Prosperity is the fourth Dominion expansion, released in October 2010. The box contains 25 sets of Kingdom Cards. The basic conceptual theme of the set is wealth, focusing on Treasure cards and on expensive cards with powerful abilities. It is a full size expansion, and it is best known for featuring a variety of powerful game-changing cards, including the two new basic cards and and cards that produce tokens. Prosperity also introduced the first Treasure cards that have effects in addition to simply providing + . It is the only expansion to feature cards costing and to have no cards costing , and it thereby has the highest average card cost of all expansions.
 Basic Supply Cards
- Platinum and Colony are not used in every game, unless that game includes only Kingdom Cards from Prosperity. Otherwise, their use should be determined based on the proportion of Prosperity and non-Prosperity cards in use.
- Either Platinum and Colony are both used, or neither is used.
- Games using Platinum and Colony have another ending condition in addition to the usual ones: at the end of each turn, if the Supply pile of Colony cards is empty, the game ends.
 Kingdom Cards
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 Additional Materials
 Additional Rules
- "+X" - The player takes X tokens. He takes them from the pile of unused tokens, not from another player. When a player first takes tokens, he takes a player mat to put them on. tokens are not private; anyone can count them. There are 1 and 5 tokens; players make change as needed. At the end of the game, players add the they have from tokens to their regular score. If the tokens run out, use something else to track any further tokens; players are not limited by the number of tokens available. tokens are used by Bishop, Goons, and Monument.
- “In play” - Action cards and Treasure cards played face-up to a play area are in play until they are moved somewhere else—usually until they are discarded during a Clean-up phase. Only played cards are in play; set aside cards, trashed cards, cards in the Supply, and cards in hands, decks, and discard piles are not in play. Reaction abilities like Watchtower's do not put those cards into play. Duration cards (from Dominion: Seaside), once played, remain in play until the Clean-up phase of the turn they are discarded. Prosperity includes eight Treasure cards with rules on them. They are in the Supply if selected as one of the 10 Kingdom cards for the game; they are not part of the Basic Supply. They are just like normal Treasures, but have special abilities. They are played during the Buy phase like normal Treasures and are affected by cards that refer to Treasures.
- A player may play his Treasure cards in any order and may choose not to play some (or even all) of the Treasure cards he has in his hand. During the Buy phase, a player must play all of the Treasures he wishes to play before he buys any cards, even if he has +Buys; he cannot play more Treasures after Buying a card.
 Flavor Text
Ah, money. There's nothing like the sound of coins clinking in your hands. You vastly prefer it to the sound of coins clinking in someone else's hands, or the sound of coins just sitting there in a pile that no-one can quite reach without getting up. Getting up, that's all behind you now. Life has been good to you. Just ten years ago, you were tilling your own fields in a simple straw hat. Today, your kingdom stretches from sea to sea, and your straw hat is the largest the world has ever known. You also have the world's smallest dog, and a life-size statue of yourself made out of baklava. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.
 Cards Gallery
 Basic Cards
 Kingdom Cards
 Impact of Prosperity
Prosperity is a very popular expansion, as its themes lend very well to extravagant engines and frequent high-spending turns, which are usually quite a lot of fun to play. Most of the cards produce , and Prosperity-heavy games can result in ludicrously high amounts of being gained (at least compared to other expansions), including cards that can indefinitely continue to produce . It quite firmly grounded the strategic center of Dominion in engine decks, and it wasn't until the release of Hinterlands that this changed.
 Game Changing Cards
Prosperity is filled with incredibly powerful cards which often dominate the games they are a part of. Some of these include:
- - Level 2 Cities are fantastic cards, offering +Actions, +Cards, and + .
- - The chips and +Buy make Goons viable in both BM and engine games. Goons is capable of producing obscene scores well over 100 .
- - A powerful cantrip which players will often rush to grab.
- - Being able to play a card 3 times is invaluable, and players will often gladly trade a buy to grab a King's Court.
- - One of the most powerful attacks in the game, it is capable of damaging an opponent's deck even after the pile empties.
 Victory Tokens
The three , and - allow for the acquisition of without gaining Victory cards. They are all quite popular cards, as well as strong ones, and can, in some cases, lead to stalemate game states where no player moves to end the game, because they can simply continue producing indefinitely. Despite being such a small part of the set, they are usually thought of as one of the key themes of the expansion. All of them favor engine games, as they allow not only for decks without Treasures, but decks without any Victory cards to clog a trimmed engine.
token cards -
Despite having the most Kingdom Treasures of any set, the Treasures of Prosperity for the most part favor engine and combo play more than big money.
- - trashes other Treasures to help jumpstart an engine
- - makes it much easier to purchase high-cost Actions
- - can pick up cheap engine parts quickly
- - terrible as a BM card, works best in Alt-VP strategies
- - allows for the immediate use of engine parts
- - functions best with large handsizes, which engines provide most reliably
However, a minority of the Treasures are well-suited to BM strategies:
- - an "engine" onto itself, but only with other Treasures
- - encourages BM play, though it can fit in certain engines
 Colonies and Platinum
Colonies and Platinum impact the games they are present in in a variety of ways.
- Longer Games - Colony games typically last longer than games, as it is more difficult to build to the required to buy a Colony.
- Engine Viability - Because games are typically longer, engines tend to be more viable than BM strategies in Colony games.
- Alternate VP - Alt-VP are typically less viable in Colony games, as the 10 of a Colony is often large enough to offset the massed you will see from cards such as , , or .
 Prosperity Theme
Game designer Donald X. offered some insight into some themes of the set here.
- 8 Special Treasure: Loan, Quarry, Talisman, Contraband, Royal Seal, Venture, Hoard, Bank (Platinum)
- 7 Treasure interaction: Counting House, Mint, Mountebank, Venture, Grand Market, Hoard, Bank
- 5 Non-attack player interaction: Trade Route, Bishop, City, Contraband, Vault
- 3 VP tokens: Bishop, Monument, Goons
- 8 Expensive: Goons, Grand Market, Hoard, Bank, Expand, Forge, King's Court, Peddler (Platinum, Colony)
 Alternate versions
First Polish Edition (by GFP)
 In other languages
- Czech: Prosperita
- Dutch: Welvaart
- Finnish: Nousukausi (lit. upswing)
- French: Prospérité
- German: Blütezeit (lit. flowering time)
- Italian: Prosperità
- Japanese: 繁栄 (pron. han'ei)
- Polish: Złoty Wiek (lit. golden age)
- Russian: Процветание (pron. protsvyetaniye)
- Spanish: Prosperidad
 Secret History
- Rather than a card-by-card breakdown, Prosperity's Secret History was originally written as a version-by-version look at the set as a whole. That version can still be viewed here, but Donald X. has provided it to the community in the same format as the other Histories to accomodate this wiki. 
As part of my ongoing effort to endlessly document Prosperity, here is a new intro.
I made Dominion. It gradually got more cards. One day I divided up the cards into a main set, a first expansion, and a second expansion. Then I moved on! My friends just wanted to play Dominion though. Okay; I could make some more Dominion expansions.
I asked my friend Molly if there was a theme she'd like to see. She said "spendy." And spendy I gave her.
Initially the set's themes were: spendy, in particular Platinum/Colony; cards caring about treasures; treasures that did something when spent; and actions that let you spend money to do things. At the time the set was just 18 cards, including Platinum/Colony. Intrigue and Seaside/Hinterlands were both 15, but counting Platinum/Colony in 15 cards seemed too small, and then a page holds 9 cards. So, 18. Then I decided the sets were too small and upped them all to 20; then during work on the published version I tried all of the sets at 16 cards briefly, then finally up to 25.
The spendy theme got fleshed out by having four cards costing
, and nothing costing . Seaside got extra 's to compensate. Cards caring about treasures remained a minor theme. I added more treasures that did things, but changed "when spent" to "when played," to deal with rules questions, while having some treasures do things "while in play." The actions that let you spend money died; they weren't compelling and anyway Black Market confused some people.
I added a non-attack interaction subtheme. The set needed interaction, like any set, but it had trouble with attacks. Attacks slow down the game and push you away from buying Colonies. But this is the set with Colonies, you want those to be reachable. So in the end the set only has 3 attacks, but it has 5 non-attacks that interact (not counting Watchtower).
I also added the VP tokens. Monument hadn't always been in the set, and then at one point left, tentatively slated for Dark Ages. I brought it back as a thing people liked that seemed to fit well. I knew tokens would be used for Monument, and also that people would be disappointed if it was the only card that used them (Seaside just had one use per token type because the set did not originally use tokens). In the end I managed to have three cards that used them.
Prosperity was initially the third expansion. Around the time work on it was almost done, it turned out that the powers that be wanted small expansions, and could the next one be small? So Prosperity got put on hold while I worked on Alchemy. This gave it extra time to get extra polished. Bishop and Goons came out of that period, and various small tweaks.
Prosperity got more testing than any other set, due to being pushed back for Alchemy
. It did not need even more testing; whatever cards could be improved, it would not be worth spending time improving them. That's time that could be spent improving other expansions or working on other games. That's how I see it.
 Recommended Sets of 10
 Prosperity Only