Setup: Each player gets +1 Coffers.
 Official FAQ
- You draw a card, get +1 Action, and add a token to your Coffers mat.
- In games using this card, each player starts the game with a token on their Coffers.
- This includes games using the promotional card Black Market in which Baker is in the Black Market deck.
 Strategy Article
There is no strategy article for Baker. See here for a discussion about Baker on the forums.
Baker is an interesting card. The main use of Baker is to get a lot of coin tokens throughout the game. The main way to enable this is to buy a lot of Bakers very early on. The "+1 Action +1 Card" bonuses give Baker the advantage of being a non-terminal action card that can be very useful in engine-based strategies, which leads to another benefit: The "take a coin token" bonus. This is what makes Baker a very good engine card, primarily because the more Bakers you have in your deck, the higher chance of them stacking, and the more coin tokens you have to spend, almost eliminating those very annoyingor hands that are hated by practically all Dominion players.
Like many cards, such as Rebuild and Mine, Baker is best played early and often. If going for a Baker strategy, one should almost always open with it, as the Coin token given at the start of the game guarantees that you can buy a Baker before the first reshuffle. The sooner you start stockpiling tokens, the more you'll have to smooth out hands where you're just a bit short of coin.
Baker combos really well with strategies that allow you to draw high volumes of cards, especially if you can throw Throne Room or King's Court into the mix. Laboratory works well as a non-terminal engine enabler, especially with King's Court. It competes with Baker for cost, but it does allow you to connect more Bakers together before you play your terminal (such as a Trasher). Wharf and especially Tactician work extremely well with Baker - the +Buy can enable huge swings when you have a big stockpile of Coin tokens, and starting your hand with 7 or 10 cards makes it that much easier to connect your Bakers together.
Trashing favors Baker more than other nonterminals because you *always* want to play Baker as often as possible to stockpile coins (as opposed to, say, Market, which isn't super useful in a hand with $8). A deck of mostly Baker and enough money to buy things without using the tokens will very quickly amass Coin tokens, enabling a possible mega-turn or two, or letting you buy a Province in the late game once your deck is clogged with green. Altar is an exceptionally good Baker enabler, as it both Trashes and gains you a Baker instantly. If you open with / , you can even buy Altar before the first reshuffle!
Baker games also significantly alter play even when not bought; the starting Coin token allows for non-traditional openings, particularly/ , / , and / .
- Engines that rely on actions as a source of income
- Decks that don't consistently hit Province or Colony when you otherwise couldn't. or - stockpiling Coin tokens and using them to make up the difference can get you a critical
- King's Court - Multiple KCs + multiple Bakers leads to not only a very efficient engine, but a massive income gain potential in the form of coin tokens generated by Baker.
- Non-terminal draw in general
- Strong Trashing, particularly Altar
- Trashing / Cursing / Junking attack cards
- Terminal draw Big Money
 English versions
| +1 Card. +1 Action. Take a Coin token.
Setup: Each player takes a Coin token.
|Guilds 1st Edition||June 2013|
| +1 Card. +1 Action. +1 Coffers
Setup: Each player gets +1 Coffers.
|Guilds 2nd Edition||March 2018|
 Other language versions
 Secret History