Inheritance

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Inheritance
Inheritance.jpg
Info
Cost $7
Type(s) Event
Set AdventuresAdventures icon.png
Illustrator(s) Mark Poole
Event text
Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it. (Your Estates gain the abilities and types of that card.)

Inheritance is an Event from Adventures. It turns all of the buyer's EstatesEstate.jpg into a copy of the same cheap non-Victory Action from the Supply.

Contents

[edit] FAQ

[edit] Official FAQ

  • You can only buy this once per game.
  • When you do, set aside a non-Victory Action card from the Supply that costs up to $4, and put your Estate token on it (the one depicting a house).
  • This is not gaining a card, and does not count for things that care about gaining, such as Treasure HunterTreasure Hunter.jpg; however at the end of the game, include the card in your deck when scoring.
  • For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a PortPort.jpg, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions.
  • This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port.
  • This only affects your own Estates, not Estates of other players.
  • An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with MasqueradeMasquerade.jpg (from Intrigue).
  • An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to PossessionPossession.jpg (from Alchemy) or TraderTrader.jpg (from Hinterlands).
  • There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to $4; it may be a Duration card, a Reaction card, and so on.
  • It does not have to continue costing up to $4, it only has to cost up to $4 when set aside.
  • Your Estates are still worth 1 VP.png when scoring at the end of the game.
  • Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young WitchYoung Witch.jpg from Cornucopia even if the copied pile is the Bane).
  • Starting Estates come from the Estates pile.

[edit] Other rules clarifications

  • If you TransmuteTransmute.jpg an Inherited Estate, the Estate is in the trash and, thus, no longer yours when Transmute checks its type; therefore you would only get a GoldGold.jpg (for trashing a Victory card) and not a DuchyDuchy.jpg (since Estate cannot be an Action card in the trash). The same logic applies to when you CatapultCatapult.jpg an Inherited Estate, and thus when Catapulting an Estate Inheriting CrownCrown.jpg, the other players do not discard down to 3, or gain a CurseCurse.jpg.
  • In contrast, if you IronworksIronworks.jpg an Inherited Estate, you would get +1 Card and +1 Action.
  • The fact that Estate inherits the abilities but not the name or cost of another card can lead to some surprising effects; as always, reading the text of the card carefully should resolve most confusions. Some examples:
    • If Estate inherits Treasure MapTreasure Map.jpg, then when you play an Estate, you trash it and a Treasure Map from your hand (not an Estate from your hand), but you don't gain Gold because you didn't "trash two Treasure Maps".
    • If Estate inherits CrossroadsCrossroads.jpg, then playing an Estate can't give you +3 Actions because it's not "the first time you played a Crossroads this turn". But if you play an Estate and then a Crossroads, you do get the +3 Actions from the Crossroads, since it is the first time you've played a Crossroads.
    • If Estate inherits RatsRats.jpg, then when you play Estate, you can trash another Estate (but not a Rats), and you gain an actual Rats, and not another Estate.
    • If Estate inherits CatacombsCatacombs.jpg, then when you trash an Estate you must gain a card costing less than Estate, not just less than Catacombs.
  • The exception to the above, as usual, is when Estate inherits Pirate ShipPirate Ship.jpg: despite the wording on the Pirate Ship card, coin tokens placed on your Pirate Ship mat by playing Estate count toward the future value of your Pirate Ships (and Estates) in the same way as coin tokens placed by playing Pirate Ship itself.
  • If an Estate comes into your possession via a means not explicitly described in the Official FAQ, such as being put in your hand after being trashed as a FortressFortress.jpg, it is still "yours", and still has its Inherited properties.
  • Since Inherited Estates are not Actions until they are yours, they cannot be gained by abilities that specify gaining an Action, such as by UniversityUniversity.jpg.
  • Inherited Estates do count for VineyardVineyard.jpg.
  • Estates become yours upon the act of buying, therefore an Estate inherited as a Grand MarketGrand Market.jpg can be bought with CopperCopper.jpg in play.
  • Buying an Estate does trigger any on-buy effects of the set-aside card, e.g. if you inherited Noble BrigandNoble Brigand.jpg, it triggers the "attack".
  • The Estate pile is not yours, and thus not an Action pile; it cannot have Adventures tokens put on it, and cannot be emulated by Band of MisfitsBand of Misfits.jpg or OverlordOverlord.jpg.
  • Your Estates only look at the text of the set aside card, and do not care if there are Adventures tokens on the pile it is from.
  • Estates Inherited as Gathering cards put VP.png tokens on the pile they Inherited from, not the Estate pile.
  • If you Inherit FortressFortress.jpg, you will not put Estates into your hand if you trash them with Salt the EarthSalt the Earth.jpg, as Estates in the Supply are not yours.

[edit] Strategy

Original article by faust

It is the craziest Event in Dominion so far (Sorry, DonateDonate.jpg). It impacts the game like few other card-shaped things do, sometimes completely warping the way you approach building your deck. And, I think, it is still heavily underrated by a large part of the player base.

In this article, I try to highlight two different ways to incorporate Inheritance into your strategy, and also offer some thoughts on when going for Inheritance is the wrong move. This we will start with, because it is the easiest part.

[edit] When to not go for Inheritance

If you see Inheritance in a kingdom, your first impulse should always be to ask yourself "Can I make Inheritance work here?" In most cases, you will want to use Inheritance, but there are boards on which you don't. Aside from obvious cases like, there is no possible Inheritance target, you should look for these conditions:

  • Do you start with Estates?
  • Is there a non-terminal action costing $4 or less?
  • Is there an easy way to buy/gain multiple Estates in a single turn?

If you answered at least two of these questions with "no", then you can probably ignore Inheritance. On the other hand, if you answered at least two of these with "yes", chances are you want to go for Inheritance in some way.

This evaluation is the easy part. But how to incorporate Inheritance into your strategy? There are two different strategy archetypes for this. I will outline them first and then talk a bit about when to go for which.

[edit] The Inheritance Rush

In an Inheritance Rush, you first and most important goal is to buy Inheritance as soon as possible. After that, if your opponent also goes for Inheritance, your next move is usually to try and win the Estate split.

To reach your first goal, you must throw some of your Dominion wisdom out of the window: Trashing is not a priority. Instead, you should focus on getting $7. CopperCopper.jpg-trashing can still be worth it if it also provides economy (like MoneylenderMoneylender.jpg/CounterfeitCounterfeit.jpg) or cycling (like Spice MerchantSpice Merchant.jpg). But you want to hold on to your starting Estates, if you have those. This strategy wants to open with cards that can spike high price points (BaronBaron.jpg excels at this; but even CoppersmithCoppersmith.jpg or Death CartDeath Cart.jpg can be worth it). Events such as SaveSave.jpg or ExpeditionExpedition.jpg are a big help too.

Also, remember that you will soon get three copies of some card at once; you may want to delay buying those. If your plan is to inherit VillagesVillage.jpg, don't buy one when you have only 2-3 terminals in your deck.

Once you managed to murder your parents and snatch the Inheritance, often you will want to get as many Estates as possible. They're good for your deck, and winning the split provides a comfortable VP.png lead over your opponent without slowing you down. At this point, you will need to add +buy and gainers to your deck, which you probably didn't want earlier since they don't help you reaching $7.

After the Estates have drained, you should have put together a decent deck. From then on it's just usual Dominion play until the end.

Example games:

  • Game 1 - Here I focus on economy early on (opening Moneylender/SilverSilver.jpg) while my opponent chooses a more traditional trashing approach with AmuletAmulet.jpg. I never gain more Estates, but choosing the Inheritance Rush is still worth it.
  • Game 2 - Here my opponent and I both choose to build similar engines, but due to using Inheritance, I get a sizable lead in VP.png and villages, promting my opponent to resign.
  • Game 3 - again I forego trashing in favor of more sifting (DungeonDungeon.jpg), and use a spiking card (Wine MerchantWine Merchant.jpg) to get to Inheritance quickly.

[edit] Inheritance as support

Sometimes, the Rush is not the way to go, but Inheritance may still be useful. If Inheritance is only used as support, then you play the game much like a usual game, but at some point - maybe instead of your first ProvinceProvince.jpg - you buy Inheritance. Playing "normally" means you focus more strongly on trashing, maybe even trashing your starting Estates.

You will reach $7 much later in such games, and then you have to ask yourself whether Inheriting is still better than greening. Often enough, it will be.

There is less to say about this way to play Inheritance, since it is less a strategy on its own and more fitting Inheritance into whatever strategy your were already playing.

Example games:

  • Game 4 - here, the presence of Sea Hag turns the game into a slog, which means getting to $7 will be hard. You still want to get Inheritance since IronmongerIronmonger.jpg is such a juicy target.
  • Game 5 - here, lack of amazing targets means that building the engine takes precedence over inheriting, which is why I open LoanLoan.jpg. I still luck into an early $7 thanks to BorrowBorrow.jpg.
  • Game 6 - my opponent goes for the Rush, while I focus on getting to ChampionChampion.jpg first. That turns out to be important, as I can later destroy his deck with inherited PagesPage.jpg and WarriorsWarrior.jpg.

[edit] When to go for which strategy

Now that we saw both ways to play Inheritance, let's tackle the most important question: When do you want to do which? Obviously, that one is not easy to answer. The main reason not to go for a rush are attacks. Going for the Rush often means delaying the attack, which is particularly bad with junking. Also, most attacks will actively prevent the other player from getting to $7 anytime soon.

The other thing to consider is: would you normally open with the card you want to inherit? If your inheritance target is best in the earlier game stages, then the Rush is better. If it is more of a mid- to late-game support card, then you can also delay Inheritance.

Finally, I would like to address some more specific issues that may come up when playing with Inheritance:

Selecting the right target

Usually, the best target for Inheritance on a given board is glaringly obvious, but there are cases when things are not that easy. Usually, some cantrip is the best option - remember, you will have lots of them in your deck. Select a target that will not only benefit you for the next shuffle, but for the rest of the game. Sometimes, you might not want the cantrip at all if it does too little for your deck.

Example games:

  • Game 7 - I go for SchemeScheme.jpg while my opponent picks TournamentTournament.jpg. The problem with Tournament is that it's not a true cantrip - if I have a Province in hand and you have a hand of all Tournaments, it's a dud. Tournament just gets too risky in the late game, and my Schemes are just as good at lining up Tournament with Province.
  • Game 8 - here, I sheepishly go for Wandering MinstrelWandering Minstrel.jpg (it's a cantrip after all!) while my opponent chooses EnvoyEnvoy.jpg, and that's just so much better in this Big-Money-like game.

Cost reduction

This is a tricky one. Cost reduction enables you to Inherit more valuable targets, but it also means that you have to delay your Inheritance more than you'd like. The main problem is that Cost-reducers don't actually help you to buy Inheritance, so you better have some plan to get there. If you do, it can work out beautifully. These games are usually not Rushes, but only use Inheritance as support.

Example games:

  • Game 9 - I use HighwayHighway.jpg to inherit more Highways and my deck just explodes from there.

Cost, type, triggers, tokens

It's important to remember where your inherited Estates are like the original cards - and where they differ.

  • Cost: The Estates still cost only $2. Remember this when planning to inherit Band of MisfitsBand of Misfits.jpg or Border VillageBorder Village.jpg.
  • Type: You will have lots of Action-Victory hybrids in your deck. This is great for cards that care about that stuff (CrossroadsCrossroads.jpg, the Iron family, even ScoutScout.jpg) and changes the interaction with some attacks (RabbleRabble.jpg gets hard-countered while BureaucratBureaucrat.jpg gets stronger).
  • Triggers: The Estates become yours as soon a you buy them, and stay your until they are trashed. That means you can make use of any on-buy, on-gain of on-trash triggers. Ever wanted to trash a Hunting GroundsHunting Grounds.jpg, gaining 3 more Hunting Grounds?
  • Tokens: Tokens placed on the pile you inherited from are sadly not copied, and you cannot place tokens on the Estate pile.

[edit] Versions

[edit] English versions

Print Digital Text Release Date
Inheritance Inheritance from Goko/Making Fun Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it (your Estates gain the abilities and types of that card). Adventures 1st Edition April 2015
Inheritance Inheritance from Shuffle iT Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it. (Your Estates gain the abilities and types of that card.) Adventures 2nd Edition August 2017

[edit] Other language versions

Language Name Print Digital Text Notes
Dutch Erfenis
Finnish Perintö
French Héritage
German Erbschaft
Japanese 相続 (pron. sōzoku) ゲーム中に1度のみ:勝利点カード以外の、 コスト$4以下のアクションカード1枚を脇に置き、その上にあなたの屋敷トークンを移動する(あなたの屋敷は脇に置いたカードの能力と種類名を得る)。
Russian Наследство (pron. naslyedstvo)

[edit] Trivia

Official card art.

[edit] Preview

Inheritance is maybe the strangest thing in Adventures. Your Estates turn into another card. Again that's Estates you already have, and any new ones you buy. You put the token on say a VillageVillage.jpg; now your Estates are cards that cost $2 and are worth 1 VP.png and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these Estates are Villages, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the Knights from Dark Ages. Lost Arts can give all of the Knights +1 Action for you, but when your Inheritance is Sir Martins, your Estates are all Sir Martin, they aren't any other Knights. And if that's not clear, there's a lengthy FAQ.

[edit] Secret History

Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point Treasures worked; I tried letting it go on Victory cards. VP.png cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the Estates were yours; some versions didn't work for when-buy abilities.


Cards $2 Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg $3 AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg $4 DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg $5 ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg $6 HirelingHireling.jpg
Events $0 AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg $1 SaveSave.jpg $2 Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg $3 BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg $4 MissionMission.jpgPilgrimagePilgrimage.jpg $5 BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg $6 Lost ArtsLost Arts.jpgTrainingTraining.jpg $7 InheritanceInheritance.jpg $8 PathfindingPathfinding.jpg
Combos and Counters Baron/InheritanceCounting House/Travelling FairGuide/OutpostRoyal Carriage/BridgeGuide vs MilitiaLibrary vs RelicSwamp Hag vs Goons
Other concepts DurationReserveTokensTraveller
Dominion Cards
Basic cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg
Dominion $2 CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg $3 HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg $4 BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg $5 BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg $6 ArtisanArtisan.jpg
Removed cards: $3 ChancellorChancellor.jpgWoodcutterWoodcutter.jpg $4 FeastFeast.jpgSpySpy.jpgThiefThief.jpg $6 AdventurerAdventurer.jpg
Intrigue $2 CourtyardCourtyard.jpgLurkerLurker.jpgPawnPawn.jpg $3 MasqueradeMasquerade.jpgShanty TownShanty Town.jpgStewardSteward.jpgSwindlerSwindler.jpgWishing WellWishing Well.jpg $4 BaronBaron.jpgBridgeBridge.jpgConspiratorConspirator.jpgDiplomatDiplomat.jpgIronworksIronworks.jpgMillMill.jpgMining VillageMining Village.jpgSecret PassageSecret Passage.jpg $5 CourtierCourtier.jpgDukeDuke.jpgMinionMinion.jpgPatrolPatrol.jpgReplaceReplace.jpgTorturerTorturer.jpgTrading PostTrading Post.jpgUpgradeUpgrade.jpg $6 HaremHarem.jpgNoblesNobles.jpg
Removed cards: $2 Secret ChamberSecret Chamber.jpg $3 Great HallGreat Hall.jpg $4 CoppersmithCoppersmith.jpgScoutScout.jpg $5 SaboteurSaboteur.jpgTributeTribute.jpg
Seaside $2 EmbargoEmbargo.jpgHavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 CaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgNavigatorNavigator.jpgPirate ShipPirate Ship.jpgSalvagerSalvager.jpgSea HagSea Hag.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgExplorerExplorer.jpgGhost ShipGhost Ship.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Alchemy P TransmuteTransmute.jpgVineyardVineyard.jpg $2 HerbalistHerbalist.jpg $2P ApothecaryApothecary.jpgScrying PoolScrying Pool.jpgUniversityUniversity.jpg $3P AlchemistAlchemist.jpgFamiliarFamiliar.jpgPhilosopher's StonePhilosopher's Stone.jpg $4 PotionPotion.jpg $4P GolemGolem.jpg $5 ApprenticeApprentice.jpg $6P PossessionPossession.jpg
Prosperity $3 LoanLoan.jpgTrade RouteTrade Route.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgMonumentMonument.jpgQuarryQuarry.jpgTalismanTalisman.jpgWorker's VillageWorker's Village.jpg $5 CityCity.jpgContrabandContraband.jpgCounting HouseCounting House.jpgMintMint.jpgMountebankMountebank.jpgRabbleRabble.jpgRoyal SealRoyal Seal.jpgVaultVault.jpgVentureVenture.jpg $6 GoonsGoons.jpgHoardHoard.jpg $6star Grand MarketGrand Market.jpg $7 BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg $8star PeddlerPeddler.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
Cornucopia $2 HamletHamlet.jpg $3 Fortune TellerFortune Teller.jpgMenagerieMenagerie.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgRemakeRemake.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) • Young WitchYoung Witch.jpg $5 HarvestHarvest.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpg $6 FairgroundsFairgrounds.jpg
Hinterlands $2 CrossroadsCrossroads.jpgDuchessDuchess.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgOasisOasis.jpgOracleOracle.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of all TradesJack of all Trades.jpgNoble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpg $5 CacheCache.jpgCartographerCartographer.jpgEmbassyEmbassy.jpgHagglerHaggler.jpgHighwayHighway.jpgIll-Gotten GainsIll-Gotten Gains.jpgInnInn.jpgMandarinMandarin.jpgMargraveMargrave.jpgStablesStables.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
Dark Ages $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Guilds $2 Candlestick MakerCandlestick Maker.jpg $2plus StonemasonStonemason.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 AdvisorAdvisor.jpgPlazaPlaza.jpgTaxmanTaxman.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgJourneymanJourneyman.jpgMerchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg
Adventures $2 Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg $3 AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg $4 DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg $5 ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg $6 HirelingHireling.jpg
Events: $0 AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg $1 SaveSave.jpg $2 Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg $3 BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg $4 MissionMission.jpgPilgrimagePilgrimage.jpg $5 BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg $6 Lost ArtsLost Arts.jpgTrainingTraining.jpg $7 InheritanceInheritance.jpg $8 PathfindingPathfinding.jpg
Empires 4D EngineerEngineer.jpg 8D City QuarterCity Quarter.jpgOverlordOverlord.jpgRoyal BlacksmithRoyal Blacksmith.jpg $2 EncampmentEncampment.jpg/PlunderPlunder.jpgPatricianPatrician.jpg/EmporiumEmporium.jpgSettlersSettlers.jpg/Bustling VillageBustling Village.jpg $3 CastlesCastles.jpg (HumbleHumble Castle.jpgCrumblingCrumbling Castle.jpgSmallSmall Castle.jpgHauntedHaunted Castle.jpgOpulentOpulent Castle.jpgSprawlingSprawling Castle.jpgGrandGrand Castle.jpgKing'sKing's Castle.jpg) • CatapultCatapult.jpg/RocksRocks.jpgChariot RaceChariot Race.jpgEnchantressEnchantress.jpgFarmers' MarketFarmers' Market.jpgGladiatorGladiator.jpg/FortuneFortune.jpg $4 SacrificeSacrifice.jpgTempleTemple.jpgVillaVilla.jpg $5 ArchiveArchive.jpgCapitalCapital.jpgCharmCharm.jpgCrownCrown.jpgForumForum.jpgGroundskeeperGroundskeeper.jpgLegionaryLegionary.jpgWild HuntWild Hunt.jpg
Events: 5D TriumphTriumph.jpg 8D AnnexAnnex.jpgDonateDonate.jpg $0 AdvanceAdvance.jpg $2 DelveDelve.jpgTaxTax.jpg $3 BanquetBanquet.jpg $4 RitualRitual.jpgSalt the EarthSalt the Earth.jpg $43D WeddingWedding.jpg $5 WindfallWindfall.jpg $6 ConquestConquest.jpg $14 DominateDominate.jpg
Landmarks: AqueductAqueduct.jpgArenaArena.jpgBandit FortBandit Fort.jpgBasilicaBasilica.jpgBathsBaths.jpgBattlefieldBattlefield.jpgColonnadeColonnade.jpgDefiled ShrineDefiled Shrine.jpgFountainFountain.jpgKeepKeep.jpgLabyrinthLabyrinth.jpgMountain PassMountain Pass.jpgMuseumMuseum.jpgObeliskObelisk.jpgOrchardOrchard.jpgPalacePalace.jpgTombTomb.jpgTowerTower.jpgTriumphal ArchTriumphal Arch.jpgWallWall.jpgWolf DenWolf Den.jpg
Nocturne $0star Will-o'-WispWill-o'-Wisp.jpgWishWish.jpg $2 DruidDruid.jpgFaithful HoundFaithful Hound.jpgGuardianGuardian.jpgMonasteryMonastery.jpgPixiePixie.jpg (GoatGoat.jpg) • TrackerTracker.jpg (PouchPouch.jpg) $2star ImpImp.jpg $3 ChangelingChangeling.jpgFoolFool.jpg (Lost in the WoodsLost in the Woods.jpgLucky CoinLucky Coin.jpg) • Ghost TownGhost Town.jpgLeprechaunLeprechaun.jpgNight WatchmanNight Watchman.jpgSecret CaveSecret Cave.jpg (Magic LampMagic Lamp.jpg) $4 BardBard.jpgBlessed VillageBlessed Village.jpgCemeteryCemetery.jpg (Haunted MirrorHaunted Mirror.jpg) • ConclaveConclave.jpgDevil's WorkshopDevil's Workshop.jpgExorcistExorcist.jpgNecromancerNecromancer.jpg (Zombies: ApprenticeZombie Apprentice.jpgMasonZombie Mason.jpgSpyZombie Spy.jpg) • ShepherdShepherd.jpg (PasturePasture.jpg) • SkulkSkulk.jpg $4star GhostGhost.jpg $5 CobblerCobbler.jpgCryptCrypt.jpgCursed VillageCursed Village.jpgDen of SinDen of Sin.jpgIdolIdol.jpgPookaPooka.jpg (Cursed GoldCursed Gold.jpg) • Sacred GroveSacred Grove.jpgTormentorTormentor.jpgTragic HeroTragic Hero.jpgVampireVampire.jpg (BatBat.jpg) • WerewolfWerewolf.jpg $6 RaiderRaider.jpg
Boons: The Earth's GiftThe Earth's Gift.jpgThe Field's GiftThe Field's Gift.jpgThe Flame's GiftThe Flame's Gift.jpgThe Forest's GiftThe Forest's Gift.jpgThe Moon's GiftThe Moon's Gift.jpgThe Mountain's GiftThe Mountain's Gift.jpgThe River's GiftThe River's Gift.jpgThe Sea's GiftThe Sea's Gift.jpgThe Sky's GiftThe Sky's Gift.jpgThe Sun's GiftThe Sun's Gift.jpgThe Swamp's GiftThe Swamp's Gift.jpgThe Wind's GiftThe Wind's Gift.jpg
Hexes: Bad OmensBad Omens.jpgDelusionDelusion.jpg (DeludedDeluded.jpg) • EnvyEnvy.jpg (EnviousEnvious.jpg) • FamineFamine.jpgFearFear.jpgGreedGreed.jpgHauntingHaunting.jpgLocustsLocusts.jpgMiseryMisery.jpg (MiserableMiserable.jpg/Twice MiserableTwice Miserable.jpg) • PlaguePlague.jpgPovertyPoverty.jpgWarWar.jpg
Promo $3 Black MarketBlack Market.jpg $4 DismantleDismantle.jpgEnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg $5 GovernorGovernor.jpgStashStash.jpg $8 PrincePrince.jpg
Events: $5 SummonSummon.jpg
Base Cards $0 CopperCopper-new.jpgCurseCurse-new.jpg $2 EstateEstate-new.jpg $3 SilverSilver-new.jpg $4 PotionPotion-new.jpg $5 DuchyDuchy-new.jpg $6 GoldGold-new.jpg $8 ProvinceProvince-new.jpg $9 PlatinumPlatinum-new.jpg $11 ColonyColony-new.jpg
See also: Second EditionOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
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