Clash is a type of Kingdom card from the Allies expansion. There are 4 copies each of 4 differently-named Clashes with a single randomizer card, forming a split pile: when Clashes are selected as a Kingdom card for a game, they are put into a single Supply pile in order by increasing cost, of which only the top card can be gained at any given time. The cheapest of the four allows you to "rotate" the pile—move all copies of the current top card to the bottom of the pile, revealing the next card in the sequence.
 List of Clashes
 Image Gallery
 Additional rules
General rules for playing with Dominion: Allies' six split piles are described in the rulebook.
 Other rules clarifications
 English versions
|| This pile starts the game with 4 copies each of Battle Plan, Archer, Warlord, and Territory, in that order. Only the top card can be gained or bought.
 Other language versions
|| Dieser Stapel besteht zu Beginn aus je 4 Karten Schlachtplan, Bogenschützin, Kriegsherr und Territorium (von oben nach unten). Nur die oberste Karte darf genommen oder gekauft werden.
 Card names
Top down was a significant thing for the split piles, though I didn't have to have those exact names. For example names considered for the Clashes pile included: Campaign, Skirmisher, General, Emissary, Espionage, Army, Treaty. I had these little stories or progressions and then a big list of card ideas I wanted to fit in and paired them up. And then made up more cards for the names, and worked on the cards.
 Secret History
and started out like they ended, though I tried Territory counting Attack
cards too (it's just not as interesting). and swapped places some (with their resources changing), and Warlord tried different ways of punishing repetition. For a while it made you trash
cards you gained that were copies of cards you had in play
, but this is problematic and also didn't do much. And originally it gave + next turn.