Bandit Camp

From DominionStrategy Wiki
(Difference between revisions)
Jump to: navigation, search
m (Running out of Spoils: fixed provinces link)
(Other language versions)
(26 intermediate revisions by 9 users not shown)
Line 1: Line 1:
 
{{Infobox Card
 
{{Infobox Card
 
  |name = Bandit Camp
 
  |name = Bandit Camp
 +
|cost = 5
 
  |type1 = Action
 
  |type1 = Action
 
  |illustrator = RC Torres
 
  |illustrator = RC Torres
  |text = +1 Card<br />+2 Actions<br />Gain a Spoils from the Spoils pile.
+
  |text = '''+1 Card<br>+2 Actions'''<br>Gain a Spoils from the Spoils pile.
 
}}
 
}}
  
Line 11: Line 12:
 
=== Official FAQ ===
 
=== Official FAQ ===
 
* Draw a card before gaining a Spoils.  
 
* Draw a card before gaining a Spoils.  
* The Spoils comes from the Spoils pile, which is not part of the Supply, and is put into your discard pile.  
+
* The Spoils comes from the Spoils pile, which is not part of the [[Supply]].  
 
* If there are no Spoils cards left, you do not get one.
 
* If there are no Spoils cards left, you do not get one.
 
=== Other Rules clarifications ===
 
=== Other Rules clarifications ===
 
== Strategy Article ==
 
== Strategy Article ==
Bandit camp was discussed on the [http://forum.dominionstrategy.com/index.php?topic=5428 forum]; this article is the result.
+
''From [http://forum.dominionstrategy.com/index.php?topic=5428 discussion on the forum] led by ftl''
 
+
  
 
=== So what does Bandit Camp do? ===
 
=== So what does Bandit Camp do? ===
 
 
Bandit Camp has two separate effects.  
 
Bandit Camp has two separate effects.  
  
Line 27: Line 26:
  
 
=== Bandit Camp in Big Money ===  
 
=== Bandit Camp in Big Money ===  
 
 
In a BM-like Game, Bandit Camp should be thought of as a delayed {{Card|Gold}}; it might as well have said "+1 card, +1 action, Gain a Spoils" or even "+1 card, +1 action, trash this and gain a Gold" and had usually the same effect. On the first shuffle after you buy the Bandit Camp, it does nothing for you, but replaces itself; on the second shuffle after you buy it, you have a Spoils (one-shot Gold) and a Bandit Camp that replaces itself in your hand and refreshes your Spoils. Basically like having a Gold - except with a little more flexibility, since there are ways to be clever with Spoils and save them up at the right times. (That may be outside the scope of this article, and is better served discussed on the Spoils page; always playing Spoils when they get you to a higher price tier is reasonable but probably not optimal.)   
 
In a BM-like Game, Bandit Camp should be thought of as a delayed {{Card|Gold}}; it might as well have said "+1 card, +1 action, Gain a Spoils" or even "+1 card, +1 action, trash this and gain a Gold" and had usually the same effect. On the first shuffle after you buy the Bandit Camp, it does nothing for you, but replaces itself; on the second shuffle after you buy it, you have a Spoils (one-shot Gold) and a Bandit Camp that replaces itself in your hand and refreshes your Spoils. Basically like having a Gold - except with a little more flexibility, since there are ways to be clever with Spoils and save them up at the right times. (That may be outside the scope of this article, and is better served discussed on the Spoils page; always playing Spoils when they get you to a higher price tier is reasonable but probably not optimal.)   
  
Line 34: Line 32:
 
* In the late game, the extra shuffle to wait to get the benefit from the Spoils might be too long. If you only use one Spoils from the Bandit Camp before the game ends, having a Silver twice might have been better! Use your judgement.  
 
* In the late game, the extra shuffle to wait to get the benefit from the Spoils might be too long. If you only use one Spoils from the Bandit Camp before the game ends, having a Silver twice might have been better! Use your judgement.  
 
* If you're playing [[Terminal Draw]] Big Money specifically, such as with {{Card|Smithy}}, {{Card|Envoy}}, {{Card|Embassy}}, or others, then the analogy of Bandit Camp to a delayed Gold no longer holds, since it can be drawn dead. (Bandit Camp with {{Card|Wharf}} plays far more like an [[engine]], it's still great.)
 
* If you're playing [[Terminal Draw]] Big Money specifically, such as with {{Card|Smithy}}, {{Card|Envoy}}, {{Card|Embassy}}, or others, then the analogy of Bandit Camp to a delayed Gold no longer holds, since it can be drawn dead. (Bandit Camp with {{Card|Wharf}} plays far more like an [[engine]], it's still great.)
* It antisynergizes with [[discard attack]]s -  With a hand of ({{Card|Estate}}, Bandit Camp, Silver, Gold, Spoils} you would probably discard the Bandit Camp and buy a Province, but then you don't get the Spoils for the next shuffle.
+
* It antisynergizes with [[discard attack|discard attacks]] -  With a hand of ({{Card|Estate}}, Bandit Camp, Silver, Gold, Spoils} you would probably discard the Bandit Camp and buy a Province, but then you don't get the Spoils for the next shuffle.
  
 
Of course, in a Money-heavy game without terminal draw, such as with {{Card|Merchant Ship}} or {{Card|Monument}}, or filled with cantrips, feel free to get Bandit Camps at {{Cost|5}} to your heart's content, at least until the game is almost over.
 
Of course, in a Money-heavy game without terminal draw, such as with {{Card|Merchant Ship}} or {{Card|Monument}}, or filled with cantrips, feel free to get Bandit Camps at {{Cost|5}} to your heart's content, at least until the game is almost over.
  
 
=== What about an [[Engine]]? ===
 
=== What about an [[Engine]]? ===
 
 
But in an engine, don't the Spoils and Village effects anti-synergize?
 
But in an engine, don't the Spoils and Village effects anti-synergize?
  
Line 49: Line 46:
  
 
=== Bandit camp in a deck-drawing engine ===
 
=== Bandit camp in a deck-drawing engine ===
 
 
So in an any engine where you expect to draw your whole deck, Bandit Camp is a better source of money than Gold is. While your engine is running, the Bandit Camp is a Village and keeps things running smoothly; and then when you've picked up all of your engine components, you'll find that you now have a discard pile made up of only treasures, a number of Spoils equal to however many Bandit Camps you had in your deck, lined up perfectly for your Smithies to draw. Why would you get Golds which you might draw early and which would gum up your Village/Smithy chain before you've drawn everything you want to draw?
 
So in an any engine where you expect to draw your whole deck, Bandit Camp is a better source of money than Gold is. While your engine is running, the Bandit Camp is a Village and keeps things running smoothly; and then when you've picked up all of your engine components, you'll find that you now have a discard pile made up of only treasures, a number of Spoils equal to however many Bandit Camps you had in your deck, lined up perfectly for your Smithies to draw. Why would you get Golds which you might draw early and which would gum up your Village/Smithy chain before you've drawn everything you want to draw?
  
 
=== Good times can end ===
 
=== Good times can end ===
 
 
However, Bandit Camp only seems so perfect when you maintain the ability to draw the Spoils on the same turn you gain it. If your engine collapses, it becomes harder to get it running again. If you've played a bunch of Bandit Camps, but have let your engine choke on green, and you don't get a chance to draw those Spoils you've gained... then you're in trouble. You don’t have enough to spend this turn because you didn’t draw your Spoils, and next turn, you're going to have an even harder time getting your engine running and you’ll have to make do with a mixed hand of green, Spoils, and probably an engine component or two that don’t go together. Oops!
 
However, Bandit Camp only seems so perfect when you maintain the ability to draw the Spoils on the same turn you gain it. If your engine collapses, it becomes harder to get it running again. If you've played a bunch of Bandit Camps, but have let your engine choke on green, and you don't get a chance to draw those Spoils you've gained... then you're in trouble. You don’t have enough to spend this turn because you didn’t draw your Spoils, and next turn, you're going to have an even harder time getting your engine running and you’ll have to make do with a mixed hand of green, Spoils, and probably an engine component or two that don’t go together. Oops!
  
 
=== How to use Bandit Camp - ideal case ===
 
=== How to use Bandit Camp - ideal case ===
 
 
So, that leads to an obvious strategy for using Bandit Camp.
 
So, that leads to an obvious strategy for using Bandit Camp.
 
* Build an engine, and make sure you can draw your deck.
 
* Build an engine, and make sure you can draw your deck.
Line 64: Line 58:
  
 
=== Less perfect use cases ===
 
=== Less perfect use cases ===
 
 
OK, but you can't always expect a card to fit into its niche, sometimes the rest of the board just isn't there. So how do you use Bandit Camp then?
 
OK, but you can't always expect a card to fit into its niche, sometimes the rest of the board just isn't there. So how do you use Bandit Camp then?
  
Line 72: Line 65:
  
 
=== Comparisons to similar cards: ===
 
=== Comparisons to similar cards: ===
 
 
Bandit Camp should be compared to {{Card|Bazaar}} and {{Card|Festival}}, the other {{Cost|5}}-cost [[villages]] that give coin. They often play somewhat similarly - they both face the same problems that other expensive Villages have, namely that it takes a long time to accumulate both the expensive villages and the expensive terminals that you want to play with them. They both have similar benefits, allowing you to skip buying some Treasures because your Villages are also providing you with money.  
 
Bandit Camp should be compared to {{Card|Bazaar}} and {{Card|Festival}}, the other {{Cost|5}}-cost [[villages]] that give coin. They often play somewhat similarly - they both face the same problems that other expensive Villages have, namely that it takes a long time to accumulate both the expensive villages and the expensive terminals that you want to play with them. They both have similar benefits, allowing you to skip buying some Treasures because your Villages are also providing you with money.  
  
Line 80: Line 72:
  
 
=== Unusual cases playing with Bandit Camp: ===
 
=== Unusual cases playing with Bandit Camp: ===
 
 
As with many Dominion cards, there are non-obvious niche cases that crop up with Bandit Camp; I'll end by mentioning a few of them.
 
As with many Dominion cards, there are non-obvious niche cases that crop up with Bandit Camp; I'll end by mentioning a few of them.
  
 
==== Running out of Spoils ====
 
==== Running out of Spoils ====
 
 
What happens if you're running a Bandit Camp deck and you run out of Spoils? You're dead in the water, that's what.
 
What happens if you're running a Bandit Camp deck and you run out of Spoils? You're dead in the water, that's what.
  
This won't happen often in a standard 2-player game; 15 spoils for 2 people means you'd have to have about 7 spoils in each player's deck before the pile runs dry - that's a lot of Golds that are sitting there unused, almost three [[Province|Provinces]] worth per player.  
+
This won't happen often in a standard 2-player game; 15 spoils for 2 people means you'd have to have about 7 spoils in each player's deck before the pile runs dry - that's a lot of Golds that are sitting there unused, almost three {{Card|Province|Provinces}} worth per player.  
  
 
But as you add more players, it becomes easier to run out the 15-card spoils pile. In 3-player, that's 5 spoils per player, still a lot. In 4-player, that's fewer than 4 spoils per player - if the players save up Spoils between turns even a little, you'll soon find that you can barely buy a single Province with the Spoils you can get. It only takes a few King's Courted Bandit Camps to leave the pile dangerously low. And if other players start deliberately trashing the Spoils, then watch out - your economy will be dead in the water in no time.  Forager and Spice Merchant seem like they'd be the most likely culprits for such gimmicks, since they give you +Coin and +Buy for trashing the Spoils.
 
But as you add more players, it becomes easier to run out the 15-card spoils pile. In 3-player, that's 5 spoils per player, still a lot. In 4-player, that's fewer than 4 spoils per player - if the players save up Spoils between turns even a little, you'll soon find that you can barely buy a single Province with the Spoils you can get. It only takes a few King's Courted Bandit Camps to leave the pile dangerously low. And if other players start deliberately trashing the Spoils, then watch out - your economy will be dead in the water in no time.  Forager and Spice Merchant seem like they'd be the most likely culprits for such gimmicks, since they give you +Coin and +Buy for trashing the Spoils.
Line 93: Line 83:
 
Other Spoils-gainers can also interfere. If there are four players and a few of them are {{Card|Pillage}}-happy, then it only takes one King's Courted Pillage from two of them to leave you without any economy.
 
Other Spoils-gainers can also interfere. If there are four players and a few of them are {{Card|Pillage}}-happy, then it only takes one King's Courted Pillage from two of them to leave you without any economy.
  
{{Card|Black Market}} can provide cute tricks to save you from Spoils depletion, letting you play the Spoils mid-turn, then gain them back.
+
{{card|Storyteller}}, and to a lesser extent {{Card|Black Market}}, can provide cute tricks to save you from Spoils depletion, letting you play the Spoils mid-turn, then gain them back.
  
 
==== Bandit Camp as a cantrip gainer. ====
 
==== Bandit Camp as a cantrip gainer. ====
 
 
Hey, sometimes you just need fodder for your {{Card|Altar}}, {{Card|Forager}}, {{Card|Spice Merchant}}, {{Card|Junk Dealer}}... or even your {{Card|Expand}} or {{Card|Remodel}}. Bandit Camp is a cantrip which gains you a card, and that's actually very rare.
 
Hey, sometimes you just need fodder for your {{Card|Altar}}, {{Card|Forager}}, {{Card|Spice Merchant}}, {{Card|Junk Dealer}}... or even your {{Card|Expand}} or {{Card|Remodel}}. Bandit Camp is a cantrip which gains you a card, and that's actually very rare.
  
 
=== Synergies/Combos ===
 
=== Synergies/Combos ===
 
Works with:
 
 
* heavy [[trashing]], such as {{Card|Chapel}}, since it's best when you draw your whole deck,  
 
* heavy [[trashing]], such as {{Card|Chapel}}, since it's best when you draw your whole deck,  
 
* Deck-drawing engines
 
* Deck-drawing engines
Line 111: Line 98:
  
 
=== Antisynergies ===
 
=== Antisynergies ===
 
Conflicts with:
 
 
* Middling engines which are short on +Card. You know the type - where you 're not quite aiming to draw everything and are content with maybe connecting a Village with two terminals. Where you've had a reason to buy a bunch of terminals, and then some Villages to smooth them out, but you always have a bunch of stuff in your discard, so those Spoils will always seem to get drawn at the wrong place at the wrong time. Maybe then you'd rather have a Gold up-front than a delayed one, and a {{Card|Walled Village}} instead of a Bandit Camp.
 
* Middling engines which are short on +Card. You know the type - where you 're not quite aiming to draw everything and are content with maybe connecting a Village with two terminals. Where you've had a reason to buy a bunch of terminals, and then some Villages to smooth them out, but you always have a bunch of stuff in your discard, so those Spoils will always seem to get drawn at the wrong place at the wrong time. Maybe then you'd rather have a Gold up-front than a delayed one, and a {{Card|Walled Village}} instead of a Bandit Camp.
 
* [[Sifter|Sifters]], a little. {{Card|Warehouse}} and {{Card|Cellar}} are great, but they often work by discarding your Green cards mid-turn, where they'll get mixed in with the Spoils you're gaining. That's not to say Warehouse won't help your engine, but be mindful that green you discard might come back to bite you.
 
* [[Sifter|Sifters]], a little. {{Card|Warehouse}} and {{Card|Cellar}} are great, but they often work by discarding your Green cards mid-turn, where they'll get mixed in with the Spoils you're gaining. That's not to say Warehouse won't help your engine, but be mindful that green you discard might come back to bite you.
 
* Engines that want [[virtual coin]] specifically would rather have {{Card|Festival}} or {{Card|Bazaar}}. These include {{Card|Minion}} engines, draw-up-to-X engines, {{Card|Golem}} engines, and [[double Tactician]].
 
* Engines that want [[virtual coin]] specifically would rather have {{Card|Festival}} or {{Card|Bazaar}}. These include {{Card|Minion}} engines, draw-up-to-X engines, {{Card|Golem}} engines, and [[double Tactician]].
* [[Discard attack]]s can make Spoils less effective - the aforemented hand with both Spoils and Bandit Camp which gets hit by a {{Card|Militia}}.
+
* [[Discard attack|Discard attacks]] can make Spoils less effective - the aforemented hand with both Spoils and Bandit Camp which gets hit by a {{Card|Militia}}.
 
* Spoils depletion, such as due to other Spoils-gainers, multiple opponents, or good reasons to trash Spoils.
 
* Spoils depletion, such as due to other Spoils-gainers, multiple opponents, or good reasons to trash Spoils.
 
* Rush strategies of course have no particularly good time to pick up a Bandit Camp.  
 
* Rush strategies of course have no particularly good time to pick up a Bandit Camp.  
 
* Terminal draw Big Money, with the exception of {{Card|Wharf}} doesn't like Bandit Camp either (it doesn't like much of anything, really).
 
* Terminal draw Big Money, with the exception of {{Card|Wharf}} doesn't like Bandit Camp either (it doesn't like much of anything, really).
 +
 +
== Versions ==
 +
===English versions===
 +
{| class="wikitable" style="text-align:center;"
 +
! Print !! Digital !! Text !! Release !! Date
 +
|-
 +
| {{CardVersionImage|Bandit CampOld|Bandit Camp}} || {{CardVersionImage|Bandit CampDigitalOld|Bandit Camp from Goko/Making Fun}} || '''+1 Card'''. '''+2 Actions'''. Gain a Spoils from the Spoils pile. || Dark Ages 1st Edition || August 2012
 +
|-
 +
| {{CardVersionImage|Bandit Camp|Bandit Camp}} || {{CardVersionImage|Bandit CampDigital|Bandit Camp from Shuffle iT}} || '''+1 Card'''. '''+2 Actions'''. Gain a Spoils from the Spoils pile. || Dark Ages [[Second Edition|2nd Edition]] || September 2017
 +
|}
 +
===Other language versions===
 +
{| class="wikitable" style="text-align:center;"
 +
! Language !! Name !! Print !! Digital !! Text !! Notes
 +
|-
 +
!Czech
 +
| Tábor banditů || {{CardLangVersionImage|Czech}} || || ||
 +
|-
 +
!Dutch
 +
| Bandietenkamp || || || ||
 +
|-
 +
!Finnish
 +
| Rosvoleiri || || || ||
 +
|-
 +
!French
 +
| Camp de bandits || || || ||
 +
|-
 +
!German
 +
| Banditenlager ||{{CardLangVersionImage|German}}|| || '''+1 Karte<br>+2 Aktionen'''<br>Nimm dir eine Karte<br>vom Beute-Stapel. ||
 +
|-
 +
!Japanese
 +
| 山賊の宿営地 (pron. ''sanzoku no shukuei-chi'') || || || '''+1 カードを引く'''。 '''+2 アクション'''。略奪品の山から略奪品1枚を獲得する。 ||
 +
|-
 +
!Korean
 +
| 산적 소굴 (pron. ''sanjeog sogul'', lit. ''bandit's lair'') || || || ||
 +
|-
 +
!Polish
 +
| Obóz bandytów || || || || Although Polish version is not released, this card is referred to in the Polish version of ''[[Empires]]'' rulebook
 +
|-
 +
!Russian
 +
| Лагерь Разбойников (pron. ''lagyer' razboynikov'') || || || ||
 +
|-
 +
!Spanish
 +
| Campamento de Bandidos || || || ||
 +
|}
  
 
== Trivia ==
 
== Trivia ==
 +
[[Image:Bandit_CampArt.jpg|thumb|right|354px|Official card art.]]
 +
 
=== Secret History ===
 
=== Secret History ===
 
{{Quote
 
{{Quote
Line 130: Line 161:
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}
  
 +
{{Navbox Dark Ages}}
 
{{Navbox Cards}}
 
{{Navbox Cards}}

Revision as of 06:28, 18 October 2019

Bandit Camp
Bandit Camp.jpg
Info
Cost $5
Type(s) Action
Kingdom card? Yes
Set Dark AgesDark Ages icon.png
Illustrator(s) RC Torres
Card text
+1 Card
+2 Actions

Gain a Spoils from the Spoils pile.

Bandit Camp is an Action card from Dark Ages. It is one of the villages since it gives +1 Card and +2 Actions like VillageVillage.jpg; it also gains you a SpoilsSpoils.jpg to use later.

Contents

FAQ

Official FAQ

  • Draw a card before gaining a Spoils.
  • The Spoils comes from the Spoils pile, which is not part of the Supply.
  • If there are no Spoils cards left, you do not get one.

Other Rules clarifications

Strategy Article

From discussion on the forum led by ftl

So what does Bandit Camp do?

Bandit Camp has two separate effects.

The first is the same as a vanilla VillageVillage.jpg - +1 card, +2 actions. Simple, but far overpriced at $5. Now, a Village is a good thing to have, but you need to match it up with some terminals, and you're gaining Spoils which will get in the way of that; you'd think that in an engine, you don't want every Village you play to gain you a treasure! Sometimes, you just want a village, any village, and you'll even be willing to pay $5 for it. But that's rare.

The second effect is gaining a SpoilsSpoils.jpg - gives you a one-shot Gold to use later. Gaining Spoils is pretty nice, and that brings us to the first Bandit Camp strategy - Bandit Camp in Big Money.

Bandit Camp in Big Money

In a BM-like Game, Bandit Camp should be thought of as a delayed GoldGold.jpg; it might as well have said "+1 card, +1 action, Gain a Spoils" or even "+1 card, +1 action, trash this and gain a Gold" and had usually the same effect. On the first shuffle after you buy the Bandit Camp, it does nothing for you, but replaces itself; on the second shuffle after you buy it, you have a Spoils (one-shot Gold) and a Bandit Camp that replaces itself in your hand and refreshes your Spoils. Basically like having a Gold - except with a little more flexibility, since there are ways to be clever with Spoils and save them up at the right times. (That may be outside the scope of this article, and is better served discussed on the Spoils page; always playing Spoils when they get you to a higher price tier is reasonable but probably not optimal.)

Used this way, Bandit Camp will typically be better than a SilverSilver.jpg. If you open Bandit Camp/Nothing, that's like guaranteeing Gold on the first shuffle - pretty good. However, you have to be wary of a few things:

  • In the late game, the extra shuffle to wait to get the benefit from the Spoils might be too long. If you only use one Spoils from the Bandit Camp before the game ends, having a Silver twice might have been better! Use your judgement.
  • If you're playing Terminal Draw Big Money specifically, such as with SmithySmithy.jpg, EnvoyEnvoy.jpg, EmbassyEmbassy.jpg, or others, then the analogy of Bandit Camp to a delayed Gold no longer holds, since it can be drawn dead. (Bandit Camp with WharfWharf.jpg plays far more like an engine, it's still great.)
  • It antisynergizes with discard attacks - With a hand of (EstateEstate.jpg, Bandit Camp, Silver, Gold, Spoils} you would probably discard the Bandit Camp and buy a Province, but then you don't get the Spoils for the next shuffle.

Of course, in a Money-heavy game without terminal draw, such as with Merchant ShipMerchant Ship.jpg or MonumentMonument.jpg, or filled with cantrips, feel free to get Bandit Camps at $5 to your heart's content, at least until the game is almost over.

What about an Engine?

But in an engine, don't the Spoils and Village effects anti-synergize?

To see when the effects don't anti-synergize, imagine a simple thought experiment - you have a 5-card hand with a Bandit Camp and some cheap cantrip, perhaps a Pearl DiverPearl Diver.jpg. You play a Bandit Camp, get +1 card to bring you back up to 5 cards in hand, gain a Spoils. Then you play the Pearl Diver and lets say you draw that Spoils. You're still at 5 cards in hand, one of which is a Spoils, and you have 2 Actions.

So if you draw the Spoils on the same turn you gain it, it's almost as if the Bandit Camp read "+0 Cards, +2 Actions, gain a Spoils in hand!" And hey, that not-really-Bandit-Camp card would be pretty good. It immediately suggests a comparison to FestivalFestival.jpg, which gives +0 Cards, +2 Actions, +$2 and +1 buy; a Spoils in hand is +$3 (but doesn't combo with WatchtowerWatchtower.jpg/LibraryLibrary.jpg/MenagerieMenagerie.jpg), so you're up $1 and down a buy compared to a Festival.

But the real Bandit Camp is even better than the thought-experiment one. You get +1 card NOW, and the Spoils gets left in your discard, to be picked up later in the turn. So if you're running a sleek engine, Bandit Camp makes your deck turn out perfectly - Villages and Smithies on the top of the deck, with the Spoils on the bottom, to be picked up by your last Smithies.

Bandit camp in a deck-drawing engine

So in an any engine where you expect to draw your whole deck, Bandit Camp is a better source of money than Gold is. While your engine is running, the Bandit Camp is a Village and keeps things running smoothly; and then when you've picked up all of your engine components, you'll find that you now have a discard pile made up of only treasures, a number of Spoils equal to however many Bandit Camps you had in your deck, lined up perfectly for your Smithies to draw. Why would you get Golds which you might draw early and which would gum up your Village/Smithy chain before you've drawn everything you want to draw?

Good times can end

However, Bandit Camp only seems so perfect when you maintain the ability to draw the Spoils on the same turn you gain it. If your engine collapses, it becomes harder to get it running again. If you've played a bunch of Bandit Camps, but have let your engine choke on green, and you don't get a chance to draw those Spoils you've gained... then you're in trouble. You don’t have enough to spend this turn because you didn’t draw your Spoils, and next turn, you're going to have an even harder time getting your engine running and you’ll have to make do with a mixed hand of green, Spoils, and probably an engine component or two that don’t go together. Oops!

How to use Bandit Camp - ideal case

So, that leads to an obvious strategy for using Bandit Camp.

  • Build an engine, and make sure you can draw your deck.
  • Build up your buying power by adding more Bandit Camps, not Treasures - your engine will stay reliable because you'll always draw your Bandit Camps first and your Spoils last.
  • Make sure you keep drawing your whole deck while greening, because once you stop, it'll be hard to start back up again.

Less perfect use cases

OK, but you can't always expect a card to fit into its niche, sometimes the rest of the board just isn't there. So how do you use Bandit Camp then?

In the less-than-perfect case, if you don't draw your deck all the time, you can still use Bandit Camp to good effect, it's still quite powerful. If you aren't drawing your whole deck, but as long as you are using up the Spoils at the same rate you're gaining them, then you have still saved yourself several Gold purchases, allowing you to snag the additional engine component. Even if the Spoils show up at the wrong time - is that any more likely to have happened than if you bought a Gold, or any more damaging? It isn't as awesome as the best case, but it is a good way to have both Villages and $ to spend.

Bandit Camp is also excellent as an opener with Chapel, if you happen to draw 5/2. In that case, you don't mind having the Spoils come a little late, to find your Chapel and trash faster.

Comparisons to similar cards:

Bandit Camp should be compared to BazaarBazaar.jpg and FestivalFestival.jpg, the other $5-cost villages that give coin. They often play somewhat similarly - they both face the same problems that other expensive Villages have, namely that it takes a long time to accumulate both the expensive villages and the expensive terminals that you want to play with them. They both have similar benefits, allowing you to skip buying some Treasures because your Villages are also providing you with money.

Bandit Camp provides more coin than Festival (a Spoils is $3 instead of $2). It gives a separation between the "+1 Card" up front and the "-1 Card, +$3" later in the deck. This can be a very strong advantage if you have good control over when you draw the Spoils, but a disadvantage if you don't. Bandit Camp also does not provide a +Buy, which it desperately needs - if you're using it as your primary Village, you'll easily accumulate 3+ Spoils per turn, more than you need for a Province even without the treasures you may still have. (It also does not combo with draw-up-to-X engines or Menagerie, obviously).

Compared to Bazaar, Bandit Camp offers a major advantage - $3 for spoils instead of +$1 - but also a major disadvantage, since to get the +$3 you have +0 cards total, whereas Bazaar gives +$1 AND +1 card. This makes Bazaar better when your card draw or trashing is weak, but worse if you're not worried about draw power and want more buying power.

Unusual cases playing with Bandit Camp:

As with many Dominion cards, there are non-obvious niche cases that crop up with Bandit Camp; I'll end by mentioning a few of them.

Running out of Spoils

What happens if you're running a Bandit Camp deck and you run out of Spoils? You're dead in the water, that's what.

This won't happen often in a standard 2-player game; 15 spoils for 2 people means you'd have to have about 7 spoils in each player's deck before the pile runs dry - that's a lot of Golds that are sitting there unused, almost three ProvincesProvince.jpg worth per player.

But as you add more players, it becomes easier to run out the 15-card spoils pile. In 3-player, that's 5 spoils per player, still a lot. In 4-player, that's fewer than 4 spoils per player - if the players save up Spoils between turns even a little, you'll soon find that you can barely buy a single Province with the Spoils you can get. It only takes a few King's Courted Bandit Camps to leave the pile dangerously low. And if other players start deliberately trashing the Spoils, then watch out - your economy will be dead in the water in no time. Forager and Spice Merchant seem like they'd be the most likely culprits for such gimmicks, since they give you +Coin and +Buy for trashing the Spoils.

Other Spoils-gainers can also interfere. If there are four players and a few of them are PillagePillage.jpg-happy, then it only takes one King's Courted Pillage from two of them to leave you without any economy.

StorytellerStoryteller.jpg, and to a lesser extent Black MarketBlack Market.jpg, can provide cute tricks to save you from Spoils depletion, letting you play the Spoils mid-turn, then gain them back.

Bandit Camp as a cantrip gainer.

Hey, sometimes you just need fodder for your AltarAltar.jpg, ForagerForager.jpg, Spice MerchantSpice Merchant.jpg, Junk DealerJunk Dealer.jpg... or even your ExpandExpand.jpg or RemodelRemodel.jpg. Bandit Camp is a cantrip which gains you a card, and that's actually very rare.

Synergies/Combos

  • heavy trashing, such as ChapelChapel.jpg, since it's best when you draw your whole deck,
  • Deck-drawing engines
  • Sources of +Buy - since the Spoils go away on use, you want to make the most of each one, and that means having +Buy.
  • Throne RoomThrone Room.jpg, King's CourtKing's Court.jpg, and ProcessionProcession.jpg will find their targets easier if you use Spoils for your source of $.
  • Spoils works with CounterfeitCounterfeit.jpg. Adding a Counterfeit to an overdrawn Spoils deck adds $4 and a buy, a very good deal.
  • Poor HousePoor House.jpg can fit well into a Bandit Camp deck, since you will draw it before your Spoils.
  • Big Money without terminal draw, such as MonumentMonument.jpg - if you happen to draw $5 at the right time.

Antisynergies

  • Middling engines which are short on +Card. You know the type - where you 're not quite aiming to draw everything and are content with maybe connecting a Village with two terminals. Where you've had a reason to buy a bunch of terminals, and then some Villages to smooth them out, but you always have a bunch of stuff in your discard, so those Spoils will always seem to get drawn at the wrong place at the wrong time. Maybe then you'd rather have a Gold up-front than a delayed one, and a Walled VillageWalled Village.jpg instead of a Bandit Camp.
  • Sifters, a little. WarehouseWarehouse.jpg and CellarCellar.jpg are great, but they often work by discarding your Green cards mid-turn, where they'll get mixed in with the Spoils you're gaining. That's not to say Warehouse won't help your engine, but be mindful that green you discard might come back to bite you.
  • Engines that want virtual coin specifically would rather have FestivalFestival.jpg or BazaarBazaar.jpg. These include MinionMinion.jpg engines, draw-up-to-X engines, GolemGolem.jpg engines, and double Tactician.
  • Discard attacks can make Spoils less effective - the aforemented hand with both Spoils and Bandit Camp which gets hit by a MilitiaMilitia.jpg.
  • Spoils depletion, such as due to other Spoils-gainers, multiple opponents, or good reasons to trash Spoils.
  • Rush strategies of course have no particularly good time to pick up a Bandit Camp.
  • Terminal draw Big Money, with the exception of WharfWharf.jpg doesn't like Bandit Camp either (it doesn't like much of anything, really).

Versions

English versions

Print Digital Text Release Date
Bandit Camp Bandit Camp from Goko/Making Fun +1 Card. +2 Actions. Gain a Spoils from the Spoils pile. Dark Ages 1st Edition August 2012
Bandit Camp Bandit Camp from Shuffle iT +1 Card. +2 Actions. Gain a Spoils from the Spoils pile. Dark Ages 2nd Edition September 2017

Other language versions

Language Name Print Digital Text Notes
Czech Tábor banditů Czech language Bandit Camp
Dutch Bandietenkamp
Finnish Rosvoleiri
French Camp de bandits
German Banditenlager German language Bandit Camp +1 Karte
+2 Aktionen

Nimm dir eine Karte
vom Beute-Stapel.
Japanese 山賊の宿営地 (pron. sanzoku no shukuei-chi) +1 カードを引く+2 アクション。略奪品の山から略奪品1枚を獲得する。
Korean 산적 소굴 (pron. sanjeog sogul, lit. bandit's lair)
Polish Obóz bandytów Although Polish version is not released, this card is referred to in the Polish version of Empires rulebook
Russian Лагерь Разбойников (pron. lagyer' razboynikov)
Spanish Campamento de Bandidos

Trivia

Official card art.

Secret History

I started out trying '+1 card, +1 action, gain a Silver.' It was a very basic card I hadn't done yet. It was kind of weak. I tried it with the Fool's Gold reaction on the bottom. Then the set needed another village, so I changed it to '+1 card, +2 actions, gain a Silver.' At that point people would complain that gaining Silver was at cross-purposes to having a village - the Silver reduces your chance of drawing your actions together. I thought it was fine though; some people won't see that, and if you are a more serious player who does see that, well, does it stop you from buying the card? I think not. And anyway some of the cards have to be simple.


When I was looking for things to do with Spoils, I saw this card, and thought hey, try changing that Silver to Spoils. And that worked out, and somehow people stopped complaining. The one-shot Gold does not water down your village-ing capabilities as much as the Silver did.


Cards $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 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 $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Combos and Counters Apprentice/Market SquareBeggar/GardensBishop/FortressDonate/Market SquareHermit/Market SquareLurker/Hunting GroundsMasterpiece/FeodumProcession/FortressTrader/Feodum
Other concepts When trashLooter
Dominion Cards
Basic cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg
Dominion $2 CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg $3 HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg $4 BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg $5 BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg $6 ArtisanArtisan.jpg
Removed cards: $3 ChancellorChancellor.jpgWoodcutterWoodcutter.jpg $4 FeastFeast.jpgSpySpy.jpgThiefThief.jpg $6 AdventurerAdventurer.jpg
Intrigue $2 CourtyardCourtyard.jpgLurkerLurker.jpgPawnPawn.jpg $3 MasqueradeMasquerade.jpgShanty TownShanty Town.jpgStewardSteward.jpgSwindlerSwindler.jpgWishing WellWishing Well.jpg $4 BaronBaron.jpgBridgeBridge.jpgConspiratorConspirator.jpgDiplomatDiplomat.jpgIronworksIronworks.jpgMillMill.jpgMining VillageMining Village.jpgSecret PassageSecret Passage.jpg $5 CourtierCourtier.jpgDukeDuke.jpgMinionMinion.jpgPatrolPatrol.jpgReplaceReplace.jpgTorturerTorturer.jpgTrading PostTrading Post.jpgUpgradeUpgrade.jpg $6 FarmFarm.jpgNoblesNobles.jpg
Removed cards: $2 Secret ChamberSecret Chamber.jpg $3 Great HallGreat Hall.jpg $4 CoppersmithCoppersmith.jpgScoutScout.jpg $5 SaboteurSaboteur.jpgTributeTribute.jpg $6 HaremHarem.jpg
Seaside $2 HavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpg $3 AstrolabeAstrolabe.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgMonkeyMonkey.jpgSea ChartSea Chart.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 BlockadeBlockade.jpgCaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgSailorSailor.jpgSalvagerSalvager.jpgTide PoolsTide Pools.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgCorsairCorsair.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgPiratePirate.jpgSea WitchSea Witch.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Removed cards: $2 EmbargoEmbargo.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpg $4 NavigatorNavigator.jpgPirate ShipPirate Ship.jpgSea HagSea Hag.jpg $5 ExplorerExplorer.jpgGhost ShipGhost Ship.jpg
Alchemy P TransmuteTransmute.jpgVineyardVineyard.jpg $2 HerbalistHerbalist.jpg $2P ApothecaryApothecary.jpgScrying PoolScrying Pool.jpgUniversityUniversity.jpg $3P AlchemistAlchemist.jpgFamiliarFamiliar.jpgPhilosopher's StonePhilosopher's Stone.jpg $4 PotionPotion.jpg $4P GolemGolem.jpg $5 ApprenticeApprentice.jpg $6P PossessionPossession.jpg
Prosperity $3 AnvilAnvil.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgClerkClerk.jpgInvestmentInvestment.jpgTiaraTiara.jpgMonumentMonument.jpgQuarryQuarry.jpgWorker's VillageWorker's Village.jpg $5 CharlatanCharlatan.jpgCityCity.jpgCollectionCollection.jpgCrystal BallCrystal Ball.jpgMagnateMagnate.jpgMintMint.jpgRabbleRabble.jpgVaultVault.jpgWar ChestWar Chest.jpg $6 HoardHoard.jpg $6star Grand MarketGrand Market.jpg $7 BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg $8star PeddlerPeddler.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
Removed cards: $3 LoanLoan.jpgTrade RouteTrade Route.jpg $4 TalismanTalisman.jpg $5 ContrabandContraband.jpgCounting HouseCounting House.jpgMountebankMountebank.jpgRoyal SealRoyal Seal.jpgVentureVenture.jpg $6 GoonsGoons.jpg
Cornucopia & Guilds $2 Candlestick MakerCandlestick Maker.jpgHamletHamlet.jpg $2plus FarrierFarrier.jpgStonemasonStonemason.jpg $3 MenagerieMenagerie.jpgShopShop.jpg $3plus InfirmaryInfirmary.jpg $4 AdvisorAdvisor.jpgFarmhandsFarmhands.jpgPlazaPlaza.jpgRemakeRemake.jpgYoung WitchYoung Witch.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgCarnivalCarnival.jpgFerrymanFerryman.jpgFootpadFootpad.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpgJourneymanJourneyman.jpgJoustJoust.jpg (Rewards: CoronetCoronet.jpgCourserCourser.jpgDemesneDemesne.jpgHousecarlHousecarl.jpgHuge TurnipHuge Turnip.jpgRenownRenown.jpg)• Merchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg $6 FairgroundsFairgrounds.jpg
Removed cards: $3 Fortune TellerFortune Teller.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgTaxmanTaxman.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) $5 HarvestHarvest.jpg
Hinterlands $2 CrossroadsCrossroads.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgGuard DogGuard Dog.jpgOasisOasis.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNomadsNomads.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpgTrailTrail.jpgWeaverWeaver.jpg $5 BerserkerBerserker.jpgCartographerCartographer.jpgCauldronCauldron.jpgHagglerHaggler.jpgHighwayHighway.jpgInnInn.jpgMargraveMargrave.jpgSoukSouk.jpgStablesStables.jpgWheelwrightWheelwright.jpgWitch's HutWitch's Hut.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
Removed cards: $2 DuchessDuchess.jpg $3 OracleOracle.jpg $4 Noble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpg $5 CacheCache.jpgEmbassyEmbassy.jpgIll-Gotten GainsIll-Gotten Gains.jpgMandarinMandarin.jpg
Dark Ages $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 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 $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Adventures $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
Empires 4D EngineerEngineer.jpg 8D City QuarterCity Quarter.jpgOverlordOverlord.jpgRoyal BlacksmithRoyal Blacksmith.jpg $2 EncampmentEncampment.jpg/PlunderPlunder.jpgPatricianPatrician.jpg/EmporiumEmporium.jpgSettlersSettlers.jpg/Bustling VillageBustling Village.jpg $3 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 $4 SacrificeSacrifice.jpgTempleTemple.jpgVillaVilla.jpg $5 ArchiveArchive.jpgCapitalCapital.jpgCharmCharm.jpgCrownCrown.jpgForumForum.jpgGroundskeeperGroundskeeper.jpgLegionaryLegionary.jpgWild HuntWild Hunt.jpg
Events: 5D TriumphTriumph.jpg 8D AnnexAnnex.jpgDonateDonate.jpg $0 AdvanceAdvance.jpg $2 DelveDelve.jpgTaxTax.jpg $3 BanquetBanquet.jpg $4 RitualRitual.jpgSalt the EarthSalt the Earth.jpg $43D WeddingWedding.jpg $5 WindfallWindfall.jpg $6 ConquestConquest.jpg $14 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
Nocturne $0star Will-o'-WispWill-o'-Wisp.jpgWishWish.jpg $2 DruidDruid.jpgFaithful HoundFaithful Hound.jpgGuardianGuardian.jpgMonasteryMonastery.jpgPixiePixie.jpg (GoatGoat.jpg) • TrackerTracker.jpg (PouchPouch.jpg) $2star ImpImp.jpg $3 ChangelingChangeling.jpgFoolFool.jpg (Lost in the WoodsLost in the Woods.jpgLucky CoinLucky Coin.jpg) • Ghost TownGhost Town.jpgLeprechaunLeprechaun.jpgNight WatchmanNight Watchman.jpgSecret CaveSecret Cave.jpg (Magic LampMagic Lamp.jpg) $4 BardBard.jpgBlessed VillageBlessed Village.jpgCemeteryCemetery.jpg (Haunted MirrorHaunted Mirror.jpg) • ConclaveConclave.jpgDevil's WorkshopDevil's Workshop.jpgExorcistExorcist.jpgNecromancerNecromancer.jpg (Zombies: ApprenticeZombie Apprentice.jpgMasonZombie Mason.jpgSpyZombie Spy.jpg) • ShepherdShepherd.jpg (PasturePasture.jpg) • SkulkSkulk.jpg $4star GhostGhost.jpg $5 CobblerCobbler.jpgCryptCrypt.jpgCursed VillageCursed Village.jpgDen of SinDen of Sin.jpgIdolIdol.jpgPookaPooka.jpg (Cursed GoldCursed Gold.jpg) • Sacred GroveSacred Grove.jpgTormentorTormentor.jpgTragic HeroTragic Hero.jpgVampireVampire.jpg (BatBat.jpg) • WerewolfWerewolf.jpg $6 RaiderRaider.jpg
Boons: The Earth's GiftThe Earth's Gift.jpgFieldThe Field's Gift.jpgFlameThe Flame's Gift.jpgForestThe Forest's Gift.jpgMoonThe Moon's Gift.jpgMountainThe Mountain's Gift.jpgRiverThe River's Gift.jpgSeaThe Sea's Gift.jpgSkyThe Sky's Gift.jpgSunThe Sun's Gift.jpgSwampThe Swamp's Gift.jpgWindThe Wind's Gift.jpg
Hexes: Bad OmensBad Omens.jpgDelusionDelusion.jpg (DeludedDeluded.jpg) • EnvyEnvy.jpg (EnviousEnvious.jpg) • FamineFamine.jpgFearFear.jpgGreedGreed.jpgHauntingHaunting.jpgLocustsLocusts.jpgMiseryMisery.jpg (MiserableMiserable.jpg/Twice MiserableTwice Miserable.jpg) • PlaguePlague.jpgPovertyPoverty.jpgWarWar.jpg
Renaissance $2 Border GuardBorder Guard.jpg (HornHorn.jpgLanternLantern.jpg) • DucatDucat.jpgLackeysLackeys.jpg $3 Acting TroupeActing Troupe.jpgCargo ShipCargo Ship.jpgExperimentExperiment.jpgImproveImprove.jpg $4 Flag BearerFlag Bearer.jpg (FlagFlag.jpg) • HideoutHideout.jpgInventorInventor.jpgMountain VillageMountain Village.jpgPatronPatron.jpgPriestPriest.jpgResearchResearch.jpgSilk MerchantSilk Merchant.jpg $5 Old WitchOld Witch.jpgRecruiterRecruiter.jpgScepterScepter.jpgScholarScholar.jpgSculptorSculptor.jpgSeerSeer.jpgSpicesSpices.jpgSwashbucklerSwashbuckler.jpg (Treasure ChestTreasure Chest.jpg) • TreasurerTreasurer.jpg (KeyKey.jpg) • VillainVillain.jpg
Projects: $3 CathedralCathedral.jpgCity GateCity Gate.jpgPageantPageant.jpgSewersSewers.jpgStar ChartStar Chart.jpg $4 ExplorationExploration.jpgFairFair.jpgSilosSilos.jpgSinister PlotSinister Plot.jpg $5 AcademyAcademy.jpgCapitalismCapitalism.jpgFleetFleet.jpgGuildhallGuildhall.jpgPiazzaPiazza.jpgRoad NetworkRoad Network.jpg $6 BarracksBarracks.jpgCrop RotationCrop Rotation.jpgInnovationInnovation.jpg $7 CanalCanal.jpg $8 CitadelCitadel.jpg
Menagerie $2 Black CatBlack Cat.jpgSleighSleigh.jpgSuppliesSupplies.jpg $3 Camel TrainCamel Train.jpgGoatherdGoatherd.jpgScrapScrap.jpgSheepdogSheepdog.jpgSnowy VillageSnowy Village.jpgStockpileStockpile.jpg $3star HorseHorse.jpg $4 Bounty HunterBounty Hunter.jpgCardinalCardinal.jpgCavalryCavalry.jpgGroomGroom.jpgHostelryHostelry.jpgVillage GreenVillage Green.jpg $5 BargeBarge.jpgCovenCoven.jpgDisplaceDisplace.jpgFalconerFalconer.jpgGatekeeperGatekeeper.jpgHunting LodgeHunting Lodge.jpgKilnKiln.jpgLiveryLivery.jpgMastermindMastermind.jpgPaddockPaddock.jpgSanctuarySanctuary.jpg $5star FishermanFisherman.jpg $6star DestrierDestrier.jpgWayfarerWayfarer.jpg $7star Animal FairAnimal Fair.jpg
Events: $0 DelayDelay.jpgDesperationDesperation.jpg $2 GambleGamble.jpgPursuePursue.jpgRideRide.jpgToilToil.jpg $3 EnhanceEnhance.jpgMarchMarch.jpgTransportTransport.jpg $4 BanishBanish.jpgBargainBargain.jpgInvestInvest.jpgSeize the DaySeize the Day.jpg $5 CommerceCommerce.jpgDemandDemand.jpgStampedeStampede.jpg $7 ReapReap.jpg $8 EnclaveEnclave.jpg $10 AllianceAlliance.jpgPopulatePopulate.jpg
Ways: ButterflyWay of the Butterfly.jpgCamelWay of the Camel.jpgChameleonWay of the Chameleon.jpgFrogWay of the Frog.jpgGoatWay of the Goat.jpgHorseWay of the Horse.jpgMoleWay of the Mole.jpgMonkeyWay of the Monkey.jpgMouseWay of the Mouse.jpgMuleWay of the Mule.jpgOtterWay of the Otter.jpgOwlWay of the Owl.jpgOxWay of the Ox.jpgPigWay of the Pig.jpgRatWay of the Rat.jpgSealWay of the Seal.jpgSheepWay of the Sheep.jpgSquirrelWay of the Squirrel.jpgTurtleWay of the Turtle.jpgWormWay of the Worm.jpg
Allies $2 BaubleBauble.jpgSycophantSycophant.jpgTownsfolkTownsfolk.jpg (Town CrierTown Crier.jpg / BlacksmithBlacksmith.jpg / MillerMiller.jpg / ElderElder.jpg) $3 AugursAugurs.jpg (Herb GathererHerb Gatherer.jpg / AcolyteAcolyte.jpg / SorceressSorceress.jpg / SibylSibyl.jpg) • ClashesClashes.jpg (Battle PlanBattle Plan.jpg / ArcherArcher.jpg / WarlordWarlord.jpg / TerritoryTerritory.jpg) • FortsForts.jpg (TentTent.jpg / GarrisonGarrison.jpg / Hill FortHill Fort.jpg / StrongholdStronghold.jpg) • ImporterImporter.jpgMerchant CampMerchant Camp.jpgOdysseysOdysseys.jpg (Old MapOld Map.jpg / VoyageVoyage.jpg / Sunken TreasureSunken Treasure.jpg / Distant ShoreDistant Shore.jpg) • SentinelSentinel.jpgUnderlingUnderling.jpgWizardsWizards.jpg (StudentStudent.jpg / ConjurerConjurer.jpg / SorcererSorcerer.jpg / LichLich.jpg) $4 BrokerBroker.jpgCarpenterCarpenter.jpgCourierCourier.jpgInnkeeperInnkeeper.jpgRoyal GalleyRoyal Galley.jpgTownTown.jpg $5 BarbarianBarbarian.jpgCapital CityCapital City.jpgContractContract.jpgEmissaryEmissary.jpgGalleriaGalleria.jpgGuildmasterGuildmaster.jpgHighwaymanHighwayman.jpgHunterHunter.jpgModifyModify.jpgSkirmisherSkirmisher.jpgSpecialistSpecialist.jpgSwapSwap.jpg $6 MarquisMarquis.jpg
Allies: Architects' GuildArchitects' Guild.jpgBand of NomadsBand of Nomads.jpgCave DwellersCave Dwellers.jpgCircle of WitchesCircle of Witches.jpgCity-stateCity-state.jpgCoastal HavenCoastal Haven.jpgCrafters' GuildCrafters' Guild.jpgDesert GuidesDesert Guides.jpgFamily of InventorsFamily of Inventors.jpgFellowship of ScribesFellowship of Scribes.jpgForest DwellersForest Dwellers.jpgGang of PickpocketsGang of Pickpockets.jpgIsland FolkIsland Folk.jpgLeague of BankersLeague of Bankers.jpgLeague of ShopkeepersLeague of Shopkeepers.jpgMarket TownsMarket Towns.jpgMountain FolkMountain Folk.jpgOrder of AstrologersOrder of Astrologers.jpgOrder of MasonsOrder of Masons.jpgPeaceful CultPeaceful Cult.jpgPlateau ShepherdsPlateau Shepherds.jpgTrappers' LodgeTrappers' Lodge.jpgWoodworkers' GuildWoodworkers' Guild.jpg
Plunder $2 CageCage.jpgGrottoGrotto.jpgJewelled EggJewelled Egg.jpgSearchSearch.jpgShamanShaman.jpg $3 Secluded ShrineSecluded Shrine.jpgSirenSiren.jpgStowawayStowaway.jpgTaskmasterTaskmaster.jpg $4 AbundanceAbundance.jpgCabin BoyCabin Boy.jpgCrucibleCrucible.jpgFlagshipFlagship.jpgFortune HunterFortune Hunter.jpgGondolaGondola.jpgHarbor VillageHarbor Village.jpgLanding PartyLanding Party.jpgMapmakerMapmaker.jpgMaroonMaroon.jpgRopeRope.jpgSwamp ShacksSwamp Shacks.jpgToolsTools.jpg $5 Buried TreasureBuried Treasure.jpgCrewCrew.jpgCutthroatCutthroat.jpgEnlargeEnlarge.jpgFigurineFigurine.jpgFirst MateFirst Mate.jpgFrigateFrigate.jpgLongshipLongship.jpgMining RoadMining Road.jpgPendantPendant.jpgPickaxePickaxe.jpgPilgrimPilgrim.jpgQuartermasterQuartermaster.jpgSilver MineSilver Mine.jpgTricksterTrickster.jpgWealthy VillageWealthy Village.jpg $6 Sack of LootSack of Loot.jpg $7 King's CacheKing's Cache.jpg $7star Loots (AmphoraAmphora.jpgDoubloonsDoubloons.jpgEndless ChaliceEndless Chalice.jpgFigureheadFigurehead.jpgHammerHammer.jpgInsigniaInsignia.jpgJewelsJewels.jpgOrbOrb.jpgPrize GoatPrize Goat.jpgPuzzle BoxPuzzle Box.jpgSextantSextant.jpgShieldShield.jpgSpell ScrollSpell Scroll.jpgStaffStaff.jpgSwordSword.jpg)
Events: $1 BuryBury.jpg $2 AvoidAvoid.jpgDeliverDeliver.jpgPerilPeril.jpgRushRush.jpg $3 ForayForay.jpgLaunchLaunch.jpgMirrorMirror.jpgPreparePrepare.jpgScroungeScrounge.jpg $4 MaelstromMaelstrom.jpgJourneyJourney.jpg $6 LootingLooting.jpg $10 InvasionInvasion.jpgProsperProsper.jpg
Traits: CheapCheap.jpgCursedCursed.jpgFatedFated.jpgFawningFawning.jpgFriendlyFriendly.jpgHastyHasty.jpgInheritedInherited.jpgInspiringInspiring.jpgNearbyNearby.jpgPatientPatient.jpgPiousPious.jpgRecklessReckless.jpgRichRich.jpgShyShy.jpgTirelessTireless.jpg
Promo $3 Black MarketBlack Market.jpgChurchChurch.jpg $4 DismantleDismantle.jpgEnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg $5 GovernorGovernor.jpgMarchlandMarchland.jpgStashStash.jpg $6 CaptainCaptain.jpg $8 PrincePrince.jpg
Events: $5 SummonSummon.jpg
Base Cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $4 PotionPotion.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox