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{{Infobox Set
 
{{Infobox Set
 
|name = Dark Ages
 
|name = Dark Ages
|type = Extra-large Expansion
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|type = Large Expansion
  
 
|cards = 500
 
|cards = 500
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|release = August 2012
 
|release = August 2012
 
|coverartist = [[Raven Mimura]]
 
|coverartist = [[Raven Mimura]]
|rulebook = https://www.riograndegames.com/wp-content/uploads/2022/03/Dominion-Rules-DarkAges.pdf
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|rulebook = http://www.riograndegames.com/uploads/Game/Game_421_gameRules.pdf
 
}}
 
}}
  
'''Dark Ages''' is the seventh [[Dominion]] [[Expansions|expansion]]. It was released in August, 2012. It is a large expansion. The box contains 35 sets of [[Kingdom]] cards, with 500 cards, as well as other new types of cards such as [[Shelters]], [[Ruins]], and {{Card|Spoils}}. Many cards in Dark Ages have a theme related to trashing and upgrading.
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'''Dark Ages''' is the seventh [[Dominion]] [[expansions | expansion]]. It was released in August, 2012. It is a large expansion. The box contains 35 sets of Kingdom Cards, with 500 cards, as well as other new types of cards such as [[Shelters]], [[Ruins]], and {{Card|Spoils}}. Many cards in Dark Ages have a theme related to trashing and upgrading.
  
 
== Contents ==
 
== Contents ==
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* {{Cost|5}}: {{Card|Band of Misfits}}, {{Card|Bandit Camp}}, {{Card|Catacombs}}, {{Card|Count}}, {{Card|Counterfeit}}, {{Card|Cultist}}, {{Card|Graverobber}}, {{Card|Junk Dealer}}, {{Card|Knights}}, {{Card|Mystic}}, {{Card|Pillage}}, {{Card|Rebuild}}, {{Card|Rogue}}
 
* {{Cost|5}}: {{Card|Band of Misfits}}, {{Card|Bandit Camp}}, {{Card|Catacombs}}, {{Card|Count}}, {{Card|Counterfeit}}, {{Card|Cultist}}, {{Card|Graverobber}}, {{Card|Junk Dealer}}, {{Card|Knights}}, {{Card|Mystic}}, {{Card|Pillage}}, {{Card|Rebuild}}, {{Card|Rogue}}
 
* {{Cost|6}}: {{Card|Altar}}, {{Card|Hunting Grounds}}
 
* {{Cost|6}}: {{Card|Altar}}, {{Card|Hunting Grounds}}
<p></p>
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=== Ruins ===
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=== Additional materials ===
50 cards, 10 of each:
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==== Ruins ====
 
* {{Cost|0}}: {{Card|Abandoned Mine}}, {{Card|Ruined Library}}, {{Card|Ruined Market}}, {{Card|Ruined Village}}, {{Card|Survivors}}
 
* {{Cost|0}}: {{Card|Abandoned Mine}}, {{Card|Ruined Library}}, {{Card|Ruined Market}}, {{Card|Ruined Village}}, {{Card|Survivors}}
=== Shelters ===
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==== Shelters ====
18 cards, 6 of each:
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* {{Cost|1}}: {{Card|Hovel}}, {{Card|Necropolis}}, {{Card|Overgrown Estate}}
 
* {{Cost|1}}: {{Card|Hovel}}, {{Card|Necropolis}}, {{Card|Overgrown Estate}}
=== Non-Supply cards ===
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==== Non-Supply cards ====
 
* {{Cost|0*}}: {{Card|Madman}}, {{Card|Mercenary}}, {{Card|Spoils}}
 
* {{Cost|0*}}: {{Card|Madman}}, {{Card|Mercenary}}, {{Card|Spoils}}
<br>
 
  
 
== Additional rules ==
 
== Additional rules ==
* Dark Ages has two piles of cards that have a variety of cards in them: the [[Ruins]] pile has a mix of five different Ruins, and the {{Card|Knights}} pile has ten different Knights. These piles should be shuffled before each game, as explained under [[Ruins#Preparation|Prepa]][[Knight#Preparation|ration]]. The only card that may be bought or gained or chosen from one of these piles is the card on top. Players cannot look through the piles, only at the top card; turn the top card over any time it is face down. If a card is returned to one of these piles with {{Card|Ambassador}} (from {{Set|Seaside}}), the returned card goes on top. Ruins cards with different names, and Knights with different names, count as differently named cards for cards that care about this. For example, if {{Card|Menagerie}} (from {{Set|Cornucopia}}) reveals a hand of {{Card|Copper}}, {{Card|Ruined Market}} and {{Card|Ruined Library}}, then it will give +3&nbsp;Cards. When {{Card|Contraband}} (from {{Set|Prosperity}}) is played, a player can name a Ruins or Knight, but that only stops that specific Ruins or Knight from being bought. However an {{Card|Embargo}} token (from {{Set|Seaside}}) placed on the Ruins or Knight pile will affect any cards bought from it.
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* Dark Ages includes three Shelters - {{Card|Hovel}}, {{Card|Necropolis}}, and {{Card|Overgrown Estate}}. These cards replace starting Estates in some games, as described under Preparation. Shelters have no corresponding Supply pile; they can never be bought, and {{Card|Ambassador}} (from [[Seaside]]) cannot return one anywhere.
* Players can buy Ruins even though they normally will not wish to. Ruins cards are [[Action]]s; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as {{Card|Procession}}. The Ruins pile, when used, is in the [[Supply]], and if it is empty that counts towards the normal [[Gameplay#Ending_conditions|end condition]]. Cards that try to get specific cards from the Supply fail to get a Ruins or Knight if the correct one is not the top one. For example, if you buy a {{Card|Ruined Market}} with {{Card|Talisman}} (from {{Set|Prosperity}}), you only gain another Ruined Market if that is the top Ruins under the one you bought; if you use {{Card|Ambassador}} (from {{Set|Seaside}}) to return {{Card|Sir Martin}} to the Supply, the next player will gain that Sir Martin, but the player after that will not gain a card, as the next Knight will not be Sir Martin.
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* Dark Ages has two piles of cards that have a variety of cards in them: the Ruins pile has a mix of five different Ruins, and the {{Card|Knights}} pile has ten different Knights. These piles should be shuffled before each game, as explained under Preparation. The only card that may be bought or gained or chosen from one of these piles is the card on top. Players cannot look through the piles, only at the top card; the players turn the top card over any time it is face down. If a card is returned to one of these piles with Ambassador (from Seaside), turn over the current top card and the returned card goes on top, turned face-up. Ruins cards with different names, and Knights with different names, count as differently named cards for cards that care about this. For example if {{Card|Tribute}} (from [[Intrigue]]) reveals two different Ruins cards, it will give +4 Actions. When {{Card|Contraband}} (from [[Prosperity]]) is played, a player can name a Ruins or Knight, but that only stops that specific Ruins or Knight from being bought. However an {{Card|Embargo}} token (from Seaside) placed on the Ruins or Knight pile will affect any cards bought from it.
* Many cards in Dark Ages do something "when you trash" that card. These abilities function no matter whose turn the card is trashed on. The player that a "when you trash this" ability functions for is the player told to trash the card, regardless of whose card trashed the card. These abilities happen directly after the card is put into the trash, and can function in the middle of resolving effects for an Action card; for example, if a player plays {{Card|Graverobber}} and uses it to trash a {{Card|Cultist}}, they first draw three cards for trashing Cultist, then continue with resolving Graverobber and gain a card costing up to {{Cost|8}}. Cards can sometimes leave a player's deck without being trashed, such as by being returned to the Supply with {{Card|Ambassador}} (from {{Set|Seaside}}) or passed to another player with {{Card|Masquerade}} (from {{Set|Intrigue}}). When two or more cards are trashed at the same time, such as due to {{Card|Count}}, first trash them all, then pick an order to resolve things that happen due to trashing them. A "when you trash" ability is not itself a way to trash a card; some other card will be needed to actually trash the card and make the ability happen.
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* Players can buy Ruins even though they normally will not wish to. Ruins cards are [[Action|Actions]]; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as {{Card|Procession}}. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition. Cards that try to get specific cards from the Supply fail to get a Ruins or Knight if the correct one is not the top one. For example if you buy a {{Card|Ruined Market}} with {{Card|Talisman}} (from Prosperity), you only gain another Ruined Market if that is the top Ruins under the one you bought; if you use Ambassador (from Seaside) to return {{Card|Sir Martin}} to the Supply, the next player will gain that Sir Martin, but the player after that will not gain a card, as the next Knight will not be Sir Martin.
* Six cards in Dark Ages are never part of the Supply: {{Card|Spoils}}, {{Card|Madman}}, {{Card|Mercenary}}, and the three Shelters: {{Card|Hovel}}, {{Card|Necropolis}}, and {{Card|Overgrown Estate}}. Keep these cards handy for when they are needed. These cards cannot be bought, and cannot be gained by cards that gain cards from the Supply, such as {{Card|Armory}}. They cannot be returned to the Supply with {{Card|Ambassador}} (from {{Set|Seaside}}). They can end up in the trash if something trashes them. These piles being empty does not count towards the [[Gameplay#Ending_conditions|end condition]] for the game, or towards the count of empty piles for cards like {{Card|Poacher}}.
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* Many cards in Dark Ages do something "when you trash" that card. These abilities function no matter whose turn the card is trashed on. The player that a "when you trash this" ability functions for is the player that had that card, regardless of whose card trashed the card. These abilities happen directly after the card is put into the trash, and can function in the middle of resolving effects for an Action card; for example, if a player plays {{Card|Graverobber}} and uses it to trash a {{Card|Cultist}}, he first draws three cards for trashing Cultist, then continues with resolving Graverobber and gains a card costing up to {{Cost|8}}. Cards can sometimes leave a player's deck without being trashed, such as by being returned to the Supply with Ambassador (from Seaside) or passed to another player with {{Card|Masquerade}} (from Intrigue). When two or more cards are trashed at the same time, as with {{Card|Count}}, first trash them all, then pick an order to resolve things that happen due to trashing them. A "when you trash" ability is not itself a way to trash a card; some other card will be needed to actually trash the card and make the ability happen.
 
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* Six cards in Dark Ages are never part of the Supply: {{Card|Spoils}}, {{Card|Madman}}, {{Card|Mercenary}}, and the three Shelters: Hovel, Necropolis, and Overgrown Estate. Keep these cards handy for when they are needed. These cards cannot be bought, and cannot be gained by cards that gain cards from the Supply, such as {{Card|Armory}}. They cannot be returned to the Supply with Ambassador (from Seaside). They can end up in the trash if something trashes them. These piles being empty does not count towards the end condition for the game, or towards the count of empty piles for {{Card|City}} (from Prosperity).
=== Shelters ===
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=== [[Lose Track rule]] ===
''See the [[Shelters#Official_FAQ|Shelters page.]]''
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* In rare circumstances an effect may try to move a card that is not where that effect expects the card to be. In those cases the card does not move - the effect has "lost track" of the card.  
 
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* Losing track of a card prevents it from being moved, but does not stop anything else from happening.
=== The original Lose Track rule ===
+
** For example, if you {{Card|Procession}} a {{Card|Madman}}, Procession first puts Madman in play; then you resolve Madman, getting +2 Actions and drawing cards and returning Madman to the Madman pile; then Procession fails to put Madman into play again, because Procession expects to find Madman in play, but it is not there, it's in the Madman pile; then you resolve Madman again, only getting +2 Actions this time, since it says "if you do" before the card-drawing, and you did not actually return it to the Madman pile this time; then Procession fails to trash Madman since Procession again expects to find Madman in play and it is not there; and then you gain an Action costing {{Cost|1}} if you can.
''See the [[Lose Track rule#Official_Rules|Lose Track rule page.]]''
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* Cards do not lose track of cards that they move, only cards that other cards move.
 
+
** For example when Procession puts Madman into play, that does not cause Procession to lose track of Madman; it is Madman moving itself that causes Procession to lose track of it.
=== The modified Lose Track rule, called Stop-Moving rule ===
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* Things lose track of a card if something moves it, if it is the top card of a deck and gets covered up, or if it is the top card of a discard pile and gets covered up.
''See the [[Stop-Moving rule#Official Rules|Stop-Moving rule page.]]''
+
  
 
=== [[No Visiting rule|"No visiting" rule]] ===
 
=== [[No Visiting rule|"No visiting" rule]] ===
* When a card is gained to a location other than a discard pile, it does not "visit" the discard pile &ndash; it goes directly to where it was gained. For example {{nowrap|{{Card|Armory|oi=1|Arm}}{{Card|Armory|ory}}}} gains cards directly to the top of a deck.
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* When a card is gained to a location other than a discard pile, it does not "visit" the discard pile - it goes directly to where it was gained. For example {{Card|Armory}} gains cards directly to the top of a deck.
 
In conjunction with the Lose Track rule above, this means that when a card is gained somewhere other than the discard pile, a card that looks for a gained card will not lose track of it.
 
In conjunction with the Lose Track rule above, this means that when a card is gained somewhere other than the discard pile, a card that looks for a gained card will not lose track of it.
  
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  |Name=[[Donald X. Vaccarino]]
 
  |Name=[[Donald X. Vaccarino]]
  |Source=[https://www.riograndegames.com/games/dominion-dark-ages/ Rio Grande Games]
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  |Source=[http://www.riograndegames.com/uploads/Game/Game_421_gameRules.pdf the Dark Ages rulebook]
 
}}
 
}}
 
== Cards gallery ==
 
== Cards gallery ==
 +
=== Basic cards ===
 
=== Kingdom cards ===
 
=== Kingdom cards ===
 
{{CardImage|Poor House}}{{CardImage|Beggar}}{{CardImage|Squire}}{{CardImage|Vagrant}}{{CardImage|Forager}}{{CardImage|Hermit}}{{CardImage|Market Square}}{{CardImage|Sage}}{{CardImage|Storeroom}}{{CardImage|Urchin}}{{CardImage|Armory}}{{CardImage|Death Cart}}{{CardImage|Feodum}}{{CardImage|Fortress}}{{CardImage|Ironmonger}}{{CardImage|Marauder}}{{CardImage|Procession}}{{CardImage|Rats}}{{CardImage|Scavenger}}{{CardImage|Wandering Minstrel}}{{CardImage|Band of Misfits}}{{CardImage|Bandit Camp}}{{CardImage|Catacombs}}{{CardImage|Count}}{{CardImage|Counterfeit}}{{CardImage|Cultist}}{{CardImage|Graverobber}}{{CardImage|Junk Dealer}}{{CardImage|Knights}}{{CardImage|Mystic}}{{CardImage|Pillage}}{{CardImage|Rebuild}}{{CardImage|Rogue}}{{CardImage|Altar}}{{CardImage|Hunting Grounds}}
 
{{CardImage|Poor House}}{{CardImage|Beggar}}{{CardImage|Squire}}{{CardImage|Vagrant}}{{CardImage|Forager}}{{CardImage|Hermit}}{{CardImage|Market Square}}{{CardImage|Sage}}{{CardImage|Storeroom}}{{CardImage|Urchin}}{{CardImage|Armory}}{{CardImage|Death Cart}}{{CardImage|Feodum}}{{CardImage|Fortress}}{{CardImage|Ironmonger}}{{CardImage|Marauder}}{{CardImage|Procession}}{{CardImage|Rats}}{{CardImage|Scavenger}}{{CardImage|Wandering Minstrel}}{{CardImage|Band of Misfits}}{{CardImage|Bandit Camp}}{{CardImage|Catacombs}}{{CardImage|Count}}{{CardImage|Counterfeit}}{{CardImage|Cultist}}{{CardImage|Graverobber}}{{CardImage|Junk Dealer}}{{CardImage|Knights}}{{CardImage|Mystic}}{{CardImage|Pillage}}{{CardImage|Rebuild}}{{CardImage|Rogue}}{{CardImage|Altar}}{{CardImage|Hunting Grounds}}
=== Knights ===
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==== Knights ====
 
{{CardImage|Dame Anna}}{{CardImage|Dame Josephine}}{{CardImage|Dame Molly}}{{CardImage|Dame Natalie}}{{CardImage|Dame Sylvia}}{{CardImage|Sir Bailey}}{{CardImage|Sir Destry}}{{CardImage|Sir Martin}}{{CardImage|Sir Michael}}{{CardImage|Sir Vander}}
 
{{CardImage|Dame Anna}}{{CardImage|Dame Josephine}}{{CardImage|Dame Molly}}{{CardImage|Dame Natalie}}{{CardImage|Dame Sylvia}}{{CardImage|Sir Bailey}}{{CardImage|Sir Destry}}{{CardImage|Sir Martin}}{{CardImage|Sir Michael}}{{CardImage|Sir Vander}}
 
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==== Ruins ====
=== Ruins ===
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{{CardImage|Abandoned Mine}}{{CardImage|Ruined Library}}{{CardImage|Ruined Market}}{{CardImage|Ruined Village}}{{CardImage|Survivors}}
 
{{CardImage|Abandoned Mine}}{{CardImage|Ruined Library}}{{CardImage|Ruined Market}}{{CardImage|Ruined Village}}{{CardImage|Survivors}}
 
+
==== Shelters ====
=== Shelters ===
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{{CardImage|Hovel}}{{CardImage|Necropolis}}{{CardImage|Overgrown Estate}}
 
{{CardImage|Hovel}}{{CardImage|Necropolis}}{{CardImage|Overgrown Estate}}
 
 
=== Non-Supply cards ===
 
=== Non-Supply cards ===
 
{{CardImage|Madman}}{{CardImage|Mercenary}}{{CardImage|Spoils}}
 
{{CardImage|Madman}}{{CardImage|Mercenary}}{{CardImage|Spoils}}
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* {{Card|Cultist}} - draws 3 cards when trashed
 
* {{Card|Cultist}} - draws 3 cards when trashed
 
* {{Card|Feodum}} - can be trashed as part of a big money strategy, or as a means to get more Silvers to increase your point total from your other Feoda
 
* {{Card|Feodum}} - can be trashed as part of a big money strategy, or as a means to get more Silvers to increase your point total from your other Feoda
* {{Card|Fortress}} - the first card that can never be removed from your deck via trashing - as it can be infinitely trashed, it does great with cost-caring trashers
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* {{Card|Fortress}} - the only card that can never be removed from your deck via trashing - as it can be infinitely trashed, it does great with cost-caring trashers
 
* {{Card|Hunting Grounds}} - gains a Duchy or three Estates when trashed
 
* {{Card|Hunting Grounds}} - gains a Duchy or three Estates when trashed
 
* {{Card|Market Square}} - the trashing analogue to {{Card|Tunnel}}, it is very effective at gaining Gold in heavy trashing games, and then putting that Gold to use with its +Buy
 
* {{Card|Market Square}} - the trashing analogue to {{Card|Tunnel}}, it is very effective at gaining Gold in heavy trashing games, and then putting that Gold to use with its +Buy
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=== Fixes ===
 
=== Fixes ===
 
Like Hinterlands before it, Dark Ages contains cards that address issues with previously published cards.
 
Like Hinterlands before it, Dark Ages contains cards that address issues with previously published cards.
* {{Card|Saboteur}} - {{Card|Knights}} and {{Card|Rogue}} can remove good cards from other players decks, but do not require time-consuming digging, can't easily trash Provinces, and give a benefit to the player (Saboteur was removed from the revised edition of [[Intrigue]])
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* {{Card|Saboteur}} - {{Card|Knights}} and {{Card|Rogue}} can remove good cards from other players decks, but do not require time consuming digging, can't easily trash Provinces, and give a benefit to the player (Saboteur was removed from the revised edition of [[Intrigue]])
 
* {{Card|Wishing Well}} - {{Card|Mystic}} does not give +1 Card before guessing, which enables synergy with cards like {{Card|Pearl Diver}} which give knowledge of the top card of the deck, as well as other Mystics
 
* {{Card|Wishing Well}} - {{Card|Mystic}} does not give +1 Card before guessing, which enables synergy with cards like {{Card|Pearl Diver}} which give knowledge of the top card of the deck, as well as other Mystics
  
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== Trivia ==
 
== Trivia ==
Dark Ages is the only Dominion expansion that does not contain a [[curser]].  
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Dark Ages is the only Dominion expansion that does not contain a [[curser]].  It is also the expansion which introduces the most new kingdom cards.
 
=== In other languages ===
 
=== In other languages ===
 
* Czech: Temné časy
 
* Czech: Temné časy
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* Spanish: Edad Oscura
 
* Spanish: Edad Oscura
  
=== Development timetable ===
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=== Secret history ===
{{Quote|Text=I started working on "War" in February 2007. The last change to Dark Ages cards was January 2012. I was working on the rulebook in March / April 2012. "Work" in some form continues past that point, since there is proofreading whenever the files are ready, and complaining about art to the degree that I get to, and writing previews and a secret history.
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|Name=[[Donald X. Vaccarino]]
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|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg454950#msg454950 Interview with Donald X.]
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}}
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=== Secret History ===
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{{Quote|Text=When I showed Dominion off to RGG, I had five expansions. They were: [[Intrigue]]; [[Seaside]] and [[Hinterlands]] combined; [[Prosperity]]; "War;" and a large version of [[Alchemy]] with a touch of [[Cornucopia]].
 
{{Quote|Text=When I showed Dominion off to RGG, I had five expansions. They were: [[Intrigue]]; [[Seaside]] and [[Hinterlands]] combined; [[Prosperity]]; "War;" and a large version of [[Alchemy]] with a touch of [[Cornucopia]].
 
   
 
   
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On to the endless outtakes.
 
On to the endless outtakes.
  
- The reaction part of {{Card|Trader}} started here, first by itself, and then for a while as a treasure-reaction worth {{Cost|1}}. The top half of {{Card|Inn}} started here too, for {{Cost|4}} (it was fine, I just needed someplace to put the bottom half of {{Card|Inn}}). There was also a similar card here later, "+2 Cards +1 Action, discard a card," for {{Cost|4}}, which ended up being too good. {{Card|Spice Merchant}} without the {{Card|Woodcutter}} option was here, but didn't exactly lead to {{Card|Spice Merchant}}. {{Card|Fool's Gold}} was in here at one point, in addition to the bottom being tried on {{Card|Bandit Camp}}. {{Card|Cartographer}} started here; it was a simple card that seemed perfect for Hinterlands, at the time a standalone.
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- The reaction part of {{Card|Trader}} started here, first by itself, and then for a while as a treasure-reaction worth $1. The top half of {{Card|Inn}} started here too, for $4 (it was fine, I just needed someplace to put the bottom half of {{Card|Inn}}). There was also a similar card here later, "+2 Cards +1 Action, discard a card," for $4, which ended up being too good. {{Card|Spice Merchant}} without the {{Card|Woodcutter}} option was here, but didn't exactly lead to {{Card|Spice Merchant}}. {{Card|Fool's Gold}} was in here at one point, in addition to the bottom being tried on {{Card|Bandit Camp}}. {{Card|Cartographer}} started here; it was a simple card that seemed perfect for Hinterlands, at the time a standalone.
  
- {{Card|Swindler}}, {{Card|Trade Route}}, {{Card|Tribute}}, and {{Card|Council Room}} started here. {{Card|Council Room}} originally cost {{Cost|4}}; {{Card|Tribute}} didn't say "differently named" and revealed the top card of each adjacent player; {{Card|Swindler}} didn't give +{{Cost|2}} and instead gave them a card for {{Cost|2}} less than the trashed card; and {{Card|Trade Route}} was "+1 Card +1 Buy +{{Cost|1}}, if a {{Card|Province}} has been gained this game, +1 Card." {{Card|Smugglers}} had its roots in a card here that was "+{{Cost|2}}, cards gained on the previous turn cost {{Cost|1}} less this turn." I tried a victory card with the {{Card|Horse Traders}} reaction here. {{Card|Hunting Party}} and {{Card|Spy}} were briefly in this set before getting whisked away.
+
- {{Card|Swindler}}, {{Card|Trade Route}}, {{Card|Tribute}}, and {{Card|Council Room}} started here. {{Card|Council Room}} originally cost $4; {{Card|Tribute}} didn't say "differently named" and revealed the top card of each adjacent player; {{Card|Swindler}} didn't give +$2 and instead gave them a card for $2 less than the trashed card; and {{Card|Trade Route}} was "+1 Card +1 Buy +$1, if a {{Card|Province}} has been gained this game, +1 Card." {{Card|Smugglers}} had its roots in a card here that was "+$2, cards gained on the previous turn cost $1 less this turn." I tried a victory card with the {{Card|Horse Traders}} reaction here. {{Card|Hunting Party}} and {{Card|Spy}} were briefly in this set before getting whisked away.
  
- {{Card|Vineyard}} was in the set for a while, sometimes with a reaction. {{Card|Masquerade}} visited. {{Card|Monument}} was here for a bit, after leaving Prosperity and before returning to it. The card that ended up being {{Card|Horn of Plenty}} was here for a while after leaving Intrigue. When it was here it was some version of, "+2 Actions +1 Buy, while this is in play, when you play an action +{{Cost|1}}."
+
- {{Card|Vineyard}} was in the set for a while, sometimes with a reaction. {{Card|Masquerade}} visited. {{Card|Monument}} was here for a bit, after leaving Prosperity and before returning to it. The card that ended up being {{Card|Horn of Plenty}} was here for a while after leaving Intrigue. When it was here it was some version of, "+2 Actions +1 Buy, while this is in play, when you play an action +$1."
  
- There was an attack that gave out Confusions and doubled as a {{Card|Moat}}. There was an attack that was +1 Card +1 Action, name a type, each other player reveals their top card and trashes it if it matches. I tried a weaker version that only hit {{Cost|3}}-{{Cost|6}}'s before killing it.
+
- There was an attack that gave out Confusions and doubled as a {{Card|Moat}}. There was an attack that was +1 Card +1 Action, name a type, each other player reveals their top card and trashes it if it matches. I tried a weaker version that only hit $3-$6's before killing it.
  
- For a long time there was an attack which in its best form was "+{{Cost|2}}, they trash the top card of their deck and gain a cheaper card that shares a type with it, or a Ruins if they can't." I liked it. Eventually I decided though that there was enough hatred of trashing attacks out there that I should just stick with the {{Card|Knights}} (plus {{Card|Rogue}}, but it's only a fractional attack).
+
- For a long time there was an attack which in its best form was "+$2, they trash the top card of their deck and gain a cheaper card that shares a type with it, or a Ruins if they can't." I liked it. Eventually I decided though that there was enough hatred of trashing attacks out there that I should just stick with the {{Card|Knights}} (plus {{Card|Rogue}}, but it's only a fractional attack).
  
- There was an attack, gain an {{Card|Estate}}, they gain a {{Card|Curse}}, for {{Cost|3}}. It dominated games too much. I replaced it with {{Card|Marauder}}, and used the Estate/Curse thing on {{Card|Followers}}.
+
- There was an attack, gain an {{Card|Estate}}, they gain a {{Card|Curse}}, for $3. It dominated games too much. I replaced it with {{Card|Marauder}}, and used the Estate/Curse thing on {{Card|Followers}}.
  
 
- There was a trashing attack that could only trash cards that didn't match cards in the trash.
 
- There was a trashing attack that could only trash cards that didn't match cards in the trash.
  
- There was a {{Card|Spy}} variant for {{Cost|2}} that put bottom cards on top or didn't.
+
- There was a {{Card|Spy}} variant for $2 that put bottom cards on top or didn't.
  
- There was a flipped version of {{Card|Margrave}} - +2 Cards, each other player discards down to 2, then draws a card. Oh man. So painful. A version that was around for a while cost {{Cost|4}} and gave you 2 {{Card|Silver}}s if it was trashed. Another version cost {{Cost|5}} but came with a {{Card|Spoils}}.
+
- There was a flipped version of {{Card|Margrave}} - +2 Cards, each other player discards down to 2, then draws a card. Oh man. So painful. A version that was around for a while cost $4 and gave you 2 {{Card|Silver}}s if it was trashed. Another version cost $5 but came with a {{Card|Spoils}}.
  
 
- After that attack died, I tried, they discard down to 3, you look through your discard pile and either get a card from it into your hand or draw 2 cards. It needed the +2 Cards option in case your discard pile was empty. Well I decided {{Card|Scavenger}} was okay, but you don't need to see too many of these getting back Platinums.
 
- After that attack died, I tried, they discard down to 3, you look through your discard pile and either get a card from it into your hand or draw 2 cards. It needed the +2 Cards option in case your discard pile was empty. Well I decided {{Card|Scavenger}} was okay, but you don't need to see too many of these getting back Platinums.
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- There was a {{Card|Throne Room}} variant that gave +1 Card +1 Action, and had every opponent play the card you Throned on their next turn. It had built-in super-crazy just by playing it on itself.
 
- There was a {{Card|Throne Room}} variant that gave +1 Card +1 Action, and had every opponent play the card you Throned on their next turn. It had built-in super-crazy just by playing it on itself.
  
- Another Throne was "Choose one: +1 Card +1 Action; or Throne." It cost {{Cost|4}} when {{Card|Throne Room}} itself cost {{Cost|3}}. When {{Card|Throne Room}} had to cost {{Cost|4}} there was no place for this card, which would be sad at {{Cost|5}}.
+
- Another Throne was "Choose one: +1 Card +1 Action; or Throne." It cost $4 when {{Card|Throne Room}} itself cost $3. When {{Card|Throne Room}} had to cost $4 there was no place for this card, which would be sad at $5.
  
- Another Throne hung around, set aside, until you wanted to use it (it was {{Cost|5}} and also gave you +1 Action when played). This works differently from Throne in multiples; two of them would let you do an action three times total, since each one just did it an extra time. This card was cool and was in the set for a while, but setting it aside indefinitely was problematic - in the past we've included playmats for that, and I didn't want playmats here - and the card was strong. A few times Bill Barksdale built a deck with lots of these Thrones and an {{Card|Altar}}, which would take advantage of not actually having to trash a card to {{Card|Altar}} if there are none in your hand, and would suddenly buy a pile of {{Card|Duchy|Duchies}}. One of those games, Bill pared his deck down to just an {{Card|Altar}} and five copies of this Throne, drew the five Thrones and then watched a trashing attack trash his Altar. Good times.
+
- Another Throne hung around, set aside, until you wanted to use it (it was $5 and also gave you +1 Action when played). This works differently from Throne in multiples; two of them would let you do an action three times total, since each one just did it an extra time. This card was cool and was in the set for a while, but setting it aside indefinitely was problematic - in the past we've included playmats for that, and I didn't want playmats here - and the card was strong. A few times Bill Barksdale built a deck with lots of these Thrones and an {{Card|Altar}}, which would take advantage of not actually having to trash a card to {{Card|Altar}} if there are none in your hand, and would suddenly buy a pile of {{Card|Duchy|Duchies}}. One of those games, Bill pared his deck down to just an {{Card|Altar}} and five copies of this Throne, drew the five Thrones and then watched a trashing attack trash his Altar. Good times.
  
 
- Another Throne had you draw 2 cards, play an action twice, then discard 3 cards. That may look straightforward, but it's all kinds of weird.
 
- Another Throne had you draw 2 cards, play an action twice, then discard 3 cards. That may look straightforward, but it's all kinds of weird.
  
- I had discarding victory cards for +{{Cost|2}} each. It started out at {{Cost|4}}, went up to {{Cost|6}}, moved to [[Hinterlands]], then was dropped for not being interesting enough.
+
- I had discarding victory cards for +$2 each. It started out at $4, went up to $6, moved to Hinterlands, then was dropped for not being interesting enough.
  
 
- There was a {{Card|Remodel}} that put the card into your hand. Originally it didn't give +1 Action; then it did and was crazy.
 
- There was a {{Card|Remodel}} that put the card into your hand. Originally it didn't give +1 Action; then it did and was crazy.
  
- There was a {{Card|Remodel}} for {{Cost|4}} that {{Card|Remodel}}'d one of the top 3 cards of your deck, putting the new card on top. I thought it was a keeper, but in one set of surveys it became clear that it was a dud for several playtesters.
+
- There was a {{Card|Remodel}} for $4 that {{Card|Remodel}}'d one of the top 3 cards of your deck, putting the new card on top. I thought it was a keeper, but in one set of surveys it became clear that it was a dud for several playtesters.
  
- Another {{Card|Remodel}} turned one card into two different cards that each cost exactly {{Cost|2}} more. I did {{Card|Develop}} instead.
+
- Another {{Card|Remodel}} turned one card into two different cards that each cost exactly $2 more. I did {{Card|Develop}} instead.
  
- There was a victory card for {{Cost|6}} that was worth 2 VP and you gained two copies of it. That runs out the pile twice as fast, so I changed it to 1 VP but it came with a {{Card|Duchy}}. That moved to Hinterlands, was there for a while, then left when I made {{Card|Border Village}} cost {{Cost|6}}.
+
- There was a victory card for $6 that was worth 2 VP and you gained two copies of it. That runs out the pile twice as fast, so I changed it to 1 VP but it came with a {{Card|Duchy}}. That moved to Hinterlands, was there for a while, then left when I made {{Card|Border Village}} cost $6.
  
 
- I tried a victory card that was worth 1 VP per 3 copies of whatever action you had the most copies of. I had a few different reactions on the bottom, including {{Card|Moat}} and giving you a new hand when attacked.
 
- I tried a victory card that was worth 1 VP per 3 copies of whatever action you had the most copies of. I had a few different reactions on the bottom, including {{Card|Moat}} and giving you a new hand when attacked.
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- I tried a version of Wall here, which had been a Hinterlands card that I did a better way as Island, then tried to do another version of for a while. The version here was an action-victory worth 2 VP with "look through your discard pile, shuffle all but 5 cards from it into your deck." The various Walls all were ways to shuffle your deck without so much garbage in it; I dropped it from Hinterlands in the end because I did Inn.
 
- I tried a version of Wall here, which had been a Hinterlands card that I did a better way as Island, then tried to do another version of for a while. The version here was an action-victory worth 2 VP with "look through your discard pile, shuffle all but 5 cards from it into your deck." The various Walls all were ways to shuffle your deck without so much garbage in it; I dropped it from Hinterlands in the end because I did Inn.
  
- There was an old old card, gain a {{Card|Silver}} to hand, each other player gains a {{Card|Copper}} to hand, for {{Cost|5}}. Way back when, we didn't know any better, and this card seemed okay. Then I tried a bunch of things to make this good enough, eventually drifting into "+1 Card +1 Action +{{Cost|1}}, each other player gains a {{Card|Copper}} in hand then discards down to 4." In the end nothing has survived. Giving other players {{Card|Copper}} is bad in general because the pile varies in size so much, depending on the number of players and whether or not you add together the main set and Intrigue. It's fine if the attack is limited as to how much {{Card|Copper}} it will really give out, like {{Card|Jester}} and {{Card|Noble Brigand}} and {{Card|Ambassador}}.
+
- There was an old old card, gain a {{Card|Silver}} to hand, each other player gains a {{Card|Copper}} to hand, for $5. Way back when, we didn't know any better, and this card seemed okay. Then I tried a bunch of things to make this good enough, eventually drifting into "+1 Card +1 Action +$1, each other player gains a {{Card|Copper}} in hand then discards down to 4." In the end nothing has survived. Giving other players {{Card|Copper}} is bad in general because the pile varies in size so much, depending on the number of players and whether or not you add together the main set and Intrigue. It's fine if the attack is limited as to how much {{Card|Copper}} it will really give out, like {{Card|Jester}} and {{Card|Noble Brigand}} and {{Card|Ambassador}}.
  
- There was a card from Seaside, "+{{Cost|2}}, when you discard this from play you may put this on your deck," for {{Cost|3}}. It seemed innocent for a long long time. Steve Wampler eventually demonstrated that it was not. {{Card|Scavenger}} provides a way to get that +{{Cost|2}} every turn, but you need two of them, and might draw them together.
+
- There was a card from Seaside, "+$2, when you discard this from play you may put this on your deck," for $3. It seemed innocent for a long long time. Steve Wampler eventually demonstrated that it was not. {{Card|Scavenger}} provides a way to get that +$2 every turn, but you need two of them, and might draw them together.
  
 
- I tried a few ways to give you a combination of +'s that you picked. It sounded like something but was never interesting.
 
- I tried a few ways to give you a combination of +'s that you picked. It sounded like something but was never interesting.
  
- There was "+1 buy +{{Cost|1}}, if you buy a 2nd card on a turn with this in play, trash this and gain 2 {{Card|Silver}}s." I tried a few different "turns into 2 {{Card|Silver}}s" cards over the years; this was its last stand.
+
- There was "+1 buy +$1, if you buy a 2nd card on a turn with this in play, trash this and gain 2 {{Card|Silver}}s." I tried a few different "turns into 2 {{Card|Silver}}s" cards over the years; this was its last stand.
  
 
- When it looked like {{Card|Band of Misfits}} wouldn't survive, I made a card that was just a big choose one with the kinds of things you'd like to see on the table with {{Card|Band of Misfits}}.
 
- When it looked like {{Card|Band of Misfits}} wouldn't survive, I made a card that was just a big choose one with the kinds of things you'd like to see on the table with {{Card|Band of Misfits}}.
  
- A few cards tried to provide other uses for the Ruins pile. One was "+1 Card +1 Action, play the top Ruins, put it on the bottom." It was cute but there's a tracking issue. I did {{Card|Ironmonger}} instead. Another card played the top four Ruins. It gave you +{{Cost|3}} instead if the Ruins ran out, because what fun is that.
+
- A few cards tried to provide other uses for the Ruins pile. One was "+1 Card +1 Action, play the top Ruins, put it on the bottom." It was cute but there's a tracking issue. I did {{Card|Ironmonger}} instead. Another card played the top four Ruins. It gave you +$3 instead if the Ruins ran out, because what fun is that.
  
- Here's a weird one. {{Card|Woodcutter}}, copies of cards in the trash cost {{Cost|1}} less this turn; setup: we each put a kingdom card into the trash. Let me tell you, some slow decisions there, and then you have to keep the trash all spread out. It was interesting though. Those of you complaining about the {{Card|Band of Misfits}} FAQ, this is how you could get {{Card|King's Court}} to cost less than {{Card|Band of Misfits}}.
+
- Here's a weird one. {{Card|Woodcutter}}, copies of cards in the trash cost $1 less this turn; setup: we each put a kingdom card into the trash. Let me tell you, some slow decisions there, and then you have to keep the trash all spread out. It was interesting though. Those of you complaining about the {{Card|Band of Misfits}} FAQ, this is how you could get {{Card|King's Court}} to cost less than {{Card|Band of Misfits}}.
  
 
- The original main set had "Trash a card from your hand, discard a card, draw 3 cards." I dropped it from the main set for being redundant; there were other trashers. I slotted it right into Intrigue and then bumped it from there too. I stuck it here and well. It was interesting in its day, but wasn't so interesting these days, being similar to various other cards.
 
- The original main set had "Trash a card from your hand, discard a card, draw 3 cards." I dropped it from the main set for being redundant; there were other trashers. I slotted it right into Intrigue and then bumped it from there too. I stuck it here and well. It was interesting in its day, but wasn't so interesting these days, being similar to various other cards.
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- A few times over the years, I tried to make a card that cost the other players a victory card at the end of the game. It attacks your score. This version I'm looking at was an "Action - Endgame." I tried versions that made one card not score, or two. At two no-one scores. At one it just wasn't interesting enough. The rest of the card can't exactly compensate; the text doing this weird thing has to be worth it.
 
- A few times over the years, I tried to make a card that cost the other players a victory card at the end of the game. It attacks your score. This version I'm looking at was an "Action - Endgame." I tried versions that made one card not score, or two. At two no-one scores. At one it just wasn't interesting enough. The rest of the card can't exactly compensate; the text doing this weird thing has to be worth it.
  
- I tried {{Cost|2}}, "+1 Card +1 Action, each player draws a card." It's pretty rude with {{Card|Militia}}s.
+
- I tried $2, "+1 Card +1 Action, each player draws a card." It's pretty rude with {{Card|Militia}}s.
  
 
- I briefly had a card-drawer that gave you cards when it was trashed. I guess that still describes {{Card|Cultist}}.
 
- I briefly had a card-drawer that gave you cards when it was trashed. I guess that still describes {{Card|Cultist}}.
  
- A somewhat late card read, "+1 Buy +{{Cost|2}}, while this is in play, when you gain a card, you may trash a card from your hand." It was fine, it was just lackluster. I see another {{Card|Woodcutter}} here I don't remember; {{Card|Woodcutter}}, a card costs $1 less this turn per copy you reveal from your hand.
+
- A somewhat late card read, "+1 Buy +$2, while this is in play, when you gain a card, you may trash a card from your hand." It was fine, it was just lackluster. I see another {{Card|Woodcutter}} here I don't remember; {{Card|Woodcutter}}, a card costs $1 less this turn per copy you reveal from your hand.
  
- Another late card was a treasure-victory card, worth {{Cost|1}} plus {{Cost|1}} per nontreasure in your hand, and worth 1 {{VP}} per 10 cards in the trash. The {{VP}} part was crazy, and I replaced this with a treasure worth {{Cost|1}} per different card type in your hand. It was cute in all-Dark Ages games and not so great otherwise. It flirted with staying in the set, then I replaced it with {{Card|Rebuild}}.
+
- Another late card was a treasure-victory card, worth $1 plus $1 per nontreasure in your hand, and worth 1 VP per 10 cards in the trash. The VP part was crazy, and I replaced this with a treasure worth $1 per different card type in your hand. It was cute in all-Dark Ages games and not so great otherwise. It flirted with staying in the set, then I replaced it with {{Card|Rebuild}}.
  
- More late cards, briefly tested in case they somehow worked out, all costing {{Cost|5}}. A two-use {{Card|Gold}} (you trash it and gain a {{Card|Spoils}}). +3 Cards, we all set aside a card from our hand, then we all take one of those cards. +1 Card +1 Action, When you gain or trash this each other player gets a Ruins. +1 Card +1 Action +{{Cost|1}}, may discard x cards to gain a card costing $x. +4 Cards, +1 Action, discard 3 cards. And there was a hot potato card - you passed it left when you played it and got some benefit, and at end of game it was worth negative VP - that I tested but did not make a prototype card image for. The slot all these cards were tested for went to {{Card|Mystic}}.
+
- More late cards, briefly tested in case they somehow worked out, all costing $5. A two-use {{Card|Gold}} (you trash it and gain a {{Card|Spoils}}). +3 Cards, we all set aside a card from our hand, then we all take one of those cards. +1 Card +1 Action, When you gain or trash this each other player gets a Ruins. +1 Card +1 Action +$1, may discard x cards to gain a card costing $x. +4 Cards, +1 Action, discard 3 cards. And there was a hot potato card - you passed it left when you played it and got some benefit, and at end of game it was worth negative VP - that I tested but did not make a prototype card image for. The slot all these cards were tested for went to {{Card|Mystic}}.
  
 
- A few cards moved to Guilds, including one that then didn't survive there, but that story will have to wait.
 
- A few cards moved to Guilds, including one that then didn't survive there, but that story will have to wait.
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|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
  |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]
}}
 
=== Retrospective ===
 
{{Quote|Text=Dark Ages is my favorite of the early sets but has a stand-out number of design mistakes - {{Card|Rebuild}}, {{Card|Cultist}}, {{Card|Procession|oi=2}}, {{Card|Band of Misfits|oi=2}}.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/630250506824187924 Dominion Discord, 2019]
 
}}
 
{{Quote|Text=
 
From 2007 through the break after {{Set|Guilds}}, Dark Ages was my favorite expansion. It has lots of card interactions, that's the draw.
 
 
The sets ramped up in polish as of {{Set|Adventures}}, and there are a bunch of those sets at this point. Then I made [[second edition|2E's]] for the {{Set|Dominion|ed=2|main set}} {{Set|Intrigue|ed=2|and}} {{Set|Seaside|ed=2|four}} {{Set|Prosperity|ed=2|earlier}} {{Set|Hinterlands|ed=2|expansions}}. So at this point Dark Ages stands out for not having gotten that treatment. It has a few problematically powerful/monolithic cards, and a bunch of duds.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg899651#msg899651 Interview with Donald X., 2023]
 
}}
 
=== Second Edition ===
 
{{Quote|Text=It would be nice to replace {{Card|Band of Misfits|oi=2}} and {{Card|Procession|oi=2}}, ideally with fixed versions as if. I've wanted to kill {{Card|Rebuild}} for a while, and people would probably be happy to have a better-to-print {{Card|Cultist}} and {{Card|Urchin}} (which is two cards). That leaves just one card left to replace (to have the same size update pack). Nothing else has to go but something else could be improved on; I'm personally not much of a fan of {{Card|Storeroom}} or {{Card|Sage}}. {{Card|Scavenger}} would be safe though.
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[https://discord.com/channels/212660788786102272/257241961482813440/631201668838719508 Dominion Discord, 2019]
 
 
}}
 
}}
  
Line 325: Line 298:
 
{{Kingdom|Armory|Band of Misfits|Catacombs|Cultist|Forager|Fortress|Hunting Grounds|Knights|Market Square|Procession|shelters=1|imgwidth = 150|title = Grim Parade}}
 
{{Kingdom|Armory|Band of Misfits|Catacombs|Cultist|Forager|Fortress|Hunting Grounds|Knights|Market Square|Procession|shelters=1|imgwidth = 150|title = Grim Parade}}
 
{{Kingdom|Bandit Camp|Graverobber|Junk Dealer|Mystic|Pillage|Rats|Sage|Scavenger|Storeroom|Vagrant|shelters=1|imgwidth = 150|title = Chess With Death}}
 
{{Kingdom|Bandit Camp|Graverobber|Junk Dealer|Mystic|Pillage|Rats|Sage|Scavenger|Storeroom|Vagrant|shelters=1|imgwidth = 150|title = Chess With Death}}
 
 
=== Dark Ages & [[Dominion (base set)|Dominion]] ===
 
=== Dark Ages & [[Dominion (base set)|Dominion]] ===
 
{{Kingdom|Cellar|Moneylender|Throne Room|Witch|Workshop|Hermit|Hunting Grounds|Mystic|Poor House|Wandering Minstrel|shelters=1|imgwidth = 150|title = High and Low}}
 
{{Kingdom|Cellar|Moneylender|Throne Room|Witch|Workshop|Hermit|Hunting Grounds|Mystic|Poor House|Wandering Minstrel|shelters=1|imgwidth = 150|title = High and Low}}
 
{{Kingdom|Festival|Gardens|Laboratory|Library|Remodel|Altar|Knights|Rats|Scavenger|Squire|shelters=1|imgwidth = 150|title = Chivalry and Revelry}}
 
{{Kingdom|Festival|Gardens|Laboratory|Library|Remodel|Altar|Knights|Rats|Scavenger|Squire|shelters=1|imgwidth = 150|title = Chivalry and Revelry}}
 
 
=== Dark Ages & [[Intrigue]] ===
 
=== Dark Ages & [[Intrigue]] ===
 
{{Kingdom|Armory|Ironmonger|Mystic|Rebuild|Vagrant|Baron|Conspirator|Nobles|Secret Passage|Wishing Well|shelters=1|imgwidth = 150|title = Prophecy}}
 
{{Kingdom|Armory|Ironmonger|Mystic|Rebuild|Vagrant|Baron|Conspirator|Nobles|Secret Passage|Wishing Well|shelters=1|imgwidth = 150|title = Prophecy}}
 
{{Kingdom|Beggar|Marauder|Rogue|Squire|Urchin|Diplomat|Harem|Swindler|Torturer|Upgrade|shelters=1|imgwidth = 150|title = Invasion}}
 
{{Kingdom|Beggar|Marauder|Rogue|Squire|Urchin|Diplomat|Harem|Swindler|Torturer|Upgrade|shelters=1|imgwidth = 150|title = Invasion}}
 
 
=== Dark Ages & [[Seaside]] ===
 
=== Dark Ages & [[Seaside]] ===
{{Kingdom|title = Watery Graves|Corsair|Native Village|Salvager|Treasure Map|Treasury|Count|Graverobber|Hermit|Rats|Scavenger|imgwidth = 150|shelters=1}}
+
{{Kingdom|Count|Graverobber|Hermit|Scavenger|Urchin|Native Village|Pirate Ship|Salvager|Treasure Map|Treasury|shelters=1|imgwidth = 150|title = Watery Graves}}
{{Kingdom|title = Peasants|Fishing Village|Haven|Island|Lighthouse|Warehouse|Armory|Band of Misfits|Poor House|Forager|Vagrant|imgwidth = 150|shelters=1}}
+
{{Kingdom|Death Cart|Feodum|Poor House|Urchin|Vagrant|Fishing Village|Haven|Island|Lookout|Warehouse|shelters=1|imgwidth = 150|title = Peasants}}
 
+
 
=== Dark Ages & [[Alchemy]] ===
 
=== Dark Ages & [[Alchemy]] ===
 
{{Kingdom|Armory|Cultist|Feodum|Market Square|Rats|Wandering Minstrel|Apprentice|Scrying Pool|Transmute|Vineyard|shelters=1|imgwidth = 150|title = Infestations}}
 
{{Kingdom|Armory|Cultist|Feodum|Market Square|Rats|Wandering Minstrel|Apprentice|Scrying Pool|Transmute|Vineyard|shelters=1|imgwidth = 150|title = Infestations}}
 
{{Kingdom|Beggar|Catacombs|Counterfeit|Forager|Ironmonger|Pillage|Apothecary|Golem|Herbalist|University|shelters=1|imgwidth = 150|title = Lamentations}}
 
{{Kingdom|Beggar|Catacombs|Counterfeit|Forager|Ironmonger|Pillage|Apothecary|Golem|Herbalist|University|shelters=1|imgwidth = 150|title = Lamentations}}
 
 
=== Dark Ages & [[Prosperity]] ===
 
=== Dark Ages & [[Prosperity]] ===
{{Kingdom|Anvil|City|Crystal Ball|Magnate|War Chest|Counterfeit|Forager|Market Square|Pillage|Squire|colony = 1|imgwidth = 150|title = One Man's Trash|id = onemanstrash|shelters = 1}}
+
{{Kingdom|Counterfeit|Forager|Graverobber|Market Square|Rogue|City|Grand Market|Monument|Talisman|Venture|shelters=1|imgwidth = 150|title = One Man's Trash|id = onemanstrash}}
 
+
{{Kingdom|Bandit Camp|Procession|Rebuild|Rogue|Squire|Forge|Hoard|Peddler|Quarry|Watchtower|shelters=1|imgwidth = 150|title = Honor Among Thieves}}
{{Kingdom|Collection|Forge|Hoard|Quarry|Watchtower|Bandit Camp|Marauder|Procession|Rogue|Squire|colony = 1|imgwidth = 150|title = Honor Among Thieves|shelters = 1}}
+
 
+
 
=== Dark Ages & [[Cornucopia]] ===
 
=== Dark Ages & [[Cornucopia]] ===
 
{{Kingdom|Band of Misfits|Cultist|Fortress|Hermit|Junk Dealer|Knights|Fairgrounds|Hamlet|Horn of Plenty|Menagerie|shelters=1|imgwidth = 150|title = Dark Carnival}}
 
{{Kingdom|Band of Misfits|Cultist|Fortress|Hermit|Junk Dealer|Knights|Fairgrounds|Hamlet|Horn of Plenty|Menagerie|shelters=1|imgwidth = 150|title = Dark Carnival}}
 
{{Kingdom|Bandit Camp|Counterfeit|Death Cart|Marauder|Pillage|Sage|Harvest|Hunting Party|Remake|Tournament|shelters=1|imgwidth = 150|title = To the Victor}}
 
{{Kingdom|Bandit Camp|Counterfeit|Death Cart|Marauder|Pillage|Sage|Harvest|Hunting Party|Remake|Tournament|shelters=1|imgwidth = 150|title = To the Victor}}
 
 
=== Dark Ages & [[Hinterlands]] ===
 
=== Dark Ages & [[Hinterlands]] ===
{{Kingdom|Cartographer|Develop|Fool's Gold|Weaver|Witch's Hut|Beggar|Count|Feodum|Marauder|Wandering Minstrel|imgwidth = 150|title = Far From Home|shelters=1}}
+
{{Kingdom|Beggar|Count|Feodum|Marauder|Wandering Minstrel|Cartographer|Develop|Embassy|Fool's Gold|Haggler|shelters=1|imgwidth = 150|title = Far From Home}}
{{Kingdom|Nomads|Oasis|Scheme|Spice Merchant|Tunnel|Altar|Catacombs|Ironmonger|Poor House|Storeroom|imgwidth = 150|title = Expeditions|shelters=1}}
+
{{Kingdom|Altar|Catacombs|Ironmonger|Poor House|Storeroom|Crossroads|Farmland|Highway|Spice Merchant|Tunnel|shelters=1|imgwidth = 150|title = Expeditions}}
 
+
 
=== Dark Ages & [[Guilds]] ===
 
=== Dark Ages & [[Guilds]] ===
 
{{Kingdom|Hunting Grounds|Ironmonger|Procession|Marauder|Rogue|Advisor|Baker|Candlestick Maker|Plaza|Stonemason|shelters=1|imgwidth = 150|title = Stoneground}}
 
{{Kingdom|Hunting Grounds|Ironmonger|Procession|Marauder|Rogue|Advisor|Baker|Candlestick Maker|Plaza|Stonemason|shelters=1|imgwidth = 150|title = Stoneground}}
 
{{Kingdom|Feodum|Fortress|Knights|Market Square|Poor House|Butcher|Doctor|Journeyman|Merchant Guild|Taxman|shelters=1|imgwidth = 150|title = Class Struggle}}
 
{{Kingdom|Feodum|Fortress|Knights|Market Square|Poor House|Butcher|Doctor|Journeyman|Merchant Guild|Taxman|shelters=1|imgwidth = 150|title = Class Struggle}}
 
 
=== Dark Ages & [[Adventures]] ===
 
=== Dark Ages & [[Adventures]] ===
 
{{Kingdom|Amulet|Caravan Guard|Hireling|Peasant|Relic|Graverobber|Marauder|Procession|Rogue|Wandering Minstrel|event1 = Alms|shelters = 1|imgwidth = 150|title = Cemetery Polka}}
 
{{Kingdom|Amulet|Caravan Guard|Hireling|Peasant|Relic|Graverobber|Marauder|Procession|Rogue|Wandering Minstrel|event1 = Alms|shelters = 1|imgwidth = 150|title = Cemetery Polka}}
 
{{Kingdom|Dungeon|Haunted Woods|Ratcatcher|Raze|Transmogrify|Cultist|Death Cart|Fortress|Knights|Rats|event1 = Lost Arts|event2 = Pathfinding|shelters = 1|imgwidth = 150|title = Groovy Decay}}
 
{{Kingdom|Dungeon|Haunted Woods|Ratcatcher|Raze|Transmogrify|Cultist|Death Cart|Fortress|Knights|Rats|event1 = Lost Arts|event2 = Pathfinding|shelters = 1|imgwidth = 150|title = Groovy Decay}}
 
 
=== Dark Ages & [[Empires]] ===
 
=== Dark Ages & [[Empires]] ===
 
{{Kingdom|Castles|Chariot Race|City Quarter|Legionary|Sacrifice|Death Cart|Fortress|Pillage|Rats|Storeroom|event1 = Advance|landmark1 = Tomb|shelters = 1|imgwidth = 150|title = Tomb of the Rat King}}
 
{{Kingdom|Castles|Chariot Race|City Quarter|Legionary|Sacrifice|Death Cart|Fortress|Pillage|Rats|Storeroom|event1 = Advance|landmark1 = Tomb|shelters = 1|imgwidth = 150|title = Tomb of the Rat King}}
 
{{Kingdom|Capital|Charm|Engineer|Groundskeeper|Legionary|Bandit Camp|Catacombs|Hunting Grounds|Market Square|Procession|event1 = Triumph|landmark1 = Defiled Shrine|shelters = 1|imgwidth = 150|title = Triumph of the Bandit King}}
 
{{Kingdom|Capital|Charm|Engineer|Groundskeeper|Legionary|Bandit Camp|Catacombs|Hunting Grounds|Market Square|Procession|event1 = Triumph|landmark1 = Defiled Shrine|shelters = 1|imgwidth = 150|title = Triumph of the Bandit King}}
 
{{Kingdom|Archive|Catapult|Crown|Patrician|Settlers|Feodum|Hermit|Ironmonger|Rogue|Squire|event1 = Ritual|landmark1 = Museum|shelters = 1|imgwidth = 150|title = The Squire's Ritual|id = squiresritual}}
 
{{Kingdom|Archive|Catapult|Crown|Patrician|Settlers|Feodum|Hermit|Ironmonger|Rogue|Squire|event1 = Ritual|landmark1 = Museum|shelters = 1|imgwidth = 150|title = The Squire's Ritual|id = squiresritual}}
 
 
=== Dark Ages & [[Nocturne]] ===
 
=== Dark Ages & [[Nocturne]] ===
 
{{Kingdom|Cemetery|Cursed Village|Necromancer|Skulk|Tormentor|Armory|Forager|Graverobber|Market Square|Squire|shelters=1|imgwidth = 150|title = Grave Matters}}
 
{{Kingdom|Cemetery|Cursed Village|Necromancer|Skulk|Tormentor|Armory|Forager|Graverobber|Market Square|Squire|shelters=1|imgwidth = 150|title = Grave Matters}}
 
{{Kingdom|Changeling|Devil's Workshop|Sacred Grove|Tracker|Vampire|Catacombs|Count|Fortress|Hermit|Rats|shelters=1|imgwidth = 150|title = Rats and Bats}}
 
{{Kingdom|Changeling|Devil's Workshop|Sacred Grove|Tracker|Vampire|Catacombs|Count|Fortress|Hermit|Rats|shelters=1|imgwidth = 150|title = Rats and Bats}}
 
 
=== Dark Ages & [[Renaissance]] ===
 
=== Dark Ages & [[Renaissance]] ===
{{Kingdom|Border Guard|Patron|Seer|Silk Merchant|Swashbuckler|Hermit|Mystic|Procession|Sage|Wandering Minstrel|project1 = Star Chart|shelters=1|artifact2 = Horn|artifact4 = Lantern|artifact5 = Treasure Chest|imgwidth = 150|title = Stargazing}}
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{{Kingdom|Border Guard|Patron|Seer|Silk Merchant|Swashbuckler|Hermit|Mystic|Procession|Sage|Wandering Minstrel|project1 = Star Chart|shelters=1|imgwidth = 150|title = Stargazing}}
{{Kingdom|Flag Bearer|Improve|Lackeys|Mountain Village|Research|Count|Counterfeit|Cultist|Graverobber|Rats|project1 = Crop Rotation|project2 = Sewers|shelters=1|artifact1 = Flag|imgwidth = 150|title = Sewer Rats}}
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{{Kingdom|Flag Bearer|Improve|Lackeys|Mountain Village|Research|Count|Counterfeit|Cultist|Graverobber|Rats|project1 = Crop Rotation|project2 = Sewers|shelters=1|imgwidth = 150|title = Sewer Rats}}
  
 
=== Dark Ages & [[Menagerie (expansion)|Menagerie]] ===
 
=== Dark Ages & [[Menagerie (expansion)|Menagerie]] ===
{{Kingdom|Animal Fair|Cardinal|Falconer|Goatherd|Hunting Lodge|Altar|Beggar|Catacombs|Fortress|Market Square|shelters=1|way1=Way of the Camel|event1=Ride|shelters=1|imgwidth=150|title = Friendly Carnage}}
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{{Kingdom|Animal Fair|Cardinal|Falconer|Goatherd|Hunting Lodge|Altar|Beggar|Catacombs|Fortress|Market Square||shelters=1way1=Way of the Camel|event1=Ride|shelters=1|Image=150|title = Friendly Carnage}}
{{Kingdom|Camel Train|Destrier|Displace|Paddock|Scrap|Hunting Grounds|Pillage|Rats|Sage|Squire|shelters=1|way1=Way of the Butterfly|event1=Bargain|shelters=1|imgwidth=150|title = Gift Horses}}
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{{Kingdom|Camel Train|Destrier|Displace|Paddock|Scrap|Hunting Grounds|Pillage|Rats|Sage|Squire||shelters=1|way1=Way of the Butterfly|event1=Bargain|shelters=1|Image=150|title = Gift Horses}}
 
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=== Dark Ages & [[Allies]] ===
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{{Kingdom|Barbarian|Broker|Contract|Highwayman|Wizards|Bandit Camp|Beggar|Forager|Graverobber|Poor House|ally=Cave Dwellers|shelters = 1|imgwidth = 150|title=Grave Business}}
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{{Kingdom|Emissary|Importer|Skirmisher|Swap|Townsfolk|Count|Death Cart|Knights|Rats|Squire|ally=Desert Guides|shelters = 1|imgwidth = 150|title=Rat Traders}}
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=== Dark Ages & [[Plunder]] ===
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{{Kingdom|First Mate|Maroon|Rope|Search|Shaman|Death Cart|Poor House|Rats|Squire|Vagrant|shelters = 1|trait1=Inherited|traitfor=Rats|imgwidth = 150|title = Dad's Rats|id = dadsrats}}
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{{Kingdom|Cutthroat|Enlarge|Grotto|King's Cache|Trickster|Counterfeit|Forager|Ironmonger|Pillage|Storeroom|event1=Invasion|shelters = 1|trait1=Tireless|traitfor=Forager|imgwidth = 150|title = Ravagers}}
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{{Navbox Dark Ages}}
 
{{Navbox Dark Ages}}
 
{{Navbox expansions}}
 
{{Navbox expansions}}

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