />
!French<br />
| Verger || || ||<br />
|-<br />
!German<br />
| Obstgarten || || || Beim Zählen der {{VP}} Punkte:<br>4{{VP}} pro Aktionskarte mit unterschiedlichem Namen, von der du mindestens 3 Stück besitzt.<br />
|-<br />
!Japanese<br />
| 果樹園 (pron. ''kaju-en'') || || || ゲーム終了時、あなたが3枚以上持っているアクションカード1種類につき'''4'''{{VP}}。 <br />
|-<br />
!Polish<br />
| Sad || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Фруктовый Сад (pron. ''fruktovy sad'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:OrchardArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=This started out giving a flat bonus of 5{{VP}} if you had at least 3 copies of each card you had any copies of; then it was 10{{VP}} if you had at least 2 of everything you had any of. It was too hard to go for, so it switched to giving {{VP}} per card you had 3 copies of, first 5{{VP}} then a more reasonable 4{{VP}}.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/ObeliskObelisk2018-08-12T07:36:08Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Obelisk<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Donald Crank<br />
|text = When scoring, '''2'''{{VP}} per card you have from the chosen pile.<br />
|text2 = Setup: Choose a random Action Supply pile.<br />
}}<br />
<br />
'''Obelisk''' is a [[Landmark]] from [[Empires]]. It rewards players with 2{{VP}} for each card they have from an [[Action]] [[Supply]] pile randomly chosen at the start of the game.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* All cards from the chosen pile count, even if they have different names (such as when it is a [[split pile]]). <br />
* [[Ruins]] (from [[Dark Ages|Dominion: Dark Ages]]), when used, can be the pile.<br />
<br />
== Strategy ==<br />
<!-- move this around --><br />
Setup tip: shuffle the randomizer cards and pick one, that will be the chosen card.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Obelisk|Obelisk}} || {{LandscapeVersionImage|ObeliskDigital|Obelisk from Shuffle iT}} || When scoring, '''2'''{{VP}} per card you have from the chosen pile.<br>Setup: Choose a random Action Supply pile. || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch<br />
| Obelisk || || || <br />
|-<br />
!Finnish<br />
| Obeliski || || || <br />
|-<br />
!French<br />
| Obélisque || || ||<br />
|-<br />
!German<br />
| Obelisk || || || Beim Zählen der {{VP}} Punkte:<br>2{{VP}} pro Karte, die du von dem gewählten Stapel besitzt.<br>Spielvorbereitung: Ermittelt einen zufälligen Aktions-Vorratsstapel.<br />
|-<br />
!Japanese<br />
| オベリスク (pron. ''oberisuku'') || || || ゲーム終了時、指定された山に由来するあなたのカード1枚につき'''2'''{{VP}}。準備:ランダムにアクションカードのザサプライの山を指定する。 ||<br />
|-<br />
!Polish<br />
| Obelisk || {{LandscapeLangVersionImage|Polish}} || || ||<br />
|-<br />
!Russian<br />
| Обелиск (pron. ''obyelisk'') || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:ObeliskArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=Originally it could be any Kingdom card. I already knew from some [[Adventures]] playtesting that many people don't know that term. I used it anyway, then replaced it with Action.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/MuseumMuseum2018-08-12T07:32:22Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Museum<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Julien Delval<br />
|text = When scoring, '''2'''{{VP}} per differently named card you have.<br />
}}<br />
<br />
'''Museum''' is a [[Landmark]] from [[Empires]]. It rewards players with 2{{VP}} for each differently named card in their deck at the end of the game.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Multiple cards from the same pile can score for this as long as they have different names.<br />
== Strategy ==<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Museum|Museum}} || {{LandscapeVersionImage|MuseumDigital|Museum from Shuffle iT}} || When scoring, '''2'''{{VP}} per differently named card you have. || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch<br />
| Museum || || || <br />
|-<br />
!Finnish<br />
| Museo || || || <br />
|-<br />
!French<br />
| Musée || || ||<br />
|-<br />
!German<br />
| Museum || || || Beim Zählen der {{VP}} Punkte:<br>2 {{VP}} pro Karte mit unterschiedlichem Namen, die du besitzt.<br />
|-<br />
!Japanese<br />
| 博物館 (pron. ''hakubutsukan'') || || || ゲーム終了時、あなたのカード1種類につき'''2'''{{VP}}。 <br />
|-<br />
!Polish<br />
| Muzeum || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Музей (pron. ''muzyey'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MuseumArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote|Text=The initial idea was to reward you for having cards other players didn't. It was too political, and ended up as a straight {{Card|Fairgrounds}} variant.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/LabyrinthLabyrinth2018-08-12T07:28:34Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Labyrinth<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Julien Delval<br />
|text = When you gain a 2nd card in one of your turns, take '''2'''{{VP}} from here.<br />
|text2 = Setup: Put '''6'''{{VP}} here per player.<br />
}}<br />
<br />
'''Labyrinth''' is a [[Landmark]] from [[Empires]]. It holds a finite number of {{VP}} [[Victory token|tokens]], which players take from when they gain more than one card in a turn.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This can only happen once per turn per player. <br />
* For example if you gain 4 cards in the same turn, only the second one will come with 2{{VP}}.<br />
<br />
== Strategy ==<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Labyrinth|Labyrinth}} || {{LandscapeVersionImage|LabyrinthDigital|Labyrinth from Shuffle iT}} || When you gain a 2nd card in one of your turns, take '''2'''{{VP}} from here.<br>Setup: Put '''6'''{{VP}} here per player. || Empires || June 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch<br />
| Labyrint || || || <br />
|-<br />
!Finnish<br />
| Labyrintti || || || <br />
|-<br />
!French<br />
| Labyrinthe || || ||<br />
|-<br />
!German<br />
| Labyrinth || || || Wenn du in deinem Zug die 2. Karte nimmst, nimm 2 {{VP}}-Marker von dieser Karte.<br>Spielvorbereitung: Legt pro Spieler 6 {{VP}}-Marker auf das Labyrinth.<br />
|-<br />
!Japanese<br />
| 迷宮 (pron. ''meikyū'') || || || あなたのターンに2枚目のカードを獲得するとき、この上から'''2'''{{VP}}得る。準備:プレイヤー1人につき'''6'''{{VP}}をこの上に置く。 <br />
|-<br />
!Polish<br />
| Labirynt || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Лабиринт (pron. ''labirint'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:LabyrinthArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=No changes. Well in the initial version of the art, you couldn't do the maze; I got the artist to erase a bit of wall so you could do it.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/KeepKeep2018-08-12T07:24:23Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Keep<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Joshua Stewart<br />
|text = When scoring, '''5'''{{VP}} per differently named Treasure you have, that you have more copies of than each other player, or tied for most.<br />
}}<br />
<br />
'''Keep''' is a [[Landmark]] from [[Empires]]. It rewards players with a good amount of {{VP}} for having more copies of [[Treasure]]s than other players.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This applies to each different Treasure being used in the game.<br />
* If all players have the same number of copies of a Treasure, they all get the 5{{VP}} for that Treasure.<br />
=== Other Rules clarifications ===<br />
* If at least one player {{Event|Inheritance|Inherits}} {{Card|Crown|Crowns}}, then {{Card|Estate|Estates}} will be counted, the 5{{VP}} going to the player(s) with the most Estates who have also Inherited Crowns (if the player with the most Estates has not Inherited Crowns, no {{VP}} are awarded).<br />
<br />
== Strategy ==<br />
===Synergies and combos===<br />
*{{Card|Diadem}} is a unique treasure available in games with {{Card|Tournament}}, only one of them is available.<br />
===Antisynergies===<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Keep|Keep}} || {{LandscapeVersionImage|KeepDigital|Keep from Shuffle iT}} || When scoring, '''5'''{{VP}} per differently named Treasure you have, that you have more copies of than each other player, or tied for most. || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch<br />
| Hoofdtoren || || || <br />
|-<br />
!Finnish<br />
| Linnake || || || <br />
|-<br />
!French<br />
| Fort (lit. ''fort'') || || ||<br />
|-<br />
!German<br />
| Bollwerk (lit. ''stronghold'') || || || Beim Zählen der {{VP}} Punkte: 5 {{VP}} pro eigener Geldkarte mit unterschiedlichem Namen, von der du mehr oder gleich viel Exemplare besitzt als jeder deiner Mitspieler.<br />
|-<br />
!Japanese<br />
| 砦 (pron. ''toride'', lit. ''fort'') || || || ゲーム終了時、あなたが誰よりも多く(同数でもよい)持っている財宝カード1種類につき'''5'''{{VP}}。 <br />
|-<br />
!Polish<br />
| Twierdza (lit. ''stronghold'') || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Замковые Укрепления (pron. ''zamkovyye ukryeplyeniya'', lit. ''castle fortifications'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:KeepArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=Keep is the area control Landmark. Each kind of Treasure is a little battle, including normal ones like {{Card|Copper}} and special ones like {{Card|Rocks}}. Whatever else you are doing this game, you would also like to win these battles.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15398.0 Empires Previews #4: Landmarks]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=Some versions gave you the points if you didn't have the fewest copies of a Treasure. It's the same in 2-player but was more political in multiplayer. I went back and forth on whether tying got you the {{VP}}, again with an eye towards reducing politics.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/FountainFountain2018-08-11T10:26:41Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Fountain<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Lynell Ingram<br />
|text = When scoring, '''15'''{{VP}} if you have at least 10 Coppers.<br />
}}<br />
<br />
'''Fountain''' is a [[Landmark]] from [[Empires]]. It gives a large amount of {{VP}} to players who end the game with at least 10 {{Card|Copper|Coppers}} in their deck.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* You either get 15{{VP}} or 0{{VP}}; there is no extra bonus for having 20 Coppers.<br />
== Strategy ==<br />
<br />
=== Synergies ===<br />
* You will benefit greatly from {{Card|Cache}}, {{Card|Ill-Gotten Gains}}, {{Card|Beggar}}, and {{Card|Banquet}}; {{Card|Count}} and {{Card|Treasure Trove}} to a lesser extent; and your opponents' {{Card|Mountebank}}, although this will require you to run {{Card|Copper}}-centric strategies leading to a rush through a three-pile ending.<br />
* {{Card|Gardens}} will also benefit greatly. <br />
* Your {{Card|Copper}} becomes useful in the presence of {{Card|Coppersmith}}, {{Card|Counting House}} and {{Card|Apothecary}}. <br />
* Flooding your deck with {{Card|Copper}} may also help mitigate your opponents' junking.<br />
<br />
=== Antisynergies ===<br />
* Your opponents' {{Card|Cutpurse}} and {{Card|Pirate Ship}}.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Fountain|Fountain}} || {{LandscapeVersionImage|FountainDigital|Fountain from Shuffle iT}} || When scoring, '''15'''{{VP}} if you have at least 10 Coppers. || Empires || June 2016 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text <br />
|-<br />
!Dutch<br />
| Fontein || || || <br />
|-<br />
!Finnish<br />
| Toivomuslähde (lit. ''wishing fountain'') || || || <br />
|-<br />
!French<br />
| Fontaine || || ||<br />
|-<br />
!German<br />
| Brunnen || || || Beim Zählen der {{VP}} Punkte:<br>15 {{VP}} wenn du mindestens 10 Kupfer besitzt.<br />
|-<br />
!Japanese<br />
| 噴水 (pron. ''funsui'') || || || ゲーム終了時、あなたが10枚以上銅貨を持っている場合、'''15'''{{VP}}。 <br />
|-<br />
!Polish<br />
| Fontanna || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Фонтан (pron. ''fontan'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:FountainArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Preview ===<br />
{{Quote<br />
|Text=Fountain is a simple one. At the end of the game, if you have 10+ Coppers, you get 15{{VP}}. Bam. If you don't, you don't get anything; if you have 20+ Coppers, sorry, still just 15{{VP}}. Okay? So, you decide: do you want the {{VP}} enough to have the Coppers? If you do, you probably don't want the extra Coppers until later, but you don't want to wait until it's too late. Sometimes you may even try to trash your starting Coppers and then buy them back later.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=15398.0 Empires Previews #4: Landmarks]<br />
}}<br />
=== Secret History ===<br />
{{Quote|Text=Stef Meijer suggested this one. It was one of the first Landmarks and so started out weaker, at 8{{VP}} for 10 Coppers.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Defiled_ShrineDefiled Shrine2018-08-11T10:23:46Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Landmark<br />
|name = Defiled Shrine<br />
|set = Empires<br />
|type1 = Landmark<br />
|illustrator = Kurt Miller<br />
|text = When you gain an Action, move '''1'''{{VP}} from its pile to this. When you buy a Curse, take the {{VP}} from this.<br />
|text2 = Setup: Put '''2'''{{VP}} on each non-Gathering Action Supply pile.<br />
}}<br />
<br />
'''Defiled Shrine''' is a [[Landmark]] from [[Empires]]. It acts kind of like a [[Gathering]] card, accumulating {{VP}} [[Victory token|tokens]] as players gain [[Action]]s, and then giving them to a player when they buy a {{Card|Curse}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Note that this triggers on gaining an Action, whether bought or otherwise gained, but only on buying Curse, not on gaining Curse other ways. <br />
* {{VP}} tokens will go on the [[Ruins]] pile (from [[Dark Ages|Dominion: Dark Ages]]) when used, but not on {{Card|Farmers' Market}}, {{Card|Temple}}, or {{Card|Wild Hunt}} (the three Action - Gathering cards).<br />
=== Other Rules Clarifications ===<br />
* Although Defiled Shrine itself does not place {{VP}} tokens on Gathering Action Supply piles, it will still move {{VP}} tokens off the supply piles when you gain an action.<br />
* When you gain a {{Card|Temple}} in a game with Defiled Shrine, you can choose which order the two on-gain effects trigger, and so can gain all of the {{VP}} on the Temple pile before one is sent to the Defiled Shrine.<br />
* Setup instructions should happen in an order that allows everything to happen, so an Action Bane added by {{Card|Young Witch}} would still get 2{{VP}} put on it.<br />
<br />
== Strategy ==<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Defiled Shrine|Defiled Shrine}} || {{LandscapeVersionImage|Defiled ShrineDigital|Defiled Shrine from Shuffle iT}} || When you gain an Action, move '''1'''{{VP}} from its pile to this. When you buy a Curse, take the {{VP}} from this.<br>Setup: Put '''2'''{{VP}} on each non-Gathering Action Supply pile. || Empires || June 2016 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Dutch<br />
| Geschonden altaar (lit. ''violated altar'') || || ||<br />
|-<br />
!Finnish<br />
| Häväisty pyhättö (lit. ''profaned shrine'') || || || <br />
|-<br />
!French<br />
| Profanation (lit. ''desecration'') || || ||<br />
|-<br />
!German<br />
| Entweihter Schrein || || || Wenn du eine Aktionskarte nimmst, nimm 1 {{VP}}-Marker von jenem Stapel und lege ihn hierher. Wenn du einen Fluch kaufst, nimm alle {{VP}}-Marker von dieser Karte.<br>Spielvorbereitung: Legt 2 {{VP}}-Marker auf jeden Vorratsstapel, der den Typ AKTION, aber nicht den Typ SAMMLUNG enthält.<br />
|-<br />
!Japanese<br />
| 汚された神殿 (pron. ''yogosa reta shinden'', lit. ''soiled temple'') || || || あなたがアクションカード1枚を獲得するとき、この山の上の'''1'''{{VP}}をこの上に移動する。あなたが呪い1枚を購入するとき、この上の{{VP}}を得る。準備:集合以外の各アクションカードのサプライの山の上に'''2'''{{VP}}置く。 <br />
|-<br />
!Polish<br />
| Sprofanowane sanktuarium || {{LandscapeLangVersionImage|Polish}} || || <br />
|-<br />
!Russian<br />
| Осквернённая Святыня (pron. ''oskvyernyonnaya svyatynya'') || || || <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Defiled_ShrineArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Secret History ===<br />
{{Quote|Text=It triggered on gaining a Curse, but it was not entertaining in games with {{Card|Witch|Witches}}, so now you have to buy the Curse. The "non-Gathering" thing was a late change to deal with poor interactions between this and the cards that put {{VP}} on their own piles. It's kind of weird to have that type there just for this one thing, but it also ties the cards together. That's what I said when insisting on that change, and people's reactions to the Gathering cards has borne that out; they really are tied together.<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>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Twice_MiserableTwice Miserable2018-08-10T22:42:44Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox State<br />
|name = {{PAGENAME}}<br />
|set = Nocturne<br />
|illustrator = Jessi J<br />
|text = {{VP|'''-4'''|l}}<br />
}}<br />
<br />
'''{{PAGENAME}}''' is a [[State]] from [[Nocturne]]. It tracks the [[Hex]] {{Hex|Misery|Misery's}} effect of reducing your score, and is doubled-sided with {{State|Miserable}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When scoring at the end of the game, you lose 4{{VP}}. <br />
* This does nothing until then, it just sits in front of you.<br />
<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|{{PAGENAME}}|{{PAGENAME}}}} || {{LandscapeVersionImage|{{PAGENAME}}Digital|{{PAGENAME}} from Shuffle iT}} || {{VP|'''-4'''|l}} || Nocturne || November 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 兩次慘劇 (pron. ''liǎng cì cǎnjù'', lit. ''two tragedies'') || || ||'''-4'''{{VP}}<br />
|-<br />
!French<br />
| En grande détresse (lit. ''in great distress'') || || ||<br />
|-<br />
!German<br />
| Doppelt Elendig || || || '''-4{{VP}}'''<br />
|-<br />
!Japanese<br />
| 都落ち (pron. ''miyakoochi'') || || || '''-4'''{{VP}} <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MiseryArt.jpg|thumb|right|500px|Official card art (the same as Miserable's art).]]<br />
<br />
<!--=== Secret History ===<br />
{{Quote<br />
|Text=<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic= The Secret History of the Nocturne Cards]<br />
}}<br />
--><br />
<br />
{{Navbox Nocturne}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/MiserableMiserable2018-08-10T22:40:52Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox State<br />
|name = Miserable<br />
|set = Nocturne<br />
|illustrator = Jessi J<br />
|text = {{VP|'''-2'''|l}}<br />
}}<br />
<br />
'''Miserable''' is a [[State]] from [[Nocturne]]. It tracks the [[Hex]] {{Hex|Misery|Misery's}} effect of reducing your score, and is doubled-sided with {{State|Twice Miserable}}.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* When scoring at the end of the game, you lose 2{{VP}}. <br />
* This does nothing until then, it just sits in front of you.<br />
<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Miserable|Miserable}} || {{LandscapeVersionImage|MiserableDigital|Miserable from Shuffle iT}} || {{VP|'''-2'''|l}} || Nocturne || November 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 慘劇 (pron. ''cǎnjù'', lit. ''tragedy'') || || ||'''-2'''{{VP}}<br />
|-<br />
!French<br />
| En détresse (lit. ''in distress'') || || ||<br />
|-<br />
!German<br />
| Elendig || || || '''-2{{VP}}'''<br />
|-<br />
!Japanese<br />
| 没落 (pron. ''botsuraku'') || || || '''-2'''{{VP}}<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:MiseryArt.jpg|thumb|right|500px|Official card art (the same as Twice Miserable's art).]]<br />
<br />
<!--=== Secret History ===<br />
{{Quote<br />
|Text=<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic= The Secret History of the Nocturne Cards]<br />
}}<br />
--><br />
<br />
{{Navbox Nocturne}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/EnviousEnvious2018-08-10T22:39:16Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox State<br />
|name = Envious<br />
|set = Nocturne<br />
|illustrator = Jason Slavin<br />
|text = At the start of your Buy phase, return this, and Silver and Gold make {{Cost|1}} this turn.<br />
}}<br />
<br />
'''Envious''' is a [[State]] from [[Nocturne]]. It tracks the [[Hex]] {{Hex|Envy|Envy's}} effect of making your {{Card|Silver|Silvers}} and {{Card|Gold|Golds}} produce only {{Cost|1}} for a turn. It is double-sided with {{State|Deluded}}, and there is one copy for each player.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This causes Silver and Gold to make {{Cost|1}} when you played in your Buy phase for one turn, rather than their usual {{Cost|2}} and {{Cost|3}}, starting in the Buy phase. <br />
* It does not affect other [[Treasure]]s, just Silver and Gold. <br />
* If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.<br />
=== Other rules clarifications ===<br />
* Silvers and Golds played before your Buy phase, such as by {{Card|Storyteller}}, are not affected.<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Envious|Envious}} || {{LandscapeVersionImage|EnviousDigital|Envious from Shuffle iT}} || At the start of your Buy phase, return this, and Silver and Gold make {{Cost|1}} this turn. || Nocturne || November 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 忌妒|| || || 在你購買階段開始時歸還此卡,此回合銀幣跟黃金只提供{{Cost|1}}<br />
|-<br />
!French<br />
| Jaloux || || ||<br />
|-<br />
!German<br />
| Neidisch || || || Lege diesen Zustand zu Beginn deiner Kaufphase zurück; Silber und Gold sind in diesem Zug {{Cost|1}} wert.<br />
|-<br />
!Japanese<br />
| 嫉妬 (pron. ''shitto'') || || || あなたの購入フェイズの開始時、これを戻す。このターン、銀貨と金貨は{{Cost|1}}のみ生み出す。 <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:EnvyArt.jpg|thumb|right|500px|Official card art (the same as Envy's art).]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=Envious made cards cost more (which has rules issues), then made you discard cards to buy cards. In place of {{Hex|Misery}} there was Confused, which made you discard a card after each [[Action]] card you played. And Confused and Envious both stuck around until you met a condition, they could last turn after turn. For the biggest hunk of that you could get rid of them by gaining a [[Treasure]]; sometimes you would spend your turn buying a {{Card|Copper}} to end the madness. The Contraband Deluded was tracked by having your hand revealed; in the end Deluded and Envious are on the same card, so as to use a card.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]<br />
}}<br />
<br />
{{Navbox Nocturne}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/DeludedDeluded2018-08-10T22:37:13Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox State<br />
|name = Deluded<br />
|set = Nocturne<br />
|illustrator = Franz Vohwinkel<br />
|text = At the start of your Buy phase, return this, and you can't buy Actions this turn.<br />
}}<br />
<br />
'''Deluded''' is a [[State]] from [[Nocturne]]. It tracks the [[Hex]] {{Hex|Delusion|Delusion's}} effect of preventing a player from buying [[Action]]s for a turn. It is double-sided with {{State|Envious}}, and there is one copy for each player.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* This prevents you from buying Action cards during one turn, starting in the Buy phase. <br />
* If you get Deluded during your turn before the Buy phase (such as with {{Card|Leprechaun}}), it will apply that turn; normally it will apply to your next turn.<br />
<br />
=== Other Rules clarifications ===<br />
* You can normally buy cards from {{Card|Black Market}} deck, since it is not your Buy phase.<br />
* This does not stop you from gaining Action cards via {{Card|Horn of Plenty}} in your Buy phase, since it is not buying.<br />
<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Deluded|Deluded}} || {{LandscapeVersionImage|DeludedDigital|Deluded from Shuffle iT}} || At the start of your Buy phase, return this, and you can't buy Actions this turn. || Nocturne || November 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
<br />
!Chinese<br />
| 幻覺 || || || 在你購買階段開始時歸還此卡,並且你這回合不能購買行動卡。<br />
|-<br />
!French<br />
| Envoûté (lit. ''bewitched'') || || ||<br />
|-<br />
!German<br />
| Getäuscht || || || Lege diesen Zustand zu Beginn deiner Kaufphase zurück; du darfst in diesem Zug keine Aktionskarten kaufen.<br />
|-<br />
!Japanese<br />
| 混乱 (pron. ''konran'') || || || あなたの購入フェイズの開始時、これを戻す。このターン、アクションカードを購入できない。 <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:DelusionArt.jpg|thumb|right|500px|Official card art (the same as Delusion's art).]]<br />
<br />
<!--=== Secret History ===<br />
{{Quote<br />
|Text=<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic= The Secret History of the Nocturne Cards]<br />
}}<br />
--><br />
<br />
{{Navbox Nocturne}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/Lost_in_the_WoodsLost in the Woods2018-08-10T22:35:13Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox State<br />
|name = Lost in the Woods<br />
|set = Nocturne<br />
|illustrator = Claus Stephan<br />
|text = At the start of your turn, you may discard a card to receive a Boon.<br />
}}<br />
<br />
'''Lost in the Woods''' is a [[State]] from [[Nocturne]]. It tracks {{Card|Fool|Fool's}} effect of letting you discard a card at the start of your turn to receive a [[Boon]] (until someone else plays a Fool). There is one copy of it, and players can take it from each other. <br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* The two sides are the same; use either. <br />
* Using the ability is optional. <br />
* Lost in the Woods stays in front of you turn after turn, until another player takes it with a Fool.<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|Lost in the Woods|Lost in the Woods}} || {{LandscapeVersionImage|Lost in the WoodsDigital|Lost in the Woods from Shuffle iT}} || At the start of your turn, you may discard a card to receive a Boon. || Nocturne || November 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 在樹林迷失方向 ( pron. ''zài shùlín míshī fāngxiàng'') || || || 在你的回合開始階段,你可以棄掉一張卡,來收到一個祝福。<br />
|-<br />
!French<br />
| Perdu dans les bois || || ||<br />
|-<br />
!German<br />
| Im Wald verirrt || || || Du darfst zu Beginn deines Zuges eine Handkarte ablegen. Wenn du das tust: Empfange eine Gabe.<br />
|-<br />
!Japanese<br />
| 森の迷子 (pron. ''mori no maigo'') || || || あなたのターンの開始時、祝福を受けるために、1枚捨て札にしてもよい。<br />
|-<br />
!Russian<br />
| Потерявшийся В Лесу (pron. ''potyeryavshiysya v lyesu'') || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Lost in the WoodsArt.jpg|thumb|right|500px|Official card art.]]<br />
=== Secret History ===<br />
See [[Fool#Secret History|Fool]].<br />
<br />
{{Navbox Nocturne}}<br />
{{Navbox Cards}}</div>Rabenkindhttps://wiki.dominionstrategy.com/index.php/WarWar2018-08-10T22:32:32Z<p>Rabenkind: /* Other language versions */</p>
<hr />
<div>{{Infobox Hex<br />
|name = War<br />
|set = Nocturne<br />
|illustrator = Julien Delval<br />
|text = Reveal cards from your deck until revealing one costing {{Cost|3}} or {{Cost|4}}. Trash it and discard the rest.<br />
}}<br />
<br />
'''War''' is a [[Hex]] from [[Nocturne]]. It is a [[trashing attack]], [[digging]] for a card in your deck costing {{Cost|3}} or {{Cost|4}} to trash.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* If you do not find a card costing {{Cost|3}} or {{Cost|4}}, your entire deck will end up in your discard pile, with nothing trashed.<br />
== Strategy ==<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date<br />
|-<br />
| {{LandscapeVersionImage|War|War}} || {{LandscapeVersionImage|WarDigital|War from Shuffle iT}} || Reveal cards from your deck until revealing one costing {{Cost|3}} or {{Cost|4}}. Trash it and discard the rest. || Nocturne || November 2017 <br />
|}<br />
<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text<br />
|-<br />
!Chinese<br />
| 戰爭 || || || 持續展示你的牌庫頂,直到展示到一張價值{{Cost|3}}或{{Cost|4}}的卡片。 移除他並且棄掉剩下的。<br />
|-<br />
!French<br />
| Guerre || || ||<br />
|-<br />
!German<br />
| Krieg || || || Decke Karten von deinem Nachziehstapel auf, bis du eine Karte aufdeckst, die {{Cost|3}} oder {{Cost|4}} kostet. Entsorge sie und lege den Rest ab.<br />
|-<br />
!Japanese<br />
| 戦争 (pron. ''sensō'') || || || コスト{{Cost|3}}または{{Cost|4}}のカードが公闔されるまで、山札の上からカードを公開する。それを廃棄し、残りを捨て札にする。 <br />
|}<br />
<br />
== Trivia ==<br />
[[Image:WarArt.jpg|thumb|right|500px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=War started out as a {{Card|Knights|Knight}} [[attack]], reveal top two and trash one for {{Cost|3}}-{{Cost|6}}. Now it misses less and hurts less.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]<br />
}}<br />
<br />
{{Navbox Nocturne}}<br />
{{Navbox Cards}}</div>Rabenkind