Card Categories

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While analyzing the board at the start of a game, you often analyze each card by each functionality. This functionalities doesn't necessarily depend on the [[Card type]] and can be grouped into several categories.
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When analyzing the board at the start of a game, one often analyzes each card by its functionality. These functionalities don't necessarily correlate with the card's [[Card type|type]], but can be grouped into several productive categories.
  
=[[Curser]]=
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== Overview ==
This is often the most important category you look for. Cursers are cards which has the potential to distribute [[Curse]] cards to other players. They belong to the strongest cards in the game. These are [[Witch]], [[Torturer]], [[Sea Hag]], [[Familiar]], [[Mountebank]], [[Young Witch]], [[Followers]] and [[Ill-Gotten Gains]]. The more broader term is [[Junker]] - a card which can distribute Curses but also other bad cards like [[Estate]]s and [[Copper]]s. All Cursers and [[Swindler]], [[Ambassador]] and [[Jester]] are Junkers. A card distributing only Ruins is also called [[Looter]] (like its corresponding card type). These are [[Cultist]] and [[Marauder]].
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Unlike card types, card categories are informal; they are not referenced in any way by any official rules or card texts. However, from a strategic point of view, they are very useful to think of. Since most kingdom cards are Actions, almost all card categories refer mainly, if not exclusively, to Actions. All kingdom [[Victory]] cards fall under [[Alt VP]], while kingdom [[Treasure|Treasures]] can fit into some of the more specific categories.
  
=[[Handsize Reducer]]=
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Broadly speaking, all Dominion cards are classified by their terminality: cards that decrease the number of Actions you have are called ''[[terminal]]'', while cards that maintain or increase your Actions are called ''[[non-terminal]]''.  These are then usually broken down like so:
Attack Cards that reduce the handsize of your opponents decks are called Handsize Reducer or [[Discarder]]. Usually your opponent can choose the cards to discard and never has to discard down to less than 3 or 4 cards. Examples are [[Militia]], [[Goons]], [[Margrave]], [[Followers]], [[Urchin]] and [[Sir Michael]]. [[Ghost Ship]] is a little bit different as it doesn't let your opponent discard the cards, he has to put them on top of his deck and it therefore messes with the top of his deck too. [[Bureaucrat]] is similar although putting the Victory card on top of the deck hurts more than losing it out of the hand. Bureaucrat, [[Cutpurse]] and [[Torturer]] are also the only discarding attacks that could stack down to less than 3 cards in hand - depending respectively on the number of Victory cards in hand, Coppers in hand and the choice of your opponent. [[Minion]] doesn't let your opponent choose what to keep, similar to [[Pillage]] where you can choose the card to discard.
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* Terminal
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** "Hard" terminal (force you to choose which Action to play during a [[collision]])
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** [[Soft terminal|"Soft" terminal]] (can make use of another colliding terminal)
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* Non-terminal
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** Non-terminal, sensu stricto (maintains the number of Actions)
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** [[Village (card category)|Village]] (increases the number of Actions)
  
=[[Top Deck Messer]]=
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Any non-terminal that draws at least 1 card (or exactly 1 card, depending on who you ask) is called a ''[[cantrip]]''.
This is an Attack Card that messes with the top of your opponents' draw pile. [[Spy]], [[Oracle]] and [[Scrying Pool]] let you inspect 1-2 cards which you may discard, so that bad cards are likely to stay on top. [[Bureaucrat]], [[Rabble]] and [[Fortune Teller]] put directly Victory or Curse cards on top of their decks. With [[Ghost Ship]] you let you opponent mess with their own draw pile when you let them put cards back on top.
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=[[Trasher (Attack)]]=
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[[Throne Room variant|Throne Room variants]] blur the line between terminal and non-terminal; while most decrease your Actions, their ability to play other cards affects your deck similarly to a Village, and if they play a non-terminal card, your Actions can take a net increase.
These are Attack cards that trash the valuable cards from your opponents' deck. Some of these are limited to treasure cards, such as [[Thief]], [[Noble Brigand]] and [[Pirate Ship]]. Others offer a replacement your opponent may choose ([[Saboteur]]) or you may choose ([[Swindler]]). Another subcategory trashes only in a price range between $3 and $6 like [[Knights]] and [[Rogue]].
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=[[Cantrip]]=
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From there, most categories care about other aspects of cards; what benefit the card brings to your deck.
  
=[[Peddler variant]]=
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== Attack ==
  
=[[Village (Card type)|Village]]=
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''Main article: [[Attack]]''
  
=[[Non-Terminal Drawer]]=
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=== Junker ===
  
=[[Terminal Drawer]]=
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''Main article: [[Junking attack]]''
  
=[[Terminal Silver]]=
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'''Junkers''' are Attack cards that hand out junk to opponents.
  
=[[Trasher]]=
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Most often, that junk is {{Card|Curse|Curses}} and cards which hand out Curses specifically are called '''[[Curser|cursers]]'''. Cursers are often the most important card to look for. Cursers are cards which have the potential to distribute {{Card|Curse|Curses}} to other players. Cursers are some of the strongest cards in the game, including {{Card|Witch}}, {{Card|Torturer}}, {{Card|Sea Hag}}, {{Card|Familiar}}, {{Card|Mountebank}}, {{Card|Young Witch}}, {{Card|Followers}}, and {{Card|Ill-Gotten Gains}}.
This is another important category to look for. Any card with the ability to trash one or more cards from your own hand or deck is called Trasher. Trashing is a very strong move - often underestimated by beginners - because you remove low value cards from your deck so that you can see your good cards more often. They generate high density of quality. Because of the many cards that have this ability, they are often divided into subcategories.  
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==[[Trash for no Benefit]]==
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Cards which hand out Ruins specifically are called '''looters''' (and have type [[Looter]]). Looters comprise {{Card|Cultist}} and {{Card|Marauder}}.
The act of trashing doesn't give any benefit beside of removing the unwanted card from your deck. [[Chapel]], [[Lookout]], [[Steward]], [[Masquerade]] and [[Count]] belong to that category. [[Ambassador]] fits here too, although it doesn't trash your cards, but removes them from your deck which has often the same effect. [[Island]] and [[Native Village]] aren't Trashers either, but are often called [[Pseudo Trasher]] because they can remove cards from your deck, but still count to your score. [[Loan]], [[Junkdealer]], [[Dame Anna]] and [[Jack of all Trades]] belong also to this category because all benefits they provide don't depend on the trashing. And [[Mint]] gets an Honorable Mention as it is no trasher, but has an trash for no benefit buy effect.
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==[[Trash for Benefit]]==
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{{Card|Swindler}}, {{Card|Ambassador}}, and {{Card|Jester}} are examples of junkers that are not necessarily cursers or looters (though they all ''can'' hand out Curses and Ruins in specific situations).
Cards that can trash and give a benefit depending on the card trashed are called Trash for benefit cards. They depend often on the cost of the trashed card, but there are exceptions. The most common benefit you get is another card, so you're basically exchanging one card for another. Called after the most basic card, they are named [[Remodeler]]s. These are [[Remodel]], [[Mine]], [[Upgrade]], [[Expand]], [[Remake]], [[Governor]], [[Graverobber]], [[Procession]] and [[Rebuild]]. [[Forge]] is different - but still fits - as it trades in X cards for 1 card. [[Develop]] works the other way around - it trashes 1 card for 2 cards. [[Transmute]] also belongs here, but it doesn't look at the cost of the card, it only depends on the type. And [[Farmland]] gets an Honorable Mention as it is no trasher, but has a remodel on-buy effect. Then there are other Trash for Benefit cards that don't belong to the Remodel family. There is [[Salvager]] and [[Counterfeit]] trashing for [[Coins]], [[Bishop]] trashing for {{VP}}, [[Apprentice]] trashing for [[Card Draw]] and [[Trader]] trashing for a amount of [[Silver]].
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==[[Trash for fixed Benefit]]==
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=== Handsize attack ===
All other Trashers fit in this third subcategory. The benefit you get isn't dependant on the card trashed and therefore fixed. These are [[Moneylender]], [[Spice Merchant]], [[Trading Post]], [[Hermit]], [[Altar]], [[Death Cart]], [[Mercenary]] and [[Rats]]. [[Trade Route]] and [[Forager]] belong to this category too although the benefit is variable, but it doesn't depend on the card trashed.
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=[[Gainer]]=
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''Main article: [[Handsize attack]]''
Cards that gain other cards without buying them are called Gainers. Cards that only can gain specific cards like [[Rats]] or [[Jack of all Trades]] are not considered Gainers. Cards that need trashing to gain a card aren't considered Gainers either as they don't increase the deck size. They often have restrictions in card type or price range. [[Workshop]], [[Ironworks]], [[Armory]] can gain cards costing up to $4, [[Hermit]] and [[Dame Natalie]] up to $3. [[Smugglers]] can even gain cards up to $6, but is restricted to cards that the previous player has gained on his last turn. [[Graverobber]] and [[Rogue]] are restricted to the price range between $3 and $6 and cards in the trash. [[Feast]] isn't considered a Gainer as it is a one-shot and is only a replacement for a card costing up to 5$, but it can still gain multiple cards when played with [[Throne Room]], [[King's Court]] or [[Procession]]. [[University]] is restricted to cards costing up to $5 and Action cards. [[Talisman]], [[Haggler]] and [[Horn of Plenty]] are all different as they trigger in the buy phase and aren't able to gain Victory cards - or in the case of Horn of Plenty you have to trash itself if you do. [[Jester]] isn't restricted to any price range, but cannot gain Victory cards either and it depends on the top card of your opponent(s). [[Develop]] is an exception to no-trashing rule as it can gain 2 cards by trashing only one and is often considered as Gainer. [[Border Village]] is an Honorable Mention as it is no Gainer, but gains cards on-buy.
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=[[Sifter]]=
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'''Handsize attacks''' are [[Attack|Attack cards]] that reduce the handsize of your opponents decks are also called handsize reducers, discard attacks, and discarders. Usually your opponents can choose the cards to discard and never have to discard down to less than 3 or 4 cards in hand. Typical examples are {{Card|Militia}}, {{Card|Goons}}, {{Card|Margrave}}, {{Card|Followers}}, {{Card|Urchin}}, and {{Card|Sir Michael}}. {{Card|Ghost Ship}} is a little different as it doesn't let your opponents discard the cards, they have to put them on top of their decks and it therefore messes with the tops of their decks too. {{Card|Bureaucrat}} is similar although putting the [[Victory card]] on top of the deck hurts more than losing it out of the hand. Bureaucrat, {{Card|Cutpurse}}, and {{Card|Torturer}} are also the only discarding attacks that could stack down to less than 3 cards in hand - depending respectively on the number of Victory cards in hand, Coppers in hand, and the choice of your opponent. {{Card|Minion}} doesn't let your opponent choose what to keep, similar to {{Card|Pillage}}, where you can choose the card to discard.
  
=[[Defense Cards]]=
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=== Deck order attack ===
These are mainly [[Reaction]] cards, protecting you from attacks or mitigating them. [[Lighthouse]] is no Reaction card and protects you from Attack cards like [[Moat]] does. [[Jack of all Trades]] is like a delayed Moat as it may mitigate nearly all kinds of attacks on play. Cards that offer defense from Cursers are [[Watchtower]] and [[Trader]]. Cards that offer defense from Handsize Reducer are Draw up to X cards like [[Watchtower]] and [[Library]] and also [[Horse Traders]] and [[Menagerie]]. Cards that offer defense from Trashing attacks are [[Secret Chamber]] and [[Market Square]].
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=Cards that bend the rules=
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''Main article: [[Deck order attack]]''
Then there are cards that bend the rules of Dominion. They let you either take multiple turns, such as [[Outpost]] and [[Possession]] or you are allowed to play cards multiple times, such as [[Throne Room]], [[King's Court]], [[Procession]] and [[Counterfeit]]. [[Black Market]] lets you buy cards that are "out of the kingdom".
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'''Deck order attacks''' are Attack cards that mess with the top of your opponents' decks. {{Card|Spy}}, {{Card|Oracle}}, and {{Card|Scrying Pool}} let you inspect 1 or 2 cards which you may discard, so that bad cards are likely to stay on top. {{Card|Bureaucrat}}, {{Card|Rabble}}, and {{Card|Fortune Teller}} directly put Victory and Curse cards on top of their decks. {{Card|Ghost Ship}} lets your opponents mess with their own decks because you make them put cards from their hands back on top.
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=== Trashing attack ===
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''Main article: [[Trashing attack]]''
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'''Trashing attacks''' are Attack cards that trash valuable cards from your opponents' decks. Some of these are limited to [[Treasure|Treasure cards]], such as {{Card|Thief}}, {{Card|Noble Brigand}}, and {{Card|Pirate Ship}}. Others offer replacements that your opponents may choose (like {{Card|Saboteur}}) or that you may choose (like {{Card|Swindler}}). Another subcategory trashes only within a price range from {{Cost|3}} to {{Cost|6}} (like {{Card|Knights}} and {{Card|Rogue}}).
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== Village ==
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''Main article: [[Village (card category)]]''
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'''Villages''' are cards that provide at least +2 Actions. Most of these cards have ''Village'' in the name and commonly facilitate [[engine|engines]] centered around [[terminal]] cards. However, many villages come with additional bonuses (such as {{Card|Bazaar|coins}}, {{Card|Worker's Village|buys}}, or {{Card|Border Village|extra cards}}) which may aid many strategies.
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== Cantrip ==
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''Main article: [[Cantrip]]''
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'''Cantrips''' are Action cards which provide at least +1 Card and +1 Action, may provide any of a number of other bonuses, such as producing money (like {{Card|Peddler}}), providing additional actions (like {{Card|Village}}), providing additional cards (like {{Card|Laboratory}}), trashing (like {{Card|Junk Dealer}}), attacking (like {{Card|Sir Bailey}}), cursing (like {{Card|Familiar}}), or being worth {{VP}} (like {{Card|Great Hall}}). They are often considered to be harmless cards because playing a cantrip replaces the space it took up in your hand and the action it took to play it. Cantrips are inherently non-terminal and can usually safely be bought in multiples and played repeatedly within a turn.
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=== Peddler variant ===
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''Main article: [[Peddler variant]]''
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'''Peddler variants''' are cantrips that produce {{Coin}} or reduce costs (like {{Card|Highway}}); one way or another they make it easier for you to buy cards.
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=== Non-terminal drawer ===
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''Main article: [[Non-terminal draw]]''
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'''Non-terminal drawers''' are cantrips that provide at least +2 Cards. They are often considered to be variants of {{Card|Laboratory}} or to be handsize increasers, since you have more cards in hand after you played them than before. They can be chained together for megaturns and they can supplement many strategies, including [[Big Money]].
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== Terminal drawer ==
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''Main article: [[Terminal draw]]''
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'''Terminal drawers''' are Action cards that allow the player to draw cards but that don't provide additional actions. {{Card|Smithy}} and {{Card|Hunting Grounds}} are pure drawers when played, but terminal drawers may also be Attack cards (like {{Card|Torturer}}, {{Card|Rabble}}, or {{Card|Margrave}}). They pair well with villages and [[Big Money]] strategies.
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=== Draw to X ===
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'''Draw to X cards''' draw you a non-fixed number of cards by drawing until your hand is a certain size. {{Card|Library}} and {{Card|Watchtower}} are the archetypes of this category. They are particularly useful with [[Village (card category)#Disappearing villages|disappearing villages]] and in response to discard attacks.
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== Terminal Silver ==
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''Main article: [[Terminal Silver]]''
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'''Terminal Silvers''' are Action cards that provide no additional actions and produce {{Cost|2}}, eliciting a direct comparison to {{Card|Silver}}. Many Action and Attack cards are terminal Silvers and they can be crucial in strategies depending on sources of [[virtual money]].
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== Trasher ==
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''Main article: [[Trasher]]''
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'''Trashers''' are cards with the ability to trash one or more cards from your own hand or deck. Trashing is a very strong move - often underestimated by beginners - because you remove low value cards from your deck so you can see your good cards more often. They generate a high density of quality. Because many cards have this ability, they are often divided into subcategories.
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=== Trash for no benefit ===
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'''Trash for no benefit cards''' are beneficial purely in the removal of unwanted cards from your deck. {{Card|Chapel}}, {{Card|Lookout}}, {{Card|Steward}}, {{Card|Masquerade}}, and {{Card|Count}} belong to this category. {{Card|Ambassador}} fits here too, although it doesn't trash your cards, but removes them from your deck (which has often the same effect). {{Card|Island}} and {{Card|Native Village}} aren't trashers either, but are often called '''pseudo trashers''' because they remove cards from your deck, but are returned to your deck later. {{Card|Loan}}, {{Card|Junk Dealer}}, {{Card|Dame Anna}}, and {{Card|Jack of all Trades}} also belong to this category because the benefits they provide don't depend on the trashing. {{Card|Mint}} gets an honorable mention as its trash for no benefit effect happens when you buy it.
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=== Trash for benefit ===
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''Main article: [[Trash for benefit]]''
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'''Trash for benefit cards''' give a benefit dependent on the card you trash. Often, the benefit is another card and the dependence is on the [[cost]] of the trashed and gained cards; cards of this type are called remodelers. Remodelers comprise {{Card|Remodel}}, {{Card|Mine}}, {{Card|Upgrade}}, {{Card|Expand}}, {{Card|Remake}}, {{Card|Governor}}, {{Card|Graverobber}}, {{Card|Procession}}, and {{Card|Rebuild}}. {{Card|Forge}} is different as it may trade in multiple cards for 1 card. {{Card|Develop}} works the other way around: it trashes 1 card for 2 cards. {{Card|Farmland}} gets an honorable mention as its remodel effect happens when you buy it.
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There are many other trash for benefit cards that don't belong to the remodel family.
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* {{Card|Transmute}} cares about the trashed card's type instead of its cost.
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* {{Card|Salvager}} and {{Card|Counterfeit}} trash for [[coin|coins]] instead of gaining a card.
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* {{Card|Apprentice}} trashes for +Cards instead of gaining a card.
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* {{Card|Bishop}} trashes for {{VP}}.
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* {{Card|Trader}} gains you a ''quantity'' of {{Card|Silver}} equal to the trashed card's cost.
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=== Trash for fixed benefit ===
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'''Trash for fixed benefit cards''' give a benefit independent of the card you trash. {{Card|Moneylender}}, {{Card|Spice Merchant}}, {{Card|Trading Post}}, {{Card|Hermit}}, {{Card|Altar}}, {{Card|Death Cart}}, {{Card|Mercenary}}, and {{Card|Rats}} all give fixed benefits without regard to the cards you choose to trash. {{Card|Trade Route}} and {{Card|Forager}} belong to this category too; although the benefit is variable, it does not necessarily depend on the card trashed.
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== Gainer ==
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''Main article: [[Gainers]]''
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'''Gainers''' gain other cards without using buys or trashing cards. Gainers always restrict the cards they may gain by name, type, or cost: {{Card|Bureaucrat}} only gains Silver; {{Card|Workshop}} and its variants gain cards up to a certain cost; {{Card|Smugglers}} is restricted by cost and by the cards the previous player gained on his last turn; {{Card|University}} is restricted by type and cost; {{Card|Graverobber}} and {{Card|Rogue}} are restricted by cost and to cards in the trash; {{Card|Jester}} cannot gain Victory cards and is restricted to the top cards of your opponents' decks.
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{{Card|Talisman}}, {{Card|Horn of Plenty}}, and {{Card|Haggler}} are different as they gain during the Buy phase and aren't able to gain Victory cards (Horn of Plenty can gain Victory cards at the cost of trashing itself).
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{{Card|Feast}} isn't usually considered a gainer as you must trash a card (namely itself), though it can gain cards without trashing when played multiple times by {{Card|Throne Room}} or its variants. {{Card|Develop}} is an exception to no-trashing rule as it gains 2 cards by trashing only one and is often considered as a Gainer. {{Card|Border Village}} is an honorable mention as its gainer effect happens when you gain it.
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== Sifter ==
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''Main article: [[Sifter]]
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'''Sifters''' are similar to drawers but they come with the penalty of discarding cards. They may draw or discard in either order, but the benefit to sift through the cards in your deck, keeping the valuable ones and discarding the worthless ones. Sifters shine when you have cards you don't mind discarding (thus, the discarding feels less like a penalty). Therefore, they can combat Curses, Copper, and other clutter and can help you throughout [[greening]].
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== Defense cards ==
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''Further information: [[Beating attacks]]''
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'''Defense cards''' protect you from Attack cards or mitigate their effects. Many are [[Reaction]] cards since "when another player plays an Attack card" is the most common trigger for them.
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* {{Card|Moat}} protects you from all Attacks.
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* {{Card|Watchtower}} and {{Card|Trader}} offer protection from gainer attacks (such as {{Card|Witch}}, {{Card|Swindler}}, or {{Card|Mountebank}}).
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* {{Card|Horse Traders}} offers protection against discard attacks.
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* {{Card|Secret Chamber}} and {{Card|Market Square}} offer protection from trashing attacks.
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Plenty of non-Reactions also offer protection.
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* {{Card|Lighthouse}} is similar to {{Card|Moat|Moat's}} Reaction.
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* {{Card|Library}} offers protection against discard attacks.
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* {{Card|Menagerie}} can benefit from discard attacks.
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* {{Card|Jack of all Trades}} was designed to offer some amount of after-the-fact protection from all attacks.
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There are countless ways cards and combinations of cards can combat Attack cards, documented on other pages. [[Donald X.]] even offers his own [http://forum.dominionstrategy.com/index.php?topic=82.0 advise on defending against attack].
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== Alternate Victory cards ==
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''Main article: [[Alternate victory points]]''
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Often called '''alternate Victory cards''' or '''alt-VP cards''', these are Victory cards in the Kingdom, not the [[Basic cards#Basic_Victory_cards|basic Victory cards]]. The presence of Victory cards in the Kingdom can often steer the ideal strategy of the entire Kingdom. These cost from {{Cost|3}} to {{Cost|6}}, allowing you to craft a winning strategy that never produces the {{Cost|8}} or {{Cost|11}} usually required to purchase game-winning {{Card|Province|Provinces}} and {{Card|Colony|Colonies}}. Examples include {{Card|Gardens}}, {{Card|Duke}}, {{Card|Vineyard}}, and {{Card|Fairgrounds}}. The presence of these and other alternate Victory cards often results in the pursuance of [[rush (strategy)|Rush]] strategies in order to gain more of these cards than your opponents - as the game can often depend on them. Their cheaper cost also makes them easier to gain with gainers, instead of buying them (see the classic [[Combo: Workshop and Gardens|Workshop-Gardens]] strategy).
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== Alternate Treasure cards ==
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As above, '''alternate Treasure cards''' refer to [[Treasure|Treasure cards]] in the Kingdom, not the [[Basic cards#Basic_Treasures|basic Treasure cards]]. The presence of Treasure cards in the Kingdom, however, is rarely game-altering. Most of these cards fit into the categories of their Action counterparts. Examples are:
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* {{Card|Ill-Gotten Gains}} is a unique curser.
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* {{Card|Venture}} can be considered the Treasure equivalent of a cantrip (specifically a Peddler variant).
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* {{Card|Loan}} is both a trasher and a quasi-sifter.
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* {{Card|Horn of Plenty}} is a notably powerful gainer.
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* {{Card|Harem}} is an alternate Victory card.
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Among others. While it is good to note their presence, alternate Treasure cards rarely form the centerpiece of a strategy.
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== Cards that bend the rules ==
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Essentially, all cards extend the rules of Dominion. However, some interact more deeply with the basic premises of the game. These cards are the ones that let you take multiple turns (like {{Card|Outpost}} and {{Card|Possession}}), play cards multiple times (like {{Card|Throne Room}}, {{Card|Counterfeit}}, or {{Card|Prince}}), or buy cards from outside the Kingdom (like {{Card|Black Market}}). {{Card|Band of Misfits}} probably counts in this category (although when played it often mimics a card from a different category).
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This category is a catch-all for any remaining unusual cards. The use of these cards often introduce special situations and unusual tactics. Possession and Black Market are notably disliked by many and require many extended FAQs to clarify the disruption they cause to the standard rules.
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{{Navbox card categories}}
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[[Category:Card topics]]

Latest revision as of 05:01, 15 December 2022

When analyzing the board at the start of a game, one often analyzes each card by its functionality. These functionalities don't necessarily correlate with the card's type, but can be grouped into several productive categories.

Contents

[edit] Overview

Unlike card types, card categories are informal; they are not referenced in any way by any official rules or card texts. However, from a strategic point of view, they are very useful to think of. Since most kingdom cards are Actions, almost all card categories refer mainly, if not exclusively, to Actions. All kingdom Victory cards fall under Alt VP, while kingdom Treasures can fit into some of the more specific categories.

Broadly speaking, all Dominion cards are classified by their terminality: cards that decrease the number of Actions you have are called terminal, while cards that maintain or increase your Actions are called non-terminal. These are then usually broken down like so:

  • Terminal
    • "Hard" terminal (force you to choose which Action to play during a collision)
    • "Soft" terminal (can make use of another colliding terminal)
  • Non-terminal
    • Non-terminal, sensu stricto (maintains the number of Actions)
    • Village (increases the number of Actions)

Any non-terminal that draws at least 1 card (or exactly 1 card, depending on who you ask) is called a cantrip.

Throne Room variants blur the line between terminal and non-terminal; while most decrease your Actions, their ability to play other cards affects your deck similarly to a Village, and if they play a non-terminal card, your Actions can take a net increase.

From there, most categories care about other aspects of cards; what benefit the card brings to your deck.

[edit] Attack

Main article: Attack

[edit] Junker

Main article: Junking attack

Junkers are Attack cards that hand out junk to opponents.

Most often, that junk is CursesCurse.jpg and cards which hand out Curses specifically are called cursers. Cursers are often the most important card to look for. Cursers are cards which have the potential to distribute CursesCurse.jpg to other players. Cursers are some of the strongest cards in the game, including WitchWitch.jpg, TorturerTorturer.jpg, Sea HagSea Hag.jpg, FamiliarFamiliar.jpg, MountebankMountebank.jpg, Young WitchYoung Witch.jpg, FollowersFollowers.jpg, and Ill-Gotten GainsIll-Gotten Gains.jpg.

Cards which hand out Ruins specifically are called looters (and have type Looter). Looters comprise CultistCultist.jpg and MarauderMarauder.jpg.

SwindlerSwindler.jpg, AmbassadorAmbassador.jpg, and JesterJester.jpg are examples of junkers that are not necessarily cursers or looters (though they all can hand out Curses and Ruins in specific situations).

[edit] Handsize attack

Main article: Handsize attack

Handsize attacks are Attack cards that reduce the handsize of your opponents decks are also called handsize reducers, discard attacks, and discarders. Usually your opponents can choose the cards to discard and never have to discard down to less than 3 or 4 cards in hand. Typical examples are MilitiaMilitia.jpg, GoonsGoons.jpg, MargraveMargrave.jpg, FollowersFollowers.jpg, UrchinUrchin.jpg, and Sir MichaelSir Michael.jpg. Ghost ShipGhost Ship.jpg is a little different as it doesn't let your opponents discard the cards, they have to put them on top of their decks and it therefore messes with the tops of their decks too. BureaucratBureaucrat.jpg is similar although putting the Victory card on top of the deck hurts more than losing it out of the hand. Bureaucrat, CutpurseCutpurse.jpg, and TorturerTorturer.jpg are also the only discarding attacks that could stack down to less than 3 cards in hand - depending respectively on the number of Victory cards in hand, Coppers in hand, and the choice of your opponent. MinionMinion.jpg doesn't let your opponent choose what to keep, similar to PillagePillage.jpg, where you can choose the card to discard.

[edit] Deck order attack

Main article: Deck order attack

Deck order attacks are Attack cards that mess with the top of your opponents' decks. SpySpy.jpg, OracleOracle.jpg, and Scrying PoolScrying Pool.jpg let you inspect 1 or 2 cards which you may discard, so that bad cards are likely to stay on top. BureaucratBureaucrat.jpg, RabbleRabble.jpg, and Fortune TellerFortune Teller.jpg directly put Victory and Curse cards on top of their decks. Ghost ShipGhost Ship.jpg lets your opponents mess with their own decks because you make them put cards from their hands back on top.

[edit] Trashing attack

Main article: Trashing attack

Trashing attacks are Attack cards that trash valuable cards from your opponents' decks. Some of these are limited to Treasure cards, such as ThiefThief.jpg, Noble BrigandNoble Brigand.jpg, and Pirate ShipPirate Ship.jpg. Others offer replacements that your opponents may choose (like SaboteurSaboteur.jpg) or that you may choose (like SwindlerSwindler.jpg). Another subcategory trashes only within a price range from $3 to $6 (like KnightsKnights.jpg and RogueRogue.jpg).

[edit] Village

Main article: Village (card category)

Villages are cards that provide at least +2 Actions. Most of these cards have Village in the name and commonly facilitate engines centered around terminal cards. However, many villages come with additional bonuses (such as coinsBazaar.jpg, buysWorker's Village.jpg, or extra cardsBorder Village.jpg) which may aid many strategies.

[edit] Cantrip

Main article: Cantrip

Cantrips are Action cards which provide at least +1 Card and +1 Action, may provide any of a number of other bonuses, such as producing money (like PeddlerPeddler.jpg), providing additional actions (like VillageVillage.jpg), providing additional cards (like LaboratoryLaboratory.jpg), trashing (like Junk DealerJunk Dealer.jpg), attacking (like Sir BaileySir Bailey.jpg), cursing (like FamiliarFamiliar.jpg), or being worth VP (like Great HallGreat Hall.jpg). They are often considered to be harmless cards because playing a cantrip replaces the space it took up in your hand and the action it took to play it. Cantrips are inherently non-terminal and can usually safely be bought in multiples and played repeatedly within a turn.

[edit] Peddler variant

Main article: Peddler variant

Peddler variants are cantrips that produce $ or reduce costs (like HighwayHighway.jpg); one way or another they make it easier for you to buy cards.

[edit] Non-terminal drawer

Main article: Non-terminal draw

Non-terminal drawers are cantrips that provide at least +2 Cards. They are often considered to be variants of LaboratoryLaboratory.jpg or to be handsize increasers, since you have more cards in hand after you played them than before. They can be chained together for megaturns and they can supplement many strategies, including Big Money.

[edit] Terminal drawer

Main article: Terminal draw

Terminal drawers are Action cards that allow the player to draw cards but that don't provide additional actions. SmithySmithy.jpg and Hunting GroundsHunting Grounds.jpg are pure drawers when played, but terminal drawers may also be Attack cards (like TorturerTorturer.jpg, RabbleRabble.jpg, or MargraveMargrave.jpg). They pair well with villages and Big Money strategies.

[edit] Draw to X

Draw to X cards draw you a non-fixed number of cards by drawing until your hand is a certain size. LibraryLibrary.jpg and WatchtowerWatchtower.jpg are the archetypes of this category. They are particularly useful with disappearing villages and in response to discard attacks.

[edit] Terminal Silver

Main article: Terminal Silver

Terminal Silvers are Action cards that provide no additional actions and produce $2, eliciting a direct comparison to SilverSilver.jpg. Many Action and Attack cards are terminal Silvers and they can be crucial in strategies depending on sources of virtual money.

[edit] Trasher

Main article: Trasher

Trashers are cards with the ability to trash one or more cards from your own hand or deck. Trashing is a very strong move - often underestimated by beginners - because you remove low value cards from your deck so you can see your good cards more often. They generate a high density of quality. Because many cards have this ability, they are often divided into subcategories.

[edit] Trash for no benefit

Trash for no benefit cards are beneficial purely in the removal of unwanted cards from your deck. ChapelChapel.jpg, LookoutLookout.jpg, StewardSteward.jpg, MasqueradeMasquerade.jpg, and CountCount.jpg belong to this category. AmbassadorAmbassador.jpg fits here too, although it doesn't trash your cards, but removes them from your deck (which has often the same effect). IslandIsland.jpg and Native VillageNative Village.jpg aren't trashers either, but are often called pseudo trashers because they remove cards from your deck, but are returned to your deck later. LoanLoan.jpg, Junk DealerJunk Dealer.jpg, Dame AnnaDame Anna.jpg, and Jack of all TradesJack of All Trades.jpg also belong to this category because the benefits they provide don't depend on the trashing. MintMint.jpg gets an honorable mention as its trash for no benefit effect happens when you buy it.

[edit] Trash for benefit

Main article: Trash for benefit

Trash for benefit cards give a benefit dependent on the card you trash. Often, the benefit is another card and the dependence is on the cost of the trashed and gained cards; cards of this type are called remodelers. Remodelers comprise RemodelRemodel.jpg, MineMine.jpg, UpgradeUpgrade.jpg, ExpandExpand.jpg, RemakeRemake.jpg, GovernorGovernor.jpg, GraverobberGraverobber.jpg, ProcessionProcession.jpg, and RebuildRebuild.jpg. ForgeForge.jpg is different as it may trade in multiple cards for 1 card. DevelopDevelop.jpg works the other way around: it trashes 1 card for 2 cards. FarmlandFarmland.jpg gets an honorable mention as its remodel effect happens when you buy it.

There are many other trash for benefit cards that don't belong to the remodel family.

[edit] Trash for fixed benefit

Trash for fixed benefit cards give a benefit independent of the card you trash. MoneylenderMoneylender.jpg, Spice MerchantSpice Merchant.jpg, Trading PostTrading Post.jpg, HermitHermit.jpg, AltarAltar.jpg, Death CartDeath Cart.jpg, MercenaryMercenary.jpg, and RatsRats.jpg all give fixed benefits without regard to the cards you choose to trash. Trade RouteTrade Route.jpg and ForagerForager.jpg belong to this category too; although the benefit is variable, it does not necessarily depend on the card trashed.

[edit] Gainer

Main article: Gainers

Gainers gain other cards without using buys or trashing cards. Gainers always restrict the cards they may gain by name, type, or cost: BureaucratBureaucrat.jpg only gains Silver; WorkshopWorkshop.jpg and its variants gain cards up to a certain cost; SmugglersSmugglers.jpg is restricted by cost and by the cards the previous player gained on his last turn; UniversityUniversity.jpg is restricted by type and cost; GraverobberGraverobber.jpg and RogueRogue.jpg are restricted by cost and to cards in the trash; JesterJester.jpg cannot gain Victory cards and is restricted to the top cards of your opponents' decks.

TalismanTalisman.jpg, Horn of PlentyHorn of Plenty.jpg, and HagglerHaggler.jpg are different as they gain during the Buy phase and aren't able to gain Victory cards (Horn of Plenty can gain Victory cards at the cost of trashing itself).

FeastFeast.jpg isn't usually considered a gainer as you must trash a card (namely itself), though it can gain cards without trashing when played multiple times by Throne RoomThrone Room.jpg or its variants. DevelopDevelop.jpg is an exception to no-trashing rule as it gains 2 cards by trashing only one and is often considered as a Gainer. Border VillageBorder Village.jpg is an honorable mention as its gainer effect happens when you gain it.

[edit] Sifter

Main article: Sifter

Sifters are similar to drawers but they come with the penalty of discarding cards. They may draw or discard in either order, but the benefit to sift through the cards in your deck, keeping the valuable ones and discarding the worthless ones. Sifters shine when you have cards you don't mind discarding (thus, the discarding feels less like a penalty). Therefore, they can combat Curses, Copper, and other clutter and can help you throughout greening.

[edit] Defense cards

Further information: Beating attacks

Defense cards protect you from Attack cards or mitigate their effects. Many are Reaction cards since "when another player plays an Attack card" is the most common trigger for them.

Plenty of non-Reactions also offer protection.

There are countless ways cards and combinations of cards can combat Attack cards, documented on other pages. Donald X. even offers his own advise on defending against attack.

[edit] Alternate Victory cards

Main article: Alternate victory points

Often called alternate Victory cards or alt-VP cards, these are Victory cards in the Kingdom, not the basic Victory cards. The presence of Victory cards in the Kingdom can often steer the ideal strategy of the entire Kingdom. These cost from $3 to $6, allowing you to craft a winning strategy that never produces the $8 or $11 usually required to purchase game-winning ProvincesProvince.jpg and ColoniesColony.jpg. Examples include GardensGardens.jpg, DukeDuke.jpg, VineyardVineyard.jpg, and FairgroundsFairgrounds.jpg. The presence of these and other alternate Victory cards often results in the pursuance of Rush strategies in order to gain more of these cards than your opponents - as the game can often depend on them. Their cheaper cost also makes them easier to gain with gainers, instead of buying them (see the classic Workshop-Gardens strategy).

[edit] Alternate Treasure cards

As above, alternate Treasure cards refer to Treasure cards in the Kingdom, not the basic Treasure cards. The presence of Treasure cards in the Kingdom, however, is rarely game-altering. Most of these cards fit into the categories of their Action counterparts. Examples are:

  • Ill-Gotten GainsIll-Gotten Gains.jpg is a unique curser.
  • VentureVenture.jpg can be considered the Treasure equivalent of a cantrip (specifically a Peddler variant).
  • LoanLoan.jpg is both a trasher and a quasi-sifter.
  • Horn of PlentyHorn of Plenty.jpg is a notably powerful gainer.
  • HaremHarem.jpg is an alternate Victory card.

Among others. While it is good to note their presence, alternate Treasure cards rarely form the centerpiece of a strategy.

[edit] Cards that bend the rules

Essentially, all cards extend the rules of Dominion. However, some interact more deeply with the basic premises of the game. These cards are the ones that let you take multiple turns (like OutpostOutpost.jpg and PossessionPossession.jpg), play cards multiple times (like Throne RoomThrone Room.jpg, CounterfeitCounterfeit.jpg, or PrincePrince.jpg), or buy cards from outside the Kingdom (like Black MarketBlack Market.jpg). Band of MisfitsBand of Misfits.jpg probably counts in this category (although when played it often mimics a card from a different category).

This category is a catch-all for any remaining unusual cards. The use of these cards often introduce special situations and unusual tactics. Possession and Black Market are notably disliked by many and require many extended FAQs to clarify the disruption they cause to the standard rules.


Dominion Card Categories
Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn
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