Tunnel

From DominionStrategy Wiki
Jump to: navigation, search
Tunnel
Tunnel.jpg
Info
Cost Coin3.png
Type(s) Victory - Reaction
Kingdom card? Yes
Set HinterlandsHinterlands icon.png
Illustrator(s) Brian Brinlee
Card text
2VP.png
When you discard this other than during Clean-up, you may reveal it to gain a Gold.

Tunnel is a Victory-Reaction card from Hinterlands. It is the only card with this typing. It can be extremely powerful when it can be somewhat reliably discarded for free GoldGold.jpg, but is still often useful just for the benefit of 2VP.png for only Coin3.png.

Contents

[edit] FAQ

[edit] Official FAQ

  • Tunnel's Reaction ability functions when you discard it.
  • You cannot simply choose to discard it; something has to let you or make you discard it.
  • This ability functions whether you discard Tunnel on your own turn (such as due to OasisOasis.jpg) or on someone else's (such as due to MargraveMargrave.jpg).
  • It functions if Tunnel is discarded from your hand (such as due to Oasis) or from your deck (such as due to CartographerCartographer.jpg), or when set aside.
  • If Tunnel would normally not necessarily be revealed (such as when discarding multiple cards to Cartographer), you have to reveal it to get the Gold.
  • Revealing it is optional, even if Tunnel was already revealed for some other reason; you are not forced to gain a Gold.
  • This ability does not function if cards are put into your discard pile without being discarded, such as when you buy a card, when you gain a card directly (such as with Border VillageBorder Village.jpg), or when your deck is put into your discard pile (such as with ScavengerScavenger.jpg from Dominion: Dark Ages).
  • It also does not function during Clean-up, when you normally discard all of your played and unplayed cards.
  • The key thing to look for is a card actually telling you to "discard" cards.
  • The Gold you gain comes from the Supply and is put into your discard pile.

[edit] Other Rules clarifications

  • You can only reveal a given copy of Tunnel once per discard. That is, you can't discard one Tunnel, reveal it twice, and get two Golds.
  • Due to Warrior'sWarrior.jpg wording, if you discard a Tunnel to it, you can first reveal it, gaining a GoldGold.jpg, which then covers up Tunnel, causing Warrior to lose track of it, thus failing to trash Tunnel.

[edit] Strategy Article

Tunnel's reaction ability often cannot be utilized effectively, but 2VP.png for only Coin3.png is still a good deal, and will often be bought in the endgame when you can't afford a DuchyDuchy.jpg. When you can discard it, however, free Gold is an incredible bonus. Many cards give you the ability to discard one or more cards. However, just because there is a card which discards doesn't mean Tunnel is a good early-game pickup. The key is to consider how many cards you have to choose your discard from. Horse TradersHorse Traders.jpg, for instance, without any card draw, only has 4 possible cards to discard from. As such, Horse TradersHorse Traders.jpg/Tunnel is often not a great opening unless you get lucky.

The best cards to pair with Tunnel are those that both draw cards and let you discard from any in your hand such as WarehouseWarehouse.jpg, VaultVault.jpg, Young WitchYoung Witch.jpg, and EmbassyEmbassy.jpg—though Vault is often less powerful because it allows your opponent the ability to discard a Tunnel as well. The increased deck cycling is also very important as it allows you to find and play your Gold more quickly.

Finally, Tunnel is a decent, but not great defense against MilitiaMilitia.jpg and GoonsGoons.jpg. Getting free Golds is fine, but you have to have the tunnel in hand when you get attacked, which either requires your opponent to be constantly playing the attack or you to have a lot of Tunnels, both of which aren't great for you.

[edit] Forum Article Originally by Insomniac with feedback from the community

[edit] Introduction

Tunnel is a Victory/Reaction card worth 2VP.png at only Coin3.png. But the victory portion of this card isn't the reason to pick up Tunnel(s) the reason you pick up Tunnel(s) is for its reaction. The reaction portion of this card allows you to when discarded gain a Gold from the supply.

[edit] When to NOT Tunnel

Probably the most important part of understanding Tunnel is knowing when you don't want to Tunnel. Tunnel is an incredibly fun card to play but you don't want to play Tunnel when there isn't discard on the board as you won't be getting any Gold from your Tunnels. Additionally you don't want to over do Tunnel on a board that does support Tunnel, but more on that later. Additionally if there is a strong curse attack or looter on board you'll probably want to ignore Tunnel as it will be another dead card in your deck.

[edit] Deciding to Tunnel

Now that you have seen there is some discard on board you have to decide whether Tunnel is a viable option or not. MilitiaMilitia.jpg alone as a discarder is not incentive to buy Tunnel (as your opponent will simply ignore Militia at which point congratulations on your dead card). However cards like Warehouse, Young Witch and Storeroom are incredibly powerful Tunnel enablers. In other words you want to look for actions that allow you to discard and not or cards that force opponents to discard. In essence there are two main reasons you should pick up Tunnel: the first is for cheap VP.pngs in the end game and the other is for Gold production. For the VP.png they work well as part of a 3 pile alternate VP strategy with GardensGardens.jpg or Silk RoadsSilk Road.jpg or as Late game VP.png that is worth more than Estate for only Coin1.png more.

The reaction part is where you are going to need a few things:

  1. A way of discarding cards as mentioned above.
  2. A way to ensure Tunnel is in the cards you discard, while OracleOracle.jpg may trigger Tunnels the chances of it hitting Tunnel are fairly low especially as your deck continues to grow the longer the game goes on
  3. A way to use the Gold that Tunnel provides you with. Because your deck will have more VP.png (tunnels) and more gold than normal your deck will be high variance, thus sifter cards are the easiest way to ensure you get maximum use of your Gold.

[edit] Examples of cards to look for

[edit] The cream of the crop
  1. Filter cards are the most powerful form of Tunnel enabler, the normal example being WarehouseWarehouse.jpg, it's non terminal, draws 3 up front and discards 3 cards, this means it can activate your Tunnels even if it they aren't in your hand when you play the Warehouse.
  2. StoreroomStoreroom.jpg gets a special mention here as well, as it is a double discarder with a +buy. Later in the game the +Buy will be relevant if you manage to draw a bunch of gold into your hand. Early game the first discard will help you dig for your Tunnels that you don't have (and trigger those you already have), while the second discard will give you buying power for the turn and a second chance to trigger Tunnels. This is an incredibly powerful combo and one to keep an eye out for.
[edit] The Bigger picture

These are cards that enable Tunnel but you probably only want to be using one or two Tunnels to augment another strategy.

  1. Young WitchYoung Witch.jpg - Young Witch enables Tunnel early on while junking up your opponents deck, the reason you want to only have 1 or 2 Tunnels here is that your opponent will likely be also playing young witch which means that you will be getting a junkier deck as well and thus the chance of colliding Young Witch and Tunnel will go down as the game progresses, therefore you want to use Tunnel as a 1 or 2 shot for a bonus VP.png at the end of the game and an early game accelerant to help you get Gold and hopefully a few Provinces before your deck is terrible.
  2. TacticianTactician.jpg - Tactician engines are strong on their own and while a Tunnel won't hurt as a bit of a cute way to add Gold to your deck, any more than 1 will ultimately slow you down and end up causing you to have 9 card Tactician turns occasionally.
  3. Alt VP - In games with Silk RoadSilk Road.jpg, running out the Tunnels is going to be stronger than running out the EstatesEstate.jpg as each Tunnel is worth 2VP.png as opposed to 1VP.png.
  4. CellarCellar.jpg/HamletHamlet.jpg/Secret ChamberSecret Chamber.jpg - While not particularly strong Tunnel enablers if you have a deck that is already capable of running Tunnels adding some of these to the deck is likely to add some staying power and more gold to your deck, these are sort of mini-enablers.
[edit] Combos to look for
  1. As mentioned above StoreroomStoreroom.jpg/Tunnel
  2. Also mentioned above WarehouseWarehouse.jpg/Tunnel
  3. GolemGolem.jpg/Tunnel - Here the plan is to have enough Golems that you consistently draw them and one other action card. This means everytime you play a Golem you discard your deck, which in turn means you discard all of your Tunnels, that can be a devastating amount of Gold. In games with one or both players playing this you need to keep an eye on the Gold pile, it can empty. Note: Having multiple Golem target actions can still be powerful but it is more likely you want to be building an engine rather than clogging it up with Tunnel + Gold in this case. (Full article here: http://forum.dominionstrategy.com/index.php?topic=2620.0)
  4. CartographerCartographer.jpg/Tunnel - Cartographer looks at the top card of your deck and can discard any number of them there, this means that you get to dig four cards deep to try and trigger your Tunnels, like other sifters this can be incredibly powerful, the downside of this combo is that without a hand discard action you can be stuck with Tunnels in your hand and then that Cartographer looks a bit silly. (Full article here: http://forum.dominionstrategy.com/index.php?topic=1760.0)
  5. VaultVault.jpg/Tunnel - Vault loves Gold, Tunnel makes Gold, these cards love each other. With one Gold in hand a Vault gets you a Province. Vault allows you to discard cards and dig 2 cards so if you pull a Tunnel the chances of hitting a Province on your Vaults stays way up. An interesting counter point to this combo is that Tunnel works against Vault/Tunnel as well as Vault allows your opponent to discard cards to draw a card so even if you don't pick up a Vault you can trigger Tunnels on your opponents Vault making your hand and deck better. Similarly be wary of an opponent who has already bought Tunnel on a board where you want to play Vault.
  6. MinionMinion.jpg/Tunnel - Minion pitches your hand to get a new hand and multiple minions get you money and a new hand the standard minion/minion combo. The upside to this is that with a couple Tunnels in your deck (again likely one or two) you can grab some free gold while doing the generic minion combo. The other thing is that because Minion can be so game dominating in boards including Minion, your Tunnels will be triggered by your opponents. Since an opponent's Minion will cause you to discard your Tunnels Tunnel can also be run in a deck alternate to Minion as if you opponent is going for a minion strategy he will almost certainly be giving you Gold this way.
  7. VentureVenture.jpg/LoanLoan.jpg/Farming VillageFarming Village.jpg + Tunnel - All of the first three cards reveal cards until they hit a certain condition (the first two stop on money and the latter on a action/money card). Of the three, Venture does the most of what you want. All of these cards allow you to discard multiple Tunnels and if you can control the top of your deck at all can occasionally allow you to setup a massive Tunnel trigger. With the former (Venture), it does the best of both worlds, skipping and triggering your Tunnels all the while finding and playing the Gold that your Tunnels have produced. Loan will trim the copper out of your deck early, should you so wish, but will inevitably become weaker once it only finds Gold. Lastly, Farming Village has the potential to put the Gold into your hand (being like a Venture without +Coin1.png), but has the problem that it stops on more cards than either of the first two, making it harder to Trigger your Tunnels.
  8. EmbassyEmbassy.jpg - Embassy draws a whopping 5 cards and discards 3. This means that the number of cards you can look at with Embassy is 9 (4 from hand + 5 drawn) and you can discard up to 3 Tunnels. This is a particularily strong Tunnel enabler though will probably require a silver to buy and you don't want to buy too often on the opening shuffle as it will give your opponent a silver boost in his economy as well (while you will be unable to get a Tunnel on that first shuffle and will have to wait till the second shuffle)
  9. Hunting PartyHunting Party.jpg - Hunting Party hates diversity; however, if you nab up at least 2 and probably 3 or 4 Tunnels and a big Hunting party stack you will likely be able to Trigger those Tunnels multiple times in the same turn creating for a huge surgence of Gold in your deck and while Hunting party may hate diversity, it loves Gold, in as many copies as you care to have.

[edit] Discard attacks

You should never rely on an opponent picking up a Militia to be a reason to trigger your Tunnel in fact Tunnel should deter most people from picking up Militia unless they haven't seen Tunnel before. However Tunnel will probably not deter your opponent from picking up a discard attack like Goons or Minion. In these cases (as detailed above for Minion) Tunnel can be a nice way to get Gold into your deck if your opponent is going to be reliably playing these attacks fairly often. However in the case of Goons you probably want to just be playing your Goons more often instead of clogging your deck up with Gold and Tunnels.

[edit] Engines

In an engine deck you don't want a lot of money or clog. However, sometimes you're going to want Gold (especially if there is no action $ on board) In such cases picking up a Tunnel can be a way of doing this. To do this you are going to want cards that allow selective discard, and an engine that can reliably draw your deck. If you can set this up a Tunnel or Two can be an easy way to add Gold to your deck very quickly allowing you to transition into your endgame of multiple Provinces/Colonies a turn; similarly, the Gold can allow you to skip silver if your engine requires expensive engine parts.

[edit] Trash for benefit

In a deck where you can trigger Tunnel to get Golds, Trash for Benefit should be considered as a good addition to your deck. Remodelers for instance can turn that Gold you got from a Tunnel straight into a Province. ApprenticeApprentice.jpg? Draw 6 Cards, SalvagerSalvager.jpg? +Coin6.png. In an engine where you draw your deck every turn this can be your method for greening given the right trash-for-benefit, or it can be an integral part of your draw engine (Apprentice). Even in a big money deck it can help you hit the 2 province turn if you can remodel a Gold and still have G/G/S or G/G/G in hand.

[edit] How to play Tunnel

The number of Tunnels you want to pick up is going to vary based on the type of discard you have. If the type of discard you have is non-terminal (WarehouseWarehouse.jpg/CellarCellar.jpg), You'll want to pick up a few more Tunnels than with a terminal (probably 4 or 5 at most). You want to make sure that if you are picking up that many Tunnels, you are countering it with at least an equal (and probably a greater) number of the discarders. With a terminal discard, you probably want to stop at 2 or 3. I personally like to stop at 3, as 3 Tunnels is worth a Province and allows you to be a tiny bit slower to the end game than your opponent (when your deck is much stronger). You almost never want to pick up just 1 Tunnel unless you manage to get a collision of your discarder and your Tunnel on your first reshuffle, as with 2-3 Tunnels your chances of colliding Tunnel goes way up.

[edit] Misc. thoughts

When Tunnel is on the board you shouldn't fully ignore it. Even if the board isn't conducive to the reactional portion of Tunnel it is important to remember that Tunnel should be favoured over Estate in the green phase as it is worth 1VP more at only 1 more cost.

[edit] Synergies

  • Card Sifters
  • Card Discarders
  • Not over doing it

[edit] Cards that can trigger Tunnel on your turn

Five card hands are assumed to make the table sortable. The last column shows the change of the other two columns if you have more or less cards in hand.

Card up to X Tunnels out of X cards Hand size dependant
ArtificerArtificer.jpg 5 5 ±1/±1
CartographerCartographer.jpg 4 4 -/-
CatacombsCatacombs.jpg 3 3 -/-
CellarCellar.jpg 4 4 ±1/±1
CountCount.jpg 2 4 -/±1
DuchessDuchess.jpg 1 1 -/-
DungeonDungeon.jpg 2 6 -/±1
Dungeon (on next turn) 2 7 -/±1
EmbassyEmbassy.jpg 3 9 -/±1
FugitiveFugitive.jpg 1 5 -/±1
GuideGuide.jpg 5 5 ±1/±1
HamletHamlet.jpg 2 5 -/±1
HarvestHarvest.jpg 4 4 -/-
Horse TradersHorse Traders.jpg 2 4 -/±1
InnInn.jpg 2 6 -/±1
IronmongerIronmonger.jpg 1 1 -/-
Jack of all TradesJack of all Trades.jpg 1 1 -/-
LookoutLookout.jpg 1 3 -/-
MinionMinion.jpg 4 4 ±1/±1
NavigatorNavigator.jpg 5 5 -/-
OasisOasis.jpg 1 5 -/±1
OracleOracle.jpg 2 2 -/-
QuestQuest.jpg 5 5 -/±1
Scrying PoolScrying Pool.jpg 1 1 -/-
Scouting PartyScouting Party.jpg 3 5 -/-
Secret ChamberSecret Chamber.jpg 4 4 ±1/±1
SpySpy.jpg 1 1 -/-
StoreroomStoreroom.jpg 8 8 ±2/±2
SurvivorsSurvivors.jpg 2 2 -/-
TacticianTactician.jpg 4 4 ±1/±1
VaultVault.jpg 6 6 ±1/±1
Wandering MinstrelWandering Minstrel.jpg 3 3 -/-
WarehouseWarehouse.jpg 3 7 -/±1
Young WitchYoung Witch.jpg 2 6 -/±1
Card Condition
AdventurerAdventurer.jpg all Tunnels you've not in hand until it finds 2 Treasure Cards
Farming VillageFarming Village.jpg all Tunnels you've not in hand until it finds 1 Action or Treasure Card
GolemGolem.jpg all Tunnels you've not in hand until it finds 2 Action Cards
Hunting PartyHunting Party.jpg all Tunnels you've not in hand until it finds 1 Card you've not in hand if you've at least one Tunnel in hand
JourneymanJourneyman.jpg all Tunnels you've not in hand until you reveal 3 other cards (if you named Tunnel)
LoanLoan.jpg all Tunnels you've not in hand until it finds 1 Treasure Card
RebuildRebuild.jpg all Tunnels you've not in hand until it finds 1 Victory Card other than Tunnel
SageSage.jpg all Tunnels you've not in hand until it finds 1 Card costing Coin3.png or more if you've got at least one HighwayHighway.jpg, BridgeBridge.jpg or PrincessPrincess.jpg in play
VentureVenture.jpg all Tunnels you've not in hand until it finds 1 Treasure Card

[edit] Antisynergies

[edit] Alternate versions

[edit] Trivia

Official card art.

[edit] In other languages

  • Czech: Tunel
  • Dutch: Tunnel
  • Finnish: Tunneli
  • French: Tunnel
  • German: Tunnel
  • Italian: Galleria
  • Japanese: 坑道 (pron. kōdō)
  • Polish: Tunel (note: as referred to in Polish Empires rulebook)
  • Russian: Туннель (pron. tunnyel')
  • Spanish: Túnel

[edit] Preview

Tunnel is a crazy card that does something when you discard it. This includes discarding it to actions like InnInn.jpg, discarding it to attacks like MilitiaMilitia.jpg, and also discarding it without ever having it in your hand, due to actions like AdventurerAdventurer.jpg. Just look for the word "discard" and study the FAQ, once it's available. It does not work with ChancellorChancellor.jpg, that's the only tricky part. The "clean-up" bit is to make sure it doesn't make GoldGold.jpg just due to discarding your hand at the end of your turn. What you get for your troubles is a Gold. In a Tunnel-heavy game, you may see the Golds run out. And when you're not discarding Tunnel, it's a Victory card, so you'll be happy discarding it. That Victory card is worth 2 VP.png for a mere Coin3.png, and well if that looks crazy, consider exactly how powerful EstateEstate.jpg is.

Tunnel was never officially previewed due to a leak at Essen, but Donald X. later released this text anyway.

[edit] Secret History

At one point the main set had a card that had you draw a card if you discarded it. It was too wonky of an ability for the main set, and the card was bad anyway, so I cut it. When Hinterlands became its own set, I made a new card with that ability, this time a Witch variant. I ended up cutting that one because I didn't want two ways to get Curses in the set, and preferred Ill-Gotten Gains.

Late in the going, I wanted something else in the set that was exotic, and decided to try another do-something-when-discarded card. This time I had you gain Gold rather than draw cards, which slightly reduced possible confusion. It was immediately popular, but there was the question of what the top should be. It had to be simple. It couldn't be say +Coin2.png because then this would be flat-out worse than Silver in most games that had no combo. It was +2 Cards for a bit, which seemed okay.

Then it turned out Hinterlands wouldn't be a standalone after all, which gave me space for 9 more cards. A standalone only has room for 291 kingdom cards and randomizers; a normal large set can hold 300. I was already using 290 cards. So I couldn't quite fit another kingdom card, but an existing card could turn into a victory card. And I had been wanting to have a victory-reaction in the set. So I changed Tunnel to be worth 2 VP.png. It seemed like that might be crazy at Coin3.png, but what, why not try it? As you can see, it worked out.


Cards Coin2.png CrossroadsCrossroads.jpgDuchessDuchess.jpgFool's GoldFool's Gold.jpg Coin3.png DevelopDevelop.jpgOasisOasis.jpgOracleOracle.jpgSchemeScheme.jpgTunnelTunnel.jpg Coin4.png Jack of all TradesJack of all Trades.jpgNoble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpg Coin5.png CacheCache.jpgCartographerCartographer.jpgEmbassyEmbassy.jpgHagglerHaggler.jpgHighwayHighway.jpgIll-Gotten GainsIll-Gotten Gains.jpgInnInn.jpgMandarinMandarin.jpgMargraveMargrave.jpgStablesStables.jpg Coin6.png Border VillageBorder Village.jpgFarmlandFarmland.jpg
Combos and Counters Highway/MarketHorn of Plenty/MandarinMint/Fool's GoldRebuild/TunnelScheme/ConspiratorStoreroom/TunnelTrader/FeodumTunnel vs Margrave
Other concepts When gain
Dominion Cards
Basic cards Coin0.png CopperCopper.jpgCurseCurse.jpg Coin2.png EstateEstate.jpg Coin3.png SilverSilver.jpg Coin5.png DuchyDuchy.jpg Coin6.png GoldGold.jpg Coin8.png ProvinceProvince.jpg
Dominion Coin2.png CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg Coin3.png HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg Coin4.png BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg Coin5.png BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg Coin6.png ArtisanArtisan.jpg
Removed cards: Coin3.png ChancellorChancellor.jpgWoodcutterWoodcutter.jpg Coin4.png FeastFeast.jpgSpySpy.jpgThiefThief.jpg Coin6.png AdventurerAdventurer.jpg
Intrigue Coin2.png CourtyardCourtyard.jpgLurkerLurker.jpgPawnPawn.jpg Coin3.png MasqueradeMasquerade.jpgShanty TownShanty Town.jpgStewardSteward.jpgSwindlerSwindler.jpgWishing WellWishing Well.jpg Coin4.png BaronBaron.jpgBridgeBridge.jpgConspiratorConspirator.jpgDiplomatDiplomat.jpgIronworksIronworks.jpgMillMill.jpgMining VillageMining Village.jpgSecret PassageSecret Passage.jpg Coin5.png CourtierCourtier.jpgDukeDuke.jpgMinionMinion.jpgPatrolPatrol.jpgReplaceReplace.jpgTorturerTorturer.jpgTrading PostTrading Post.jpgUpgradeUpgrade.jpg Coin6.png HaremHarem.jpgNoblesNobles.jpg
Removed cards: Coin2.png Secret ChamberSecret Chamber.jpg Coin3.png Great HallGreat Hall.jpg Coin4.png CoppersmithCoppersmith.jpgScoutScout.jpg Coin5.png SaboteurSaboteur.jpgTributeTribute.jpg
Seaside Coin2.png EmbargoEmbargo.jpgHavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpgPearl DiverPearl Diver.jpg Coin3.png AmbassadorAmbassador.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg Coin4.png CaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgNavigatorNavigator.jpgPirate ShipPirate Ship.jpgSalvagerSalvager.jpgSea HagSea Hag.jpgTreasure MapTreasure Map.jpg Coin5.png BazaarBazaar.jpgExplorerExplorer.jpgGhost ShipGhost Ship.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Alchemy Potion.png TransmuteTransmute.jpgVineyardVineyard.jpg Coin2.png HerbalistHerbalist.jpg Coin2.pngPotion.png ApothecaryApothecary.jpgScrying PoolScrying Pool.jpgUniversityUniversity.jpg Coin3.pngPotion.png AlchemistAlchemist.jpgFamiliarFamiliar.jpgPhilosopher's StonePhilosopher's Stone.jpg Coin4.png PotionPotion.jpg Coin4.pngPotion.png GolemGolem.jpg Coin5.png ApprenticeApprentice.jpg Coin6.pngPotion.png PossessionPossession.jpg
Prosperity Coin3.png LoanLoan.jpgTrade RouteTrade Route.jpgWatchtowerWatchtower.jpg Coin4.png BishopBishop.jpgMonumentMonument.jpgQuarryQuarry.jpgTalismanTalisman.jpgWorker's VillageWorker's Village.jpg Coin5.png CityCity.jpgContrabandContraband.jpgCounting HouseCounting House.jpgMintMint.jpgMountebankMountebank.jpgRabbleRabble.jpgRoyal SealRoyal Seal.jpgVaultVault.jpgVentureVenture.jpg Coin6.png GoonsGoons.jpgGrand MarketGrand Market.jpgHoardHoard.jpg Coin7.png BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg Coin8star.png PeddlerPeddler.jpg Coin9.png PlatinumPlatinum.jpg Coin11.png ColonyColony.jpg
Cornucopia Coin0star.png Prizes (Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) Coin2.png HamletHamlet.jpg Coin3.png Fortune TellerFortune Teller.jpgMenagerieMenagerie.jpg Coin4.png Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgRemakeRemake.jpgTournamentTournament.jpgYoung WitchYoung Witch.jpg Coin5.png HarvestHarvest.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpg Coin6.png FairgroundsFairgrounds.jpg
Hinterlands Coin2.png CrossroadsCrossroads.jpgDuchessDuchess.jpgFool's GoldFool's Gold.jpg Coin3.png DevelopDevelop.jpgOasisOasis.jpgOracleOracle.jpgSchemeScheme.jpgTunnelTunnel.jpg Coin4.png Jack of all TradesJack of all Trades.jpgNoble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpg Coin5.png CacheCache.jpgCartographerCartographer.jpgEmbassyEmbassy.jpgHagglerHaggler.jpgHighwayHighway.jpgIll-Gotten GainsIll-Gotten Gains.jpgInnInn.jpgMandarinMandarin.jpgMargraveMargrave.jpgStablesStables.jpg Coin6.png Border VillageBorder Village.jpgFarmlandFarmland.jpg
Dark Ages Coin0star.png SpoilsSpoils.jpg Coin0.png Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) Coin1.png Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) Coin2.png BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg Coin3.png ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) Coin4.png ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg Coin5.png 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 Coin6.png AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Guilds Coin2.png Candlestick MakerCandlestick Maker.jpg Coin2plus.png StonemasonStonemason.jpg Coin3plus.png DoctorDoctor.jpgMasterpieceMasterpiece.jpg Coin4.png AdvisorAdvisor.jpgPlazaPlaza.jpgTaxmanTaxman.jpg Coin4plus.png HeraldHerald.jpg Coin5.png BakerBaker.jpgButcherButcher.jpgJourneymanJourneyman.jpgMerchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg
Adventures Coin2.png 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 Coin3.png AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg Coin4.png DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg Coin5.png 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 Coin6.png HirelingHireling.jpg
Events: Coin0.png AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg Coin1.png SaveSave.jpg Coin2.png Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg Coin3.png BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg Coin4.png MissionMission.jpgPilgrimagePilgrimage.jpg Coin5.png BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg Coin6.png Lost ArtsLost Arts.jpgTrainingTraining.jpg Coin7.png InheritanceInheritance.jpg Coin8.png PathfindingPathfinding.jpg
Empires Debt4.png EngineerEngineer.jpg Debt8.png City QuarterCity Quarter.jpgOverlordOverlord.jpgRoyal BlacksmithRoyal Blacksmith.jpg Coin2.png EncampmentEncampment.jpg/PlunderPlunder.jpgPatricianPatrician.jpg/EmporiumEmporium.jpgSettlersSettlers.jpg/Bustling VillageBustling Village.jpg Coin3.png 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 Coin4.png SacrificeSacrifice.jpgTempleTemple.jpgVillaVilla.jpg Coin5.png ArchiveArchive.jpgCapitalCapital.jpgCharmCharm.jpgCrownCrown.jpgForumForum.jpgGroundskeeperGroundskeeper.jpgLegionaryLegionary.jpgWild HuntWild Hunt.jpg
Events: Debt5.png TriumphTriumph.jpg Debt8.png AnnexAnnex.jpgDonateDonate.jpg Coin0.png AdvanceAdvance.jpg Coin2.png DelveDelve.jpgTaxTax.jpg Coin3.png BanquetBanquet.jpg Coin4.png RitualRitual.jpgSalt the EarthSalt the Earth.jpg Coin4.pngDebt3.png WeddingWedding.jpg Coin5.png WindfallWindfall.jpg Coin6.png ConquestConquest.jpg Coin14.png 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
Promo Coin3.png Black MarketBlack Market.jpg Coin4.png EnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg Coin5.png GovernorGovernor.jpgStashStash.jpg Coin8.png PrincePrince.jpg
Events: Coin5.png SummonSummon.jpg
Base Cards Coin0.png CopperCopper-new.jpgCurseCurse-new.jpg Coin2.png EstateEstate-new.jpg Coin3.png SilverSilver-new.jpg Coin4.png PotionPotion-new.jpg Coin5.png DuchyDuchy-new.jpg Coin6.png GoldGold-new.jpg Coin8.png ProvinceProvince-new.jpg Coin9.png PlatinumPlatinum-new.jpg Coin11.png ColonyColony-new.jpg
See also: Second EditionOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox