|Type(s)||Action - Reserve - Victory|
Put this on your Tavern mat.|
Worth 4 if on your Tavern mat at the end of the game (otherwise worth 0 ).
Distant Lands is an Action-Reserve-Victory card from Adventures. It's an Alt-VP card worth more than Duchy at the same cost, but has to be played (and put on your Tavern mat) before you can get those points. As it removes itself from your deck in a fashion similar to Island, Distant Lands can be part of a strategy that buys and plays them constantly during the game, building up long before you would usually start greening.
 Official FAQ
- This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players.
- This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it.
- At the end of the game, Distant Lands is worth 4 if it is on your mat, or 0 if it is not. It counts as part of your deck either way (for example it can contribute to how many a Gardens is worth).
There is no strategy article for Distant Lands, but it has been discussed on the forum.
Distant Lands is an interesting and difficult card to play well. It gives you 4Duchy at the same price, but only if you manage to play it before the game ends. It is very cost-effective, even more so than a Province - you get 12 for only instead of , although you do need an extra source of +Buy for it (for example, you could swap out a Bazaar for a Worker's Village. On top of it, they remove themselves from your deck, like an Island that only works on itself., which is more than a
Naturally, because you want to get through your deck quickly and need a surplus of Actions, Distant Lands is best used in a big engine. You should be careful when buying them; if you lack the terminal space (meaning: you don't have enough Villages to play them all), or you don't manage to draw your deck, they do become a dead weight and don't even give you the points you want. So if your engine is more powerful, Distant Lands gets stronger exponentially; you get rewarded for overbuilding and overdrawing your deck. Also, because it's such an efficient source of , you have more time to build. Even if your Big Money opponent gets almost all the Provinces, you can easily come back.
- University, Altar
- Highway + Ironworks, Highway + Summon
- Royal Seal or Watchtower, so you can play it quickly even without drawing your deck
- Sifters like Warehouse or maybe Guide
- Outpost helps if you fail to draw your deck
- Combo: Fortress and Procession can use this as payload: gain Distant Lands every time you (don't) trash a Fortress
 Alternate versions
Digital version for Dominion Online
 In other languages
- Dutch: Verre landen
- Finnish: Kaukomaat (lit. far countries)
- French: Terres lointaines
- German: Ferne Lande
- Japanese: 遠隔地 (pron. enkakuchi)
- Russian: Дальние Земли (pron. dal'niye zyemli)
 Secret History-Reserve card? It's a card that isn't worth anything unless you manage to play it once. A simple concept that just immediately worked.