Adventures

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Adventures
Adventures.jpg
Info
Type Large Expansion
Icon Adventures icon.png
Cards 400
304 (30 sets)
30
6
Other Card(s)
Additional Material(s)  
  • 6 Tavern mats
  • 60 Tokens
Theme(s)
Release April 2015

Adventures is the ninth expansion to Dominion, released April 2015. It is a large expansion, with 400 cards, including 30 sets of new Kingdom cards. It adds more of the popular Duration cards, and introduces Events, as well as Reserve and Traveller cards, and a variety of tokens used to track the effects of various card and Event abilities.

Contents

Contents

Basic Supply Cards

  • Adventures is only an expansion, so no Basic Supply Cards are included.

Kingdom cards

$2 Coin of the RealmCoin of the Realm.jpg, PagePage.jpg, PeasantPeasant.jpg, RatcatcherRatcatcher.jpg, RazeRaze.jpg
$3 AmuletAmulet.jpg, Caravan GuardCaravan Guard.jpg, DungeonDungeon.jpg, GearGear.jpg, GuideGuide.jpg
$4 DuplicateDuplicate.jpg, MagpieMagpie.jpg, MessengerMessenger.jpg, MiserMiser.jpg, PortPort.jpg, RangerRanger.jpg, TransmogrifyTransmogrify.jpg
$5 ArtificerArtificer.jpg, Bridge TrollBridge Troll.jpg, Distant LandsDistant Lands.jpg, GiantGiant.jpg, Haunted WoodsHaunted Woods.jpg, Lost CityLost City.jpg, RelicRelic.jpg, Royal CarriageRoyal Carriage.jpg, StorytellerStoryteller.jpg, Swamp HagSwamp Hag.jpg, Treasure TroveTreasure Trove.jpg, Wine MerchantWine Merchant.jpg
$6 HirelingHireling.jpg

  • The Port pile has 12 copies of the card instead of the usual 10.

Additional materials

Upgrade cards (5 each):

$3star SoldierSoldier.jpg, Treasure HunterTreasure Hunter.jpg
$4star FugitiveFugitive.jpg, WarriorWarrior.jpg
$5star DiscipleDisciple.jpg, HeroHero.jpg
$6star TeacherTeacher.jpg, ChampionChampion.jpg

  • Page is a Kingdom card, while the other 4 cards in the line may only be gained by exchanging from Page to Treasure Hunter to Warrior to Hero and finally to Champion.
  • Peasant is a Kingdom card, while the other 4 cards in the line may only be gained by exchanging from Peasant to Soldier to Fugitive to Disciple and finally to Teacher.

20 Events (1 each):

$0 AlmsAlms.jpg, BorrowBorrow.jpg, QuestQuest.jpg
$1 SaveSave.jpg
$2 Scouting PartyScouting Party.jpg, Travelling FairTravelling Fair.jpg
$3 BonfireBonfire.jpg, ExpeditionExpedition.jpg, FerryFerry.jpg, PlanPlan.jpg
$4 MissionMission.jpg, PilgrimagePilgrimage.jpg
$5 BallBall.jpg, RaidRaid.jpg, SeawaySeaway.jpg, TradeTrade.jpg
$6 Lost ArtsLost Arts.jpg, TrainingTraining.jpg
$7 InheritanceInheritance.jpg
$8 PathfindingPathfinding.jpg

  • Event cards are non-Kingdom cards shuffled into the randomizer deck. When an event is drawn, keep turning over cards until you get to 10 total Kingdom cards.
  • For normal play, use at most two Events per game.

6 sets, in different player colors, of:

  • 1 Tavern mat
  • 10 tokens:
    • +1 Card token
    • +1 Action token
    • +1 Buy token
    • +$1 token
    • -$2 cost token
    • Journey token
    • Trashing token
    • EstateEstate.jpg token
    • -$1 token
    • -1 Card token

Flavor Text

Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying "Gone Adventuring." Then you put up another sign, saying "Beware of Dog," in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.


Impact of Adventures

Despite having fewer cards total than Dark Ages, Adventures adds the most unique cards of any set, due to Travellers and Events. Though it has some simple cards, its complexity can be quite daunting to newer players, what with Reserves, Events, Travellers, and tokens. It has also led to the discovery of some extremely fast combo strategies (such as Royal Carriage/Bridge), as well as a new baseline in fast Big Money strategies in GearGear.jpg. All in all, the reaction to the set so far has been positive, particularly with the introduction of Events.

Structurally, Adventures was conceived in part as a sequel to Seaside, with its focus on card abilities that affect multiple turns: it reintroduces Duration cards; introduces Reserve cards, a variant on the Duration theme; and tracks long-term effects with a mat and tokens as some Seaside cards do. Adventures also introduces cards with unusual combinations of types that could have been used before but never were; these include the first TreasureAttack, AttackDuration, and DurationReaction cards. Following somewhat in Dark Ages' footsteps, the set also introduced some cards that broke previous written and unwritten rules, including permanent Durations, non-Supply cards with non-zero costs, a Treasure that gives +Action, a card that can be played when it's not your turn, and a card that turns $ into another resource.

Durations

Seaside, serving as the introduction to Durations, for the most part stuck with fairly simple cards of this type, with half of them having solely vanilla effects. With Adventures, the boundaries of what can be done with Duration cards are explored. Some, like AmuletAmulet.jpg and DungeonDungeon.jpg, are simply Duration variants of existing cards, while others are more exotic, like Bridge TrollBridge Troll.jpg and Haunted WoodsHaunted Woods.jpg. Durations are what most players liked most about Seaside, and Adventures effectively doubles their number, making it twice as likely that orange will be seen in any given Kingdom.

Reserves

The ability to set a card aside to call upon on any future turn dramatically expands a player's options every turn. Not only do players have all the cards in their hand to choose from now, but all the cards on their Tavern mat, as well. While Reserve cards can often be rather slow, and can suffer from the same problem as Durations with missing the reshuffle, they can have quite powerful effects when called, and their slowness allows them to be cheaper than conventional cards with similar effects.

Events

Events are the most substantial innovation Adventures introduces, drastically increasing the amount of options players have in a game of Dominion without taking up one of the Kingdom card slots in the supply. Therefore two games with the same Kingdom can play very differently depending on what Events are available. Some, like AlmsAlms.jpg and BorrowBorrow.jpg, can completely change opening turns; others, like Lost ArtsLost Arts.jpg and PathfindingPathfinding.jpg, can add tokens to piles to make some truly powerful cards; others still are just plain weird, yet still compelling, such as InheritanceInheritance.jpg.

Big Money

Adventures has a number of cards that facilitate Big Money strategies:

Other cards may play well with Big Money, but more playtime is needed to judge.

Engines

Adventures has a number of cards that facilitate engine strategies:

Other cards may play well with engines, but more playtime is needed to judge.

Adventures Theme

There are also 20 Events, 11 of which use tokens: BorrowBorrow.jpg, FerryFerry.jpg, PlanPlan.jpg, PilgrimagePilgrimage.jpg, BallBall.jpg, RaidRaid.jpg, SeawaySeaway.jpg, Lost ArtsLost Arts.jpg, TrainingTraining.jpg, InheritanceInheritance.jpg, PathfindingPathfinding.jpg

Trivia

Adventures is the first expansion to be released after Donald X. stated he would no longer release expansions on a regular basis, making this the first "occasional" expansion. It is the second large expansion, after Dark Ages, and the second expansion whose box's color scheme is grey, though of a darker shade than Intrigue's. Donald X has stated that Adventures started off as a "treasure chest" set that revisited themes from every previous expansion, but the only theme that both stood out and did not require the repeated inclusion of old tokens or other components was Duration cards. He has also stated that, in retrospect, Adventures could have been a spin-off game.

In other languages

  • Dutch: Avonturen
  • Finnish: Seikkailut
  • French: Aventures
  • German: Abenteuer (note: identical to the German name for VentureVenture.jpg)
  • Japanese: 冒険 (pron. bōken)

Teaser

The weekend before previews, Donald X. posted a teaser of "bits of information about the expansion that don't actually tell you any cards."

Some things you will find in Dominion: Adventures:

Release

Adventures was the first expansion whose US edition was made in country, by Hasbro. Unfortunately, the initial print run was beset with a number of a problems, such as miscut or damaged cards, as well as other changes, such as more flexible cards and a lack of gloss on the box, mat, and tokens; all of this led to a perceived drop in quality of the physical set relative to previous products, though the actual gameplay of the set was well-received.

Secret History

At some point, you've gotta call it a day. I mean what about the people with storage solutions? And well. As I have said repeatedly, there are good reasons to switch from expansions to spin-offs. You run out of simple things to do. You already have endless variety with 8 expansions. There are things you can do in spin-offs that you can't do in expansions.

All that still stands. But I made a spin-off, and then took the Dominion part out; it's Kingdom Builder. And I made another spin-off, and took the Dominion part out; it's Temporum. At some point it was clear: even if I managed to make some spin-offs, I wasn't just going to crank out an endless series of them. So eventually I would make another Dominion expansion. The publishers and fans would want it, and I wouldn't be able to say, here's another spin-off instead. And one day in May 2014, I had nothing else going on, and it seemed like, well, maybe it's time to see what's left to do. And there was stuff to do, so I did it.

Some people talk about a "treasure chest" expansion - more cards for each existing expansion. It doesn't really work. It's not much of a product if it requires you to own the other sets, so everything you'd need has to be included. Including all that stuff is not great - so much for VP tokens, coin tokens, stuff that costs PotionPotion.jpg, stuff handing out Ruins. At the same time some mechanics just don't scream out their expansion - "choose one" for example shows up in a bunch of sets, it doesn't just say, oh this is an Intrigue card. In fact of all of the mechanics in the expansions, the only one that seemed satisfying to revisit and which didn't require components (except rulebook space) was duration cards.

So, how about some new duration cards? There was plenty left to do there, and some of those cards could even be simple. So I made some up.

Another source of early inspiration was the idea of someday making an online-only promo. It would have to be something you simply couldn't do physically. I came up with an obvious card idea I liked - a card which, each time you played it, gained +1 of something of your choice. Gradually individual copies of the card would become distinct and more powerful. Later I realized, wait, I could do something like that physically, by having piles of cards to upgrade into. And that sounded cool. So, new duration cards, this upgrading thing, okay, a starting point. And I had my lists of old ideas never tried, and tried a few promising ones.

Initially I was thinking of the set as a full-on Seaside sequel. And what else did Seaside have? It had mats and tokens. I looked at what the possibilities were for these components. For mats one thing stood out: a mat you put cards on, where they would wait until you were ready to use them. I had done one of those in Dark Ages, and it had been great, but hadn't made the set because you know, it needed the mat. For tokens, again connected to the online-only card concept, I thought, what about modifying cards? I couldn't modify individual cards, but I could modify piles - your cards from that pile are better. It had to be just your cards, because people are stingy. So, 6 copies of each token, in 6 colors to handle 6 players.

So I made cards for the mat, initially the Castle mat, and cards that produced tokens, initially one-shot kingdom cards (plus a few other kinds of uses for tokens). And a good time was had by all.

I was playtesting irl, but it seemed good to also have some external playtesters. My old playtesters mostly just played online, which wouldn't be possible this time, but a few had physical copies. So I let some of them know. I also looked on dominionstrategy.com for people who might playtest. I already had Matthew Engel, who had playtested PrincePrince.jpg. Now there were two things I wanted out of new people: playing ability, and owning the physical game. As it happened there had recently been a tournament, and there was a thread talking about a meet-up in Chicago. I looked for people who did well in the tournament who also said they had a copy of the game in the Chicago thread, and invited three people. So somehow, being willing to go to Chicago upped your chances of me asking you to playtest.

Wei-Hwa Huang alerted Doug Zongker to the existence of the new set, and Doug offered to program the set on isotropic for us. This was fantastic; you get way more testing done online, since it goes so fast and you can do it whenever. Since we could play online, I invited a few more people from dominionstrategy, this time based just on playing ability.

The mat worked great, the tokens were exciting, the new duration cards compelling. One day, real-life playtester Kevin White said, man the tokens took a while to get. You buy the one-shot, eventually shuffle it in and draw it, then play it and finally you have the token. Couldn't they be faster? Now they could have just been when-gain one-shots, a concept I tried out previously in Hinterlands. But if you trash a card when you gain it, well, why have the card? It's not doing anything except limiting how many times you can do this. You could just buy the token directly. That immediately sounded awesome. And then, if you can buy tokens directly, why not pay for other things? And thus the set got Events. And I needed new kingdom cards to replace the ones that turned into Events, and I needed more Events so there would be lots of Events.

Initially I had no flavor concept beyond, maybe it's Seaside-ish. Later I had to actually focus the set's flavor. I tried a "castle" theme, because of the Castle mat, but it just felt like generic Dominion. Then I tried Adventures and well these stories aren't all interesting. I changed the Castle mat to a Tavern mat to tie in with adventures in its mild way. And I made some cards specifically to pursue the Adventures flavor. Dominion doesn't have a lot of "top-down" cards but it did get a few this time.

The set ballooned. With 20 Events and 8 upgrades eating up 60 cards, the options are to have fewer kingdom cards than usual, or more. I'm weak; I went for more. So the final set is 400 cards plus the mats and tokens.


Recommended Sets of 10

Adventures Only

Gentle Intro [images]
Amulet Distant Lands Dungeon Duplicate Giant
Amulet.jpg Distant Lands.jpg Dungeon.jpg Duplicate.jpg Giant.jpg
Hireling.jpg Port.jpg Ranger.jpg Ratcatcher.jpg Treasure Trove.jpg
Hireling Port Ranger Ratcatcher Treasure Trove
Landscapes and Additional Cards
Scouting Party
Scouting Party.jpg
Expert Intro [images]
Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie
Caravan Guard.jpg Coin of the Realm.jpg Haunted Woods.jpg Lost City.jpg Magpie.jpg
Peasant.jpg Raze.jpg Swamp Hag.jpg Transmogrify.jpg Wine Merchant.jpg
Peasant Raze Swamp Hag Transmogrify Wine Merchant
Landscapes and Additional Cards
Mission Plan
Mission.jpg Plan.jpg

Adventures & Dominion

Level Up [images]
Dungeon Gear Guide Lost City Miser
Dungeon.jpg Gear.jpg Guide.jpg Lost City.jpg Miser.jpg
Market.jpg Militia.jpg Spy.jpg Throne Room.jpg Workshop.jpg
Market Militia Spy Throne Room Workshop
Landscapes and Additional Cards
Training
Training.jpg
Son of Size Distortion [images]
Amulet Duplicate Giant Messenger Treasure Trove
Amulet.jpg Duplicate.jpg Giant.jpg Messenger.jpg Treasure Trove.jpg
Bureaucrat.jpg Gardens.jpg Moneylender.jpg Thief.jpg Witch.jpg
Bureaucrat Gardens Moneylender Thief Witch
Landscapes and Additional Cards
Bonfire Raid
Bonfire.jpg Raid.jpg

Adventures & Intrigue

Royalty Factory [images]
Bridge Troll Duplicate Page Raze Royal Carriage
Bridge Troll.jpg Duplicate.jpg Page.jpg Raze.jpg Royal Carriage.jpg
Conspirator.jpg Harem.jpg Nobles.jpg Secret Chamber.jpg Swindler.jpg
Conspirator Harem Nobles Secret Chamber Swindler
Landscapes and Additional Cards
Pilgrimage
Pilgrimage.jpg
Masters of Finance [images]
Artificer Distant Lands Gear Transmogrify Wine Merchant
Artificer.jpg Distant Lands.jpg Gear.jpg Transmogrify.jpg Wine Merchant.jpg
Bridge.jpg Pawn.jpg Shanty Town.jpg Steward.jpg Upgrade.jpg
Bridge Pawn Shanty Town Steward Upgrade
Landscapes and Additional Cards
Ball Borrow
Ball.jpg Borrow.jpg

Adventures & Seaside

Prince of Orange [images]
Amulet Dungeon Haunted Woods Page Swamp Hag
Amulet.jpg Dungeon.jpg Haunted Woods.jpg Page.jpg Swamp Hag.jpg
Caravan.jpg Fishing Village.jpg Merchant Ship.jpg Tactician.jpg Treasure Map.jpg
Caravan Fishing Village Merchant Ship Tactician Treasure Map
Landscapes and Additional Cards
Mission
Mission.jpg
Gifts and Mathoms [images]
Bridge Troll Caravan Guard Hireling Lost City Messenger
Bridge Troll.jpg Caravan Guard.jpg Hireling.jpg Lost City.jpg Messenger.jpg
Ambassador.jpg Embargo.jpg Haven.jpg Salvager.jpg Smugglers.jpg
Ambassador Embargo Haven Salvager Smugglers
Landscapes and Additional Cards
Expedition Quest
Expedition.jpg Quest.jpg

Adventures & Alchemy

Haste Potion [images]
Magpie Messenger Port Royal Carriage Treasure Trove
Magpie.jpg Messenger.jpg Port.jpg Royal Carriage.jpg Treasure Trove.jpg
Apprentice.jpg Scrying Pool.jpg Transmute.jpg University.jpg Vineyard.jpg
Apprentice Scrying Pool Transmute University Vineyard
Landscapes and Additional Cards
Potion Plan
Potion.jpg Plan.jpg
Cursecatchers [images]
Amulet Bridge Troll Caravan Guard Peasant Ratcatcher
Amulet.jpg Bridge Troll.jpg Caravan Guard.jpg Peasant.jpg Ratcatcher.jpg
Apothecary.jpg Familiar.jpg Golem.jpg Herbalist.jpg Philosopher's Stone.jpg
Apothecary Familiar Golem Herbalist Philosopher's Stone
Landscapes and Additional Cards
Potion Save Trade
Potion.jpg Save.jpg Trade.jpg

Adventures & Prosperity

Last Will and Monument [images]
Coin of the Realm Dungeon Messenger Relic Treasure Trove
Coin of the Realm.jpg Dungeon.jpg Messenger.jpg Relic.jpg Treasure Trove.jpg
Bishop.jpg Counting House.jpg Monument.jpg Rabble.jpg Vault.jpg
Bishop Counting House Monument Rabble Vault
Landscapes and Additional Cards
Inheritance
Inheritance.jpg
Think Big [images]
Distant Lands Giant Hireling Miser Storyteller
Distant Lands.jpg Giant.jpg Hireling.jpg Miser.jpg Storyteller.jpg
Contraband.jpg Expand.jpg Hoard.jpg King's Court.jpg Peddler.jpg
Contraband Expand Hoard King's Court Peddler
Landscapes and Additional Cards
Ball Ferry
Ball.jpg Ferry.jpg

Adventures & Cornucopia

The Hero's Return [images]
Artificer Miser Page Ranger Relic
Artificer.jpg Miser.jpg Page.jpg Ranger.jpg Relic.jpg
Fairgrounds.jpg Farming Village.jpg Horse Traders.jpg Jester.jpg Menagerie.jpg
Fairgrounds Farming Village Horse Traders Jester Menagerie
Landscapes and Additional Cards
Travelling Fair
Travelling Fair.jpg
Seacraft and Witchcraft [images]
Peasant Storyteller Swamp Hag Transmogrify Wine Merchant
Peasant.jpg Storyteller.jpg Swamp Hag.jpg Transmogrify.jpg Wine Merchant.jpg
Fortune Teller.jpg Hamlet.jpg Horn of Plenty.jpg Tournament.jpg Young Witch.jpg
Fortune Teller Hamlet Horn of Plenty Tournament Young Witch
Landscapes and Additional Cards
Bane pile:
Guide
Ferry Seaway
Guide.jpg Ferry.jpg Seaway.jpg

Adventures & Hinterlands

Traders and Raiders [images]
Haunted Woods Lost City Page Port Wine Merchant
Haunted Woods.jpg Lost City.jpg Page.jpg Port.jpg Wine Merchant.jpg
Develop.jpg Farmland.jpg Haggler.jpg Spice Merchant.jpg Trader.jpg
Develop Farmland Haggler Spice Merchant Trader
Landscapes and Additional Cards
Raid
Raid.jpg
Journeys [images]
Bridge Troll Distant Lands Giant Guide Ranger
Bridge Troll.jpg Distant Lands.jpg Giant.jpg Guide.jpg Ranger.jpg
Cartographer.jpg Crossroads.jpg Highway.jpg Inn.jpg Silk Road.jpg
Cartographer Crossroads Highway Inn Silk Road
Landscapes and Additional Cards
Expedition Inheritance
Expedition.jpg Inheritance.jpg

Adventures & Dark Ages (Use Shelters)

Cemetery Polka [images]
Amulet Caravan Guard Hireling Peasant Relic
Amulet.jpg Caravan Guard.jpg Hireling.jpg Peasant.jpg Relic.jpg
Graverobber.jpg Marauder.jpg Procession.jpg Rogue.jpg Wandering Minstrel.jpg
Graverobber Marauder Procession Rogue Wandering Minstrel
Landscapes and Additional Cards
Ruins Alms
Abandoned Mine.jpg Alms.jpg
Groovy Decay [images]
Dungeon Haunted Woods Ratcatcher Raze Transmogrify
Dungeon.jpg Haunted Woods.jpg Ratcatcher.jpg Raze.jpg Transmogrify.jpg
Cultist.jpg Death Cart.jpg Fortress.jpg Knights.jpg Rats.jpg
Cultist Death Cart Fortress Knights Rats
Landscapes and Additional Cards
Ruins Lost Arts Pathfinding
Abandoned Mine.jpg Lost Arts.jpg Pathfinding.jpg

Adventures & Guilds

Spendthrift [images]
Artificer Gear Magpie Miser Storyteller
Artificer.jpg Gear.jpg Magpie.jpg Miser.jpg Storyteller.jpg
Doctor.jpg Masterpiece.jpg Merchant Guild.jpg Soothsayer.jpg Stonemason.jpg
Doctor Masterpiece Merchant Guild Soothsayer Stonemason
Landscapes and Additional Cards
Lost Arts
Lost Arts.jpg
Queen of Tan [images]
Coin of the Realm Duplicate Guide Ratcatcher Royal Carriage
Coin of the Realm.jpg Duplicate.jpg Guide.jpg Ratcatcher.jpg Royal Carriage.jpg
Advisor.jpg Butcher.jpg Candlestick Maker.jpg Herald.jpg Journeyman.jpg
Advisor Butcher Candlestick Maker Herald Journeyman
Landscapes and Additional Cards
Pathfinding Save
Pathfinding.jpg Save.jpg


Adventures
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 Counting House/Travelling FairRoyal Carriage/Bridge
Other concepts DurationReserveTokensTraveller
Dominion Products
Sets DominionIntrigueSeasideAlchemyProsperityCornucopia & GuildsHinterlandsDark AgesAdventures • EmpiresNocturneRenaissanceMenagerieAlliesPlunderRising SunPromo
Collections Big BoxSpecial Edition (German) • Alchemy & Cornucopia (Japanese, German, Dutch)
Accessories Base CardsUpdate PacksPlay Mat • Base Cards MatCollectors CaseDominion Chest
Retired Products CornucopiaGuilds
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