Odyssey is a type of Kingdom card from the Allies expansion. There are 4 copies each of 4 differently-named Odysseys with a single randomizer card, forming a split pile: when Odysseys 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 Odysseys
 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 Old Map, Voyage, Sunken Treasure, and Distant Shore, in that order. Only the top card can be gained or bought.
|| March 2022
 Other language versions
|| Dieser Stapel besteht zu Beginn aus je 4 Karten Alte Landkarte, Seereise, Versunkener Schatz und Ferne Küste (von oben nach unten). Nur die oberste Karte darf genommen oder gekauft werden.
As before, the first card can rotate the pile. does a little filtering. is an extra turn with a tricky limitation: you only get to play 3 cards, and that includes Treasures. Although things that play cards other than from your hand get around this a little (e.g. ). can get you stuff you don't have yet, and is somehow a that gains s.
 Secret History
The first card was initially (called Provisioner). Then it was a duration version of - cantrip
, next turn draw/discard (with an option to trash
Odyssey cards from the Supply
). Matt suggested having this be the multicolor pile - each card a different color. So I tried some blue s, but the one I liked ending up being a straight Action
. The second card started as a cool thing that became its own pile and then left the set, bound for the future. Then briefly it was with a recursion clause, and then it got from the pile. Cade suggested the "from your hand" wording, which was crucial for e.g. not stranding cards that hits. The third card was initially a with +2 Cards in front of it and "discard 2 cards" after it. An old concept, tried years ago. You know this time it didn't exactly fail, it just didn't want to be in the pile and then there was no home for it. I followed it with a treasure that cared how many types
you had in play, then "gain an Action card from a pile that isn't full," then the final card. And then the last card in the pile started out as a token-based variation on - 4 tokens, remove some this turn for + , the rest next turn for +Cards. The tokens weren't necessary, I could just fix the amounts. But you know, did that elsewhere. Here I was looking for a green card for that multicolor theme. I tried with based on how many treasures you had, then a thing that gave based on the cost of a discarded card, and finally the final card. Hooray, we made it there.