332 (33 sets)
|Release||November 16, 2017|
|Cover artist||Garret DeChellis|
Nocturne is the eleventh expansion to Dominion. It introduces Night cards, which are played after your Buy phase; Heirlooms, which replace your starting Coppers; and Fate and Doom cards, which give out Boons and Hexes, respectively.
 Basic Supply Cards
- Nocturne is only an expansion, so no Basic Supply Cards are included.
 Kingdom cards
- Druid, Faithful Hound, Guardian, Monastery, Pixie, Tracker
- Changeling, Fool, Ghost Town, Leprechaun, Night Watchman, Secret Cave
- Bard, Blessed Village, Cemetery, Conclave, Devil's Workshop, Exorcist, Necromancer, Shepherd, Skulk
- Cobbler, Crypt, Cursed Village, Den of Sin, Idol, Pooka, Sacred Grove, Tormentor, Tragic Hero, Vampire, Werewolf
 Additional materials
 Non-Supply Cards
Heirlooms, 6 copies of each:
Other non-Supply cards:
- Will-o'-Wisp, Wish (12 copies each)
- Bat (10 copies), Imp (13 copies)
- Zombie Apprentice, Zombie Mason, Zombie Spy (1 copy each)
- Ghost (6 copies)
12 cards, 1 of each:
The Earth's Gift, The Field's Gift, The Flame's Gift, The Forest's Gift, The Moon's Gift, The Mountain's Gift, The River's Gift, The Sea's Gift, The Sky's Gift, The Sun's Gift, The Swamp's Gift, The Wind's Gift
12 cards, 1 of each:
- Lost in the Woods (1 copy)
- Deluded/Envious (6 copies, double-sided)
- Miserable/Twice Miserable (6 copies, double-sided)
 Additional Rules
- Nocturne adds Night cards and the Night phase. In games using Night cards, the Night phase happens after the Buy phase - it goes, Action, Buy, Night, Clean-up. In your Night phase, you can play any number of Night cards.
- Nocturne has cards with a yellow banner saying "Heirloom" and naming a card. In games using a card with that banner, each player replaces a starting Copper with the named card. See Preparation.
- Nocturne has Fate cards and Boons. Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game. Boons are a face-down deck of cards that are revealed as needed. The phrase "receive a Boon" means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.
- Nocturne also has Doom cards and Hexes. Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game. Hexes are a face-down deck of cards that are revealed as needed. The phrase "receive a Hex" means, turn over the top Hex, and follow the instructions on it. "Each other player receives the next Hex" means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile.
- Three Hexes and one Kingdom card give players a State; this is a card that goes in front of a player and applies a rule. Deluded and Envious affect a single turn, and then are returned; Miserable and Twice Miserable affect scoring at the end of the game; Lost in the Woods affects one player's turns until another player takes it. Deluded and Envious are on the same card; have the relevant side face-up. Similarly Miserable and Twice Miserable are on the same card. A State only applies while a player has it.
- Boons, Hexes, and States are never in a player's deck; like Events and Landmarks (from Adventures and Empires), they are physically cards but are not "cards" in game terms. They are thus never "cards in play," receiving Boons and Hexes or taking a State is not "gaining a card," and so on.
- Nocturne has Duration cards, which were introduced in Dominion: Seaside. 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 multiple times by a card such as Throne Room, that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played multiple 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 (older cards and this turn's cards).
- Nocturne has three cards that tell a player to "exchange" a card for another card. The card being exchanged is returned to its Supply pile, or non-Supply pile, and the card being exchanged for is taken and put into the player's discard pile. This does not count as gaining a card. The exchange only happens if both cards can be exchanged; if the pile is empty, the cards are not exchanged.
- If any Kingdom cards being used have a yellow banner indicating an Heirloom, players start the game with that Heirloom replacing what would normally be a Copper. For example in a game with Pixie and Tracker, players start with 3 Estates, 5 Coppers, a Goat, and a Pouch. The unused Coppers go in the Copper pile.
- If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp pile near the Supply also. If any have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious and Miserable/Twice Miserable near the Supply also.
- If Druid is being used, deal three Boon cards face up for use with it. If Necromancer is being used, put the three Zombies into the trash. If Fool is being used, get Lost in the Woods and have it handy. If Vampire is being used, put the Bat pile near the Supply. If Leprechaun or Secret Cave is being used, put the Wish pile near the Supply. If Devil's Workshop or Tormentor are being used, put the Imp pile near the Supply; if Cemetery is being used, put the Ghost pile near the Supply; and if Exorcist is being used, put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.
 Flavor Text
 Cards Gallery
 Kingdom Cards
 Non-Supply Cards
Other non-Supply cards
 Impact of Nocturne
Like Adventures and Empires before it, Nocturne introduced more unique card-shaped things than any previous set. It is the first set to introduce a new basic Kingdom card type (Night), the first to introduce a new turn phase, and the second to add cards that replace cards in your starting deck, after Dark Ages' Shelters. Because so many of the cards rely on non-Supply cards or other additional elements (several of which require their own additional elements, such as the Boons requiring the Will-o'-Wisp pile), the set was perceived by some to be more fiddly than previous sets; this is more pronounced in the physical version (as opposed to online), where all the extra piles mean longer setup times and more space taken up on the table. Despite this, the actual gameplay of the set was still well-received, though some players criticized the high degree of randomness introduced by the Boons and Hexes.
Nocturne also added card effects and properties heretofore unseen: cards that are always gained to your hand, cards that start the game in the trash, a Duration that stays out for an arbitrary amount of turns (but not permanently), a full Kingdom pile of a card with four types, "attacks" that affect other players' Buy phases, and an "attack" that lowers a player's score without using Curses. It is also the set with the highest proportion of non-Action Kingdom cards, and introduced a number of new types, and thus a number of new type combinations (but none with only previously seen types).
Donald X.'s goal in designing Nocturne was to aim to satisfy the "typical" Dominion player, rather than the expert, so Nocturne cards lend themselves less to subtle and complex strategic decks than do cards from the previous expansion, Empires. However, many Nocturne cards ended up having complex mechanics or depended on other cards to be understood; therefore for the next expansion, Renaissance, Donald's aimed for more straightforward cards.
The addition of the Night phase (and Night cards) adds a new level of strategy to the game. It provides more ways to get around the "1 Action per turn" rule, as Night cards are, by their nature, non-terminal, and several Night cards require players to put more thought into their Buy phase, and what cards they want to have in play when their Night phase rolls around. It also alters the power level of several cards that call out specific types, as none of them were created with the eventual addition of Night cards in mind.
While Shelters generally have a relatively minor impact, Heirlooms can make a game wildly different. Players must think carefully about playing a Lucky Coin or Cursed Gold, and Pouch and Goat greatly improve starting decks. Haunted Mirror and Magic Lamp also give the player a little side quest to complete, the reward for which can be quite significant.
 Boons and Hexes
The random nature of the Boon and Hex piles means that Fate and Doom cards can often swing from being laughably weak to being quite powerful. While your Bard might give you a crucial Flame's Gift, your opponent might get The Moon's Gift when they have an empty discard pile. And while Famine can be easy enough to shrug off, getting hit by Delusion or Envy can cost you the game. This can make Fate and Doom cards frustrating to play with sometimes, though the randomness can be tempered somewhat by simply getting lots of them. When you're playing five Werewolves a turn, the fact that the Hexes have a varying power level starts to not matter as much, as you're almost guaranteed to hand out at least one strong Hex.
Nocturne has a few engine-friendly cards:
- Monastery - a powerful trasher
- Tracker - has a nice while-in-play effect, gives access to Pouch for +Buy
- Ghost Town - a decent village with Duration draw
- Blessed Village - a village with good on-gain effect
- Cemetery - a good trasher, means Ghost is in the game, a powerful Throne Room variant
- Conclave - a good village for diverse decks
- Devil's Workshop - a good gainer that can potentially gain Imp, a decent Lab variant
- Exorcist - a trasher that can gain any Spirit, which all go well with engines
- Necromancer - gives access to the Zombies, and can flexibly play other Actions later in the game
- Shepherd - non-terminal draw that allows you to green earlier
- Cobbler - a powerful gainer
- Cursed Village - a good village
- Den of Sin - good Duration draw
- Tragic Hero - draw and +Buy that can potentially turn into payload
- Vampire - a gainer and trasher that also attacks
- Werewolf - decent draw that can also attack
A couple Boons are nice with engines:
- The Earth's Gift, The Swamp's Gift - good gainers
- The Flame's Gift - a trasher
- The River's Gift, The Sun's Gift - add reliability
 Big Money
Nocturne also has big money enablers:
 Nocturne Theme
- 15 Night cards, including 2 non-Supply cards: Guardian, Monastery, Changeling, Ghost Town, Night Watchman, Devil's Workshop, Exorcist, Ghost, Cobbler, Crypt, Den of Sin, Vampire, Bat, Werewolf, Raider
- 7 Heirloom-giving cards: Pixie, Tracker, Fool, Secret Cave, Cemetery, Shepherd, Pooka
- 8 Fate cards: Druid, Pixie, Tracker, Fool, Bard, Blessed Village, Idol, Sacred Grove
- 6 Doom cards: Leprechaun, Skulk, Cursed Village, Tormentor, Vampire, Werewolf
- 8 Kingdom cards with ancillary non-Supply cards: Leprechaun, Secret Cave, Cemetery, Devil's Workshop, Exorcist, Necromancer, Tormentor, Vampire
- 3 off-theme cards: Faithful Hound, Conclave, Tragic Hero
 In other languages
- German: Nocturne
- Russian: Ноктюрн (pron. noktyurn)
A Sporcle quiz was posted by LastFootnote as a teaser the Friday before previews for Nocturne were posted. The quiz had all 33 Kingdom cards from the set for players to try to guess.
 Secret History
 Recommended Sets of 10
 Nocturne alone
|Blessed Village||Cobbler||Den of Sin||Faithful Hound||Fool|
|Monastery||Night Watchman||Shepherd||Tormentor||Tragic Hero|
|Conclave||Crypt||Cursed Village||Devil's Workshop||Druid|
|Boons for Druid|
|The Swamp's Gift||The Flame's Gift||The Wind's Gift|
|Night Shift [+/-]|
|Druid||Exorcist||Ghost Town||Idol||Night Watchman|
|Boons for Druid|
|The Earth's Gift||The Flame's Gift||The Forest's Gift|
|Idle Hands [+/-]|
|Bard||Conclave||Cursed Village||Devil's Workshop||Tragic Hero|
|Shadowy Figures [+/-]|
|Cobbler||Conclave||Faithful Hound||Shepherd||Tragic Hero|
|Impending Doom [+/-]|
|The New Black [+/-]|
|Cobbler||Den of Sin||Ghost Town||Raider||Secret Cave|
|Forbidden Isle [+/-]|
|Blessed Village||Cemetery||Idol||Tracker||Tragic Hero|
|Fishing Village||Ghost Ship||Lookout||Salvager||Treasure Map|
|Nightmare Fuel [+/-]|
|Bard||Blessed Village||Cemetery||Sacred Grove||Skulk|
 Nocturne & Prosperity
|Treasures of the Night [+/-]|
|Day at the Races [+/-]|
|Blessed Village||Cemetery||Druid||Tormentor||Tragic Hero|
|Boons for Druid|
|The Swamp's Gift||The River's Gift||The Forest's Gift|
 Nocturne & Cornucopia/Guilds
|The Endless Fair [+/-]|
|Baker||Fairgrounds||Farming Village||Fortune Teller||Merchant Guild|
|Happy Chaos [+/-]|
|Blessed Village||Changeling||Fool||Faithful Hound||Sacred Grove|
 Nocturne & Hinterlands
|Search Party [+/-]|
|Boons for Druid|
|The Mountain's Gift||The Sky's Gift||The Sun's Gift|
|Counting Sheep [+/-]|
|Grave Matters [+/-]|
|Rats and Bats [+/-]|
|Changeling||Devil's Workshop||Sacred Grove||Tracker||Vampire|
 Nocturne & Adventures
|Monster Mash [+/-]|
|Lost in the Woods [+/-]|
|Blessed Village||Druid||Fool||Sacred Grove||Tracker|
|Caravan Guard||Guide||Haunted Woods||Hireling||Ranger|
|Boons for Druid|
|The Sky's Gift||The Field's Gift||The Sea's Gift|
|Pooka Pranks [+/-]|
|Faithful Hound||Ghost Town||Pixie||Pooka||Skulk|
 Nocturne & Renaissance
|Becoming a Monster [+/-]|
|Experiment||Mountain Village||Old Witch||Research||Spices|
|Devil's Workshop||Monastery||Shepherd||Skulk||Tragic Hero|
|True Believers [+/-]|
|Border Guard||Cargo Ship||Scholar||Sculptor||Villain|
|Blessed Village||Crypt||Faithful Hound||Sacred Grove||Secret Cave|