Duration is a card type that was introduced in Seaside and revisited in later sets, starting with Adventures. Duration cards are cards which usually have an effect on the turn after they are played. A Duration is not discarded from play until the Cleanup phase of the last turn on which it does something - usually the turn after the turn on which it is played.
 List of Duration cards
- Guardian, Haven, Lighthouse
- Amulet, Caravan Guard, Cargo Ship, Dungeon, Enchantress, Fishing Village, Gear, Ghost Town, Secret Cave
- Caravan, Research
- Archive, Bridge Troll, Cobbler, Crypt, Den of Sin, Haunted Woods, Merchant Ship, Outpost, Swamp Hag, Tactician, Wharf
- Hireling, Raider
 Official Rules
- Duration cards are orange, and have abilities that affect future turns.
- Duration cards are not discarded in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something.
- Additionally, if a Duration card is played extra times by a card such as Scepter, that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played extra times.
- Keep track of whether or not a Duration card was played on the current turn, such as by putting your cards into two lines.
 Other rules clarifications
A Haven, Tactician, Gear or Archive played without meeting the criteria for its next-turn effect (setting aside or discarding) will be discarded from play the turn it was played. An Outpost that fails to create an extra turn remains in play until the next Clean-up phase, whether your own, or that of the next player, since it checks whether or not it can create an extra turn after it's too late to clean it up. Champion and Hireling remain in play permanently. Archive may stay in play for two turns after the one it was played (if it set aside 3 cards). In all other cases, the Duration will stay in play until the Clean-up phase of your next turn.
When you use a Throne Room variant on a Duration, it stays in play, even if multiplying the Duration's effect is not meaningful, such as Throning a Tactician, or Throning an Archive with 3 or fewer cards remaining in your deck. Procession never stays in play, as any Duration it doubles gets trashed that turn anyway.
Effects that resolve at the start of your turn can be resolved in any order; this includes multiple plays of the same Duration card by a Throne Room variant. For example, if you played a Wharf and then a Throne Room on an Amulet last turn, on this turn you could choose to first gain a Silver from the first Amulet play, then draw 2 cards from Wharf (perhaps triggering a reshuffle and maybe drawing that Silver), and then choose to trash a card from the second Amulet play, now that you have more cards to choose from.
There are a couple of cards from outside Seaside and Adventures that have effects on subsequent turns: Possession and Prince. Despite their functional similarity, these are not Duration cards and the Duration rules do not apply to them: for example, unlike Outpost, Possession is discarded before the extra turn it creates; and Prince is set aside to perform its future-turn functions, rather than remaining in the play area as Duration cards do.
 Prior Rules
In the past the rules around tracking cards that play Durations extra times were different.
- Originally, cards that played cards that played Durations extra times were left in play as well (e.g. Throne Room plays Throne Room that plays a Duration). This was changed via a ruling to only be the card that directly played the Duration extra times was left out.
- Also, originally the cards playing Durations extra times stayed in play only until they stopped doing something. This was changed with the release of Empires to have them always stay in play until the Duration left play instead. This affects situations where either the Duration leaves play earlier (e.g. Procession) or the extra play(s) of the card didn't trigger the Duration effect (e.g. when playing Tactician with a Throne Room under normal circumstances).
On the turn on which they are played, Duration cards typically have weak effects (relative to their cost), or even detrimental effects; their strength comes in part from the fact that their effects on the next turn do not consume an Action to play or a card slot in your hand. For example, Caravan, on the turn it is played, is a cantrip with no effect; on the next turn, however, it gives you a sixth card in your hand for free—thus playing a Caravan on one turn has the same effect as playing a Laboratory on the next turn.
Although Duration cards' next-turn effects are typically quite strong, they cost less than and are usually considered weaker than cards that have those same effects immediately—for instance, Caravan costswhile Laboratory costs . This is in part because it's better to receive benefits earlier—playing a Caravan on the last turn of the game gives no benefit while Laboratory does—and in part because the fact that Durations stay in play for two turns is a disadvantage, since it means that they can actually be played less frequently. For instance, it's possible to draw an extra card every turn by having a single Laboratory and playing it every turn; in order to play a Caravan every turn, you have to have two copies of the card.
Reserve cards can play rather similarly to Durations; most have a weak effect now for a stronger effect later. The difference is that Reserves don't have to be triggered on your next turn; you can wait a few turns to use them, or even use some of them the same turn you play them.
 In other languages
- Czech: Dlouhodobá
- Dutch: Duurzaam (lit. sustainable)
- Finnish: Toistuva (lit. recurring)
- French: Durée
- German: Dauer
- Polish: Następstwo (lit. succession)
- Russian: Длительность (pron. dlityelnost)