Fairgrounds

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'''Fairgrounds''' is a [[Victory]] card from [[Cornucopia]]. Following Cornucopia's theme of variety, it increases in value as you get more differently named cards in your deck. In a standard game, its maximum possible value is 6, with even 4 being difficult to reach; however, in some circumstances Fairgrounds can be built up to incredibly high point values.  
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'''Fairgrounds''' is a [[Victory]] card from [[Cornucopia]]. Following Cornucopia's theme of variety, it increases in value as you get more differently named cards in your deck. In a standard game, its maximum possible value is 6; however, in some circumstances Fairgrounds can be built up to incredibly high point values.  
  
 
== FAQ ==
 
== FAQ ==
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* Differently named [[Shelter|Shelters]], [[Ruins]], and {{Card|Knights}} (from [[Dark Ages]]) count as different cards.
 
* Differently named [[Shelter|Shelters]], [[Ruins]], and {{Card|Knights}} (from [[Dark Ages]]) count as different cards.
  
== Strategy Article ==
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== Strategy ==
''[http://dominionstrategy.com/2011/06/14/cornucopia-fairgrounds/ Original article] by theory.''
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Fairgrounds is a moderately influential [[alt-VP]] [[Victory]] card that rewards having a large variety of cards in your deck. Its relevance in a given [[Kingdom]] is heavily tied to how many unique cards you can reasonably expect to have in your deck by the end of the game. There are three general factors to look for as a result:
 +
# How many total uniques are available in the Kingdom. In any given game, there are at least 17 differently named cards available (ten Kingdom cards, three [[Basic cards|Basic Treasures]], three [[Basic cards|Basic Victory cards]], and {{Card|Curse}}). This number (and therefore the maximum {{VP}} per copy of Fairgrounds) is greater with cards that add additional piles to the Kingdom (e.g. {{Card|Horse|Horses}} or the {{Card|Black Market}} deck), or piles that inherently contain many uniques (e.g. {{Card|Castles}} or [[Split pile]]s).
 +
# How many uniques a strong deck can support. This number is often significantly different from the total number of uniques available. For example, out of the basic Kingdom cards, at least five ({{Card|Curse}}, {{Card|Estate}}, {{Card|Duchy}}, {{Card|Province}}, and {{Card|Copper}}) actively interfere with the functioning of your deck as [[stop card]]s that do not generate much or any [[payload]]. Similarly, if the Kingdom has many [[terminal]]s and no [[village (card category)|village]], gaining more than one of those terminals is likely suboptimal as you can only play one. As a result, Fairgrounds is usually best in [[engine]]s which will often use multiple different cards as sources of [[draw]], payload, [[terminal space]], and [[deck control]], or with many different [[cantrip]]s which stress neither your deck’s terminal space nor your ability to draw. [[Exile|Exiling]] (e.g., via {{Card|Camel Train}} or {{Card|Sanctuary}}) or similar effects can also allow you to add more uniques than your deck could otherwise support.
 +
# How easily you can add the relevant uniques to your deck (i.e., the presence or absence of [[+Buy]] sources or [[gainer]]s). Even if there are many viable uniques present, it may take too long to power up your Fairgrounds without additional gains.
 +
When evaluated in such a way, it’s usually possible to compare the expected {{VP}} you could make Fairgrounds worth against the other scoring options available, and evaluate its relevance as a result. In most Kingdoms, Fairgrounds ends up serving as supplemental {{VP}} in the endgame when you cannot afford a {{Card|Province}}, similar to {{Card|Duchy}} but giving more {{VP}} (provided that you have at least ten different cards in your deck). Less commonly, you can [[build]] a deck for which a Fairgrounds scores far more than a {{Card|Province}}, and as a result will primarily score with Fairgrounds.  
  
Like {{Card|Gardens}}, there are two ways to play Fairgrounds: either as consolation prizes because you missed out on a {{Card|Province}}, or as a strategy unto itself.
+
As with other sources of {{VP}}, Fairgrounds is typically best gained once you’re ready to start [[greening]]. Unlike many other sources, however, gaining non-essential or even harmful cards (e.g. {{Card|Curse}}) to increase your number of uniques may also be part of this phase; gaining cards solely to increase your unique count before this point is likely to interfere with building efficiently. Similarly, opting not to play your last copy of a [[one-shot]] such as a {{Card|Horse}} may also be important. Because Fairgrounds rewards you for every multiple of five uniques, keeping track of how many you have is important for evaluating whether these maneuvers will net {{VP}}.
  
If you treat them as consolation prizes, they are almost certainly going to end up being worth 4{{VP}}. It’s rare that you can’t get up to 10 unique cards; if you don’t have 10, you’ll probably know, because you’re running a very thin deck. {{Card|Copper}}, {{Card|Silver}}, {{Card|Gold}}, {{Card|Estate}}, {{Card|Duchy}}, {{Card|Province}}, {{Card|Fairgrounds}} - that's already 7 unique cards, and you're surely going to put at least a few different action cards in your deck as well to get to 10.  
+
There are several notable cases that increase the variety available for Fairgrounds.
 +
* {{Card|Black Market}} adds a theoretically almost unlimited number of extra cards, but the number that you actually can and want to buy varies.
 +
* [[Shelter]]s and [[Heirloom]]s are already in your deck at the beginning of the game, so they are free uniques for Fairgrounds if trashing them is impossible. If it is possible you may need to weigh the potential for greater {{VP}} against their detrimental effect on deck control.
 +
* {{Card|Castles}} and [[Prize]]s are additional cards that you will often want anyway, though it will be impossible to gain all the possible uniques if your opponents are contesting them. [[Spirit]]s are also generally useful and particularly relevant when all three are available with {{Card|Exorcist}}.
 +
* Extra cards like the Bane pile of {{Card|Young Witch}}, {{Card|Potion}}, {{Card|Mercenary}}, {{Card|Madman}}, {{Card|Spoils}}, {{Card|Horse}}, and split piles add one additional unique, which may matter for Fairgrounds.
 +
* [[Ruins]] add up to five new cards (depending on the composition of the Ruins pile). You would usually rather avoid getting them, but if you gain them from an [[Attack]] such as {{Card|Cultist}} and cannot trash them they can make your Fairgrounds worth more. Buying them is a line of play that you may employ in the endgame to reach the next threshold of five cards.
 +
* {{Card|Knights}} add even more new cards than {{Card|Castles}} but do not tend to remain in decks as they trash each other, and as a result are not reliably helpful for scoring with Fairgrounds.
  
If you decide to go for them, you should realize that there’s only 17 different cards in an ordinary Province game.  So they’ll max out at 6{{VP}} each, after 15 unique cards.  The way to keep track of your deck (as suggested by Blooki / Triceratops) is to glance over a Province board and pick out two cards you do not want in your deck, then focus on getting a copy of each of the rest by endgame.
+
Fairgrounds’ possibly asymmetric value to you and your opponents can make it worthwhile to gain copies primarily for the purpose of denying them to your opponents. If, for example, you are relying primarily on {{Card|Province}} to score {{VP}} while your opponent’s Fairgrounds are worth {{VP|8}} or more, it may be worth it to deny them some copies, as even if you yourself directly score a smaller amount of {{VP}} than they would it reduces the total amount of {{VP}} your opponents can score.  
  
Of course, this "17" number can change in a variety of ways.
+
{{Landmark|Museum}} naturally synergizes well with Fairgrounds because it also rewards {{VP}} for having many different cards in your deck. {{Landmark|Wolf Den}}, on the other hand, makes scoring with Fairgrounds much more difficult because you will get a {{VP}} penalty unless you add two copies of every card to your deck. This is sometimes impossible, such as with Shelters and {{Card|Castles}}, and in other cases at least takes extra resources and hinders your deck control.
* {{Card|Platinum}} and {{Card|Colony}} add two more cards.  
+
* [[Alchemy]] adds {{Card|Potion}}.
+
* {{Card|Young Witch}} adds the Bane pile.
+
* {{Card|Tournament}} adds up to 5 Prizes, though your opponent will likely get a few.
+
* [[Dark Ages]] games may have
+
** [[Ruins]] (up to 5 new cards)
+
** [[Shelters]] (3 new cards)
+
** {{Card|Mercenary}}
+
** {{Card|Madman}}
+
** {{Card|Spoils}}
+
** {{Card|Knights}} (up to 10 new cards, though your opponent may get a few)
+
* {{Card|Page}} and {{Card|Peasant}} add 4 cards they upgrade into.
+
* {{Card|Black Market}} (extremely high number of new cards, depends on the setup).
+
* {{Card|Castles}} (up to 8 new cards, though your opponent may get a few)
+
* A [[Split pile]] adds 1 per split pile in the Kingdom.
+
  
With those helper cards, you can pump Fairgrounds up to higher point values; you'll need to count whether you can reach a total of 20 or even 25 unique cards in your deck, depending on what is available. Here, singleminded pursuit of Fairgrounds is much more viable, as they will end up paying off even greater than Provinces.  But it takes much, much longer: a Fairgrounds deck’s critical weakness is how difficult it is to synthesize so many different cards together into a meaningful deck.  Throwing in random crap from a Black Market deck is quite unlikely to work unless you are drowned in a surplus of +Actions.
+
===External strategy articles===
 
+
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''
This suggests, moreover, that the key to making Fairgrounds work is a set of non-terminals.  In the late game, you don’t want to be passing up the last Fairgrounds because you need to get around to picking up a {{Card|Moneylender}}.  At the same time, you don’t want to just open with {{Card|Explorer}} / {{Card|Loan}} / {{Card|Thief}} / {{Card|Counting House}}, not unless you want a deck that goes nowhere fast.  So ideally, you fit as many pieces as you can into a functioning engine (either because they are all non-terminals, or you have a ton of +Actions), and then grab the ill-fitting ones as close to the end as possible, so they don’t interfere with your Fairgrounds-buying engine.  +Buy is golden here, since it allows you to get it done in far fewer turns than you’d otherwise need.
+
* [http://dominionstrategy.com/2011/06/14/cornucopia-fairgrounds/ theory's 2011 article]
 
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Like all Kingdom [[Victory]] cards, Fairgrounds does well with {{Card|Hoard}}.  Although it doesn’t do anything (like {{Card|Nobles}} or {{Card|Harem}}), its cost makes it a prime candidate for {{Card|Remodel|Remodeling}}, {{Card|Salvager|Salvaging}}, {{Card|Apprentice|Apprenticing}}, and other [[trash-for-benefit]] Actions.
+
 
+
Fairgrounds synergizes well with {{Card|Trade Route}}, a card that is normally not one of the strongest cards.  Trade Route provides +Buy, modest deck-thinning for engine building, and gives an additional +{{Cost|1}} once the first Fairgrounds is purchased.  The presence of Fairgrounds on the board also makes it more likely that people will purchase Duchies and other Victory cards that might not normally be purchased, making it likely that Trade Route's cash bonus will be bumped up further earlier in the game.  Trade Route is also a card that most decks only want one of, making it a good addition to Fairgrounds-based engines.
+
 
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{{Card|Knights}} are an interesting case.  Theoretically, they add 9 unique cards to the kingdom.  However, unless your opponent ignores them completely, it will be impossible to get all of them.  Moreover, Knights do so much damage to your deck that it will make it hard to keep all your different cards, and eventually the Knights tend to wipe each other out as well.
+
 
+
=== Engines and Mega-turns ===
+
Fairgrounds synergizes well with [[Engines]] and [[megaturn|megaturns]], and can make engines strategies more feasible and powerful.  With abundant +Buy, the lower cost of Fairgrounds makes it easier to buy them in quantity than Provinces.  Relative to [[Big Money]] strategies, Engines tend to get a slower start but reach greater buying power in the long-run.  Big money also does not have much choice over the pace of buying Victory cards--it generally must buy them whenever possible, or else fall behind. The ability to time when the game ends is thus of key importance in an engine, and the presence of Fairgrounds makes this possible in two ways:
+
* Because Fairgrounds is cheaper, an engine can empty this pile faster than Provinces, if going for a fast win.
+
* If behind, and needing to prolong the game, an engine can choose to buy from the Victory piles that are less depleted, prolonging the game and giving time to catch up.  Fairgrounds also places much more total {{VP}} on the board, thus favoring a long-term approach.
+
Fairgrounds synergizes very well with megaturn strategies like those involving {{Card|Bridge}}; it is much easier to reduce Fairgrounds to a very low cost and buy them in large quantity.
+
 
+
The presence of Fairgrounds alone on a board does not guarantee that engines or mega-turn based decks are viable, but it might make these strategies more attractive than they would be without Fairgrounds.
+
=== Examples ===
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In this [http://councilroom.com/game?game_id=game-20130106-133625-02f5ead2.html] game, -Stef- uses {{Card|Farming Village|Farming Villages}} and {{Card|Grand Market|Grand Markets}} to get +actions and +{{Cost|}}(and buy) to get lots of variety without clogging his deck and win.
+
=== Synergies/Combos ===
+
* [[Engines]], especially ones based on mega-turns:
+
**+Buy,
+
*** {{Card|Contraband}} is especially helped by Fairgrounds, since being blocked from buying one card means less when you're trying to collect a diversity of cards. 
+
** Nonterminals, [[Villages]], or cards like {{Card|Fishing Village}} that produce a surplus of +Actions
+
* [[Megaturn]] strategies
+
* {{Card|Trade Route}}
+
* [[Combo: Black Market and Fairgrounds]]
+
* {{Card|Harvest}}, {{Card|Menagerie}}, {{Card|Horn of Plenty}} because they reward diversity
+
* [[Dark Ages]], since [[Shelters]] give 3 free unique cards, and because Dark Ages includes a variety of ways to go above and beyond the number of Kingdom Cards. ({{Card|Knights}}, [[Ruins]], cards not in the Supply).
+
* [[Heirloom]] cards can give you a free unique
+
 
+
=== Antisynergies ===
+
* Heavy [[trashing]]
+
* [[Big money]]
+
* [[terminal|terminals]]
+
* {{Card|Colony}}
+
  
 
== Versions ==
 
== Versions ==
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! Print !! Digital !! Text !! Release !! Date  
 
! Print !! Digital !! Text !! Release !! Date  
 
|-
 
|-
| {{CardVersionImage|FairgroundsOld|Fairgrounds}} || {{CardVersionImage|FairgroundsDigitalOld|Fairgrounds from Goko/Making Fun}} || Worth 2{{VP}} for every 5 differently named cards in your deck (round down). || Cornucopia 1st Edition || June 2011
+
| {{CardVersionImage|FairgroundsOld|Fairgrounds}} || {{CardVersionImage|FairgroundsDigitalOld|Fairgrounds from Goko/Making Fun}} || Worth 2{{VP}} for every 5 differently named cards in your deck (round down). || Cornucopia || June 2011
 
|-
 
|-
| {{CardVersionImage|Fairgrounds|Fairgrounds}} || {{CardVersionImage|FairgroundsDigital|Fairgrounds from Shuffle iT}} || Worth '''2'''{{VP}} per 5 differently named cards you have (round down). || Cornucopia [[Second Edition|2nd Edition]] || March 2018
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| {{CardVersionImage|Fairgrounds|Fairgrounds}} || {{CardVersionImage|FairgroundsDigital|Fairgrounds from Shuffle iT}} || Worth '''2'''{{VP}} per 5 differently named cards you have (round down). || Guilds & Cornucopia [[Second Edition#Formatting_changes|(2017 printing)]] || March 2018
 
|}
 
|}
 +
 
===Other language versions===
 
===Other language versions===
{| class="wikitable" style="text-align:center;"
+
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
 
! Language !! Name !! Print !! Digital !! Text !! Notes
 
! Language !! Name !! Print !! Digital !! Text !! Notes
 
|-
 
|-
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|-
 
|-
 
!French
 
!French
| Champ de foire || || || ||
+
| Champ de foire || || {{CardVersionImage|FairgroundsFrench2021Digital|French language Fairgrounds 2021 from Shuffle iT}} || Vaut {{VP|'''2'''}} pour chaque 5 cartes de noms différents que vous avez (arrondi inférieurement). ||
 
|-
 
|-
!German
+
!rowspan=2|German
| Festplatz || {{CardVersionImage|Fairgrounds German-ASS|German Version by [[ASS Altenburger|ASS]]}} || || Wert 2 {{VP}} für je 5 Karten (abgerundet) mit unterschiedlichem Namen im eigenen Kartensatz bei Spielende. || ASS translation error: added "at end of game"
+
| Festplatz || {{CardVersionImage|FairgroundsGerman2019rulebook|German language Fairgrounds 2019 by ASS}} || || Wert {{VP|2}}<br>für je 5&nbsp;Karten mit unterschiedlichen Namen im eigenen Kartensatz (abgerundet). || (2019)<hr>''one or more other<br>versions listed [//wiki.dominionstrategy.com/index.php/%C3%9Cbersetzungsfehler_(German_translation_errors)#ASS_plus here]''
 +
|-
 +
| Festplatz || || {{CardVersionImage|FairgroundsGerman2021Digital|German language Fairgrounds 2021 from Shuffle iT}} || Wert {{VP|'''2'''}} für je 5&nbsp;Karten mit unterschiedlichen Namen, die du besitzt (abgerundet). ||  
 
|-
 
|-
 
!Italian
 
!Italian
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|-
 
|-
 
!Polish
 
!Polish
| Odpust || {{CardLangVersionImage|Polish}} || || ||
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| Odpust || {{CardLangVersionImage|Polish}} || || Ta karta jest warta {{VP|2}} za każde 5&nbsp;kart o innych tytułach w twojej talii (zaokrąglając w dół). ||
 
|-
 
|-
 
!Russian
 
!Russian
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=== Secret History ===
 
=== Secret History ===
 
{{Quote
 
{{Quote
|Text=I wanted a victory card in the set, because I always do. My ideas list had two cards that seemed especially promising, and the other one fit the hand theme, but it didn't work out. So I put this one in, with no idea that it would end up defining the set. The first version cost {{Cost|6}} and was worth 1 {{VP}} per 3 differently named cards in your deck. Then it cost {{Cost|5}}. Briefly there was, cost {{Cost|6}}, worth 1 {{VP}} for every 2 differently named cards in your deck, other than Copper and Estate. John Vogel suggested the formula it actually has. There was some debate about what formula was perfect (especially with Tom Lehmann and Wei-Hwa Huang), but the important thing was, that you had sufficient incentive to collect everything.
+
|Text=I wanted a victory card in the set, because I always do. My ideas list had two cards that seemed especially promising, and the other one fit the hand theme, but it didn't work out. So I put this one in, with no idea that it would end up defining the set. The first version cost {{Cost|6}} and was worth 1{{VP}} per 3 differently named cards in your deck. Then it cost {{Cost|5}}. Briefly there was, cost {{Cost|6}}, worth 1{{VP}} for every 2 differently named cards in your deck, other than {{Card|Copper}} and {{Card|Estate}}. John Vogel suggested the formula it actually has. There was some debate about what formula was perfect (especially with Tom Lehmann and Wei-Hwa Huang), but the important thing was, that you had sufficient incentive to collect everything.
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards].
 +
}}
 +
=== Relevant outtakes ===
 +
The mentioned outtake eventually got used on {{Card|Animal Fair}} and {{Event|Advance}}.
 +
{{Quote
 +
|Text= Before Fairgrounds, I tried a {{VP}} card with an alternate cost. Instead of paying for it, you could trash two Action cards from your hand. You don't want to trash your Action cards though, so this didn't end up being very interesting.
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards].  
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards].  
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Here are some more formulas that were suggested.
 
Here are some more formulas that were suggested.
  
"1 {{VP}}. Worth +1 {{VP}} extra for every three differently named (supply) cards in your deck, except for {{Card|Copper}} and {{Card|Estate}}."
+
"1{{VP}}. Worth +1{{VP}} extra for every three differently named (supply) cards in your deck, except for {{Card|Copper}} and {{Card|Estate}}."
  
 
This was the last thing they suggested. As Tom said, the goal was to make Fairgrounds change value in more places (while being balanced). It had originally changed every 2 or 3 cards, now it was only changing every 5 cards. This wasn't a priority for me; I just wanted to make sure Fairgrounds was worth going for sometimes, i.e. getting ~15 different cards for. I didn't want the card to be more complex and sure wanted to count non-supply cards, because you know, that's fun.
 
This was the last thing they suggested. As Tom said, the goal was to make Fairgrounds change value in more places (while being balanced). It had originally changed every 2 or 3 cards, now it was only changing every 5 cards. This wasn't a priority for me; I just wanted to make sure Fairgrounds was worth going for sometimes, i.e. getting ~15 different cards for. I didn't want the card to be more complex and sure wanted to count non-supply cards, because you know, that's fun.
  
"1 {{VP}} per differently named card, minus 10"
+
"1{{VP}} per differently named card, minus 10"
  
 
Wei-Hwa suggested this, and I played a few games with it. Wei-Hwa ended up deciding it was not actually an improvement. It has a certain charm, and the math is easy. For me it was much more of a real option than these other ones. It didn't work out though.
 
Wei-Hwa suggested this, and I played a few games with it. Wei-Hwa ended up deciding it was not actually an improvement. It has a certain charm, and the math is easy. For me it was much more of a real option than these other ones. It didn't work out though.
  
"Worth 4 {{VP}} if you have at least 10 differently named cards in your deck, or 5 {{VP}} if you have 13 or 14, or 6 {{VP}} if you have 15 or more."
+
"Worth 4{{VP}} if you have at least 10 differently named cards in your deck, or 5{{VP}} if you have 13 or 14, or 6{{VP}} if you have 15 or more."
  
 
A few people, including Dale, suggested using a chart. This is the simplest chart you could do. I didn't want a chart because I wanted the card to keep getting better in situations where you could get more cards. It feels bad to limit it even if it mostly doesn't change things.
 
A few people, including Dale, suggested using a chart. This is the simplest chart you could do. I didn't want a chart because I wanted the card to keep getting better in situations where you could get more cards. It feels bad to limit it even if it mostly doesn't change things.
  
"Worth 1 {{VP}} for every two differently named cards in your deck, except for {{Card|Estate}}, {{Card|Copper}}, {{Card|Silver}}, Fairgrounds"
+
"Worth 1{{VP}} for every two differently named cards in your deck, except for {{Card|Estate}}, {{Card|Copper}}, {{Card|Silver}}, Fairgrounds"
  
 
I'm not sure if Wei-Hwa suggested this one, but I see it in the file. I was never fond of the list-of-exemptions approach, though I think I suggested the first one (exempting {{Card|Copper}} and {{Card|Estate}}).
 
I'm not sure if Wei-Hwa suggested this one, but I see it in the file. I was never fond of the list-of-exemptions approach, though I think I suggested the first one (exempting {{Card|Copper}} and {{Card|Estate}}).
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{{Navbox Cornucopia}}
 
{{Navbox Cornucopia}}
 
{{Navbox Cards}}
 
{{Navbox Cards}}
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[[category:alt VP]]
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[[category:likes variety]]

Latest revision as of 09:03, 16 July 2022

Fairgrounds
Fairgrounds.jpg
Info
Cost $6
Type(s) Victory
Kingdom card? Yes
Set CornucopiaCornucopia & Guilds icon.png
Illustrator(s) Jessi J
Card text
Worth 2VP per 5 differently named cards you have (round down).

Fairgrounds is a Victory card from Cornucopia. Following Cornucopia's theme of variety, it increases in value as you get more differently named cards in your deck. In a standard game, its maximum possible value is 6; however, in some circumstances Fairgrounds can be built up to incredibly high point values.

Contents

[edit] FAQ

[edit] Official FAQ

  • At the end of the game, this is worth 2VP per 5 differently named cards in your deck, rounded down.
  • So if you have 0-4 different cards, it is worth 0VP; if you have 5-9, it is worth 2VP; if you have 10-14, it is worth 4VP; if you have 15-19, it is worth 6VP; and so on.
  • By default there are only 17 differently named cards available in a game, but sometimes there may be more cards, such as via Young Witch'sYoung Witch.jpg setup rule, or due to TournamentTournament.jpg.
  • Use 8 Fairgrounds in a game with 2 players, and 12 for a game with 3 or more players.

[edit] Other Rules clarifications

[edit] Strategy

Fairgrounds is a moderately influential alt-VP Victory card that rewards having a large variety of cards in your deck. Its relevance in a given Kingdom is heavily tied to how many unique cards you can reasonably expect to have in your deck by the end of the game. There are three general factors to look for as a result:

  1. How many total uniques are available in the Kingdom. In any given game, there are at least 17 differently named cards available (ten Kingdom cards, three Basic Treasures, three Basic Victory cards, and CurseCurse.jpg). This number (and therefore the maximum VP per copy of Fairgrounds) is greater with cards that add additional piles to the Kingdom (e.g. HorsesHorse.jpg or the Black MarketBlack Market.jpg deck), or piles that inherently contain many uniques (e.g. CastlesCastles.jpg or Split piles).
  2. How many uniques a strong deck can support. This number is often significantly different from the total number of uniques available. For example, out of the basic Kingdom cards, at least five (CurseCurse.jpg, EstateEstate.jpg, DuchyDuchy.jpg, ProvinceProvince.jpg, and CopperCopper.jpg) actively interfere with the functioning of your deck as stop cards that do not generate much or any payload. Similarly, if the Kingdom has many terminals and no village, gaining more than one of those terminals is likely suboptimal as you can only play one. As a result, Fairgrounds is usually best in engines which will often use multiple different cards as sources of draw, payload, terminal space, and deck control, or with many different cantrips which stress neither your deck’s terminal space nor your ability to draw. Exiling (e.g., via Camel TrainCamel Train.jpg or SanctuarySanctuary.jpg) or similar effects can also allow you to add more uniques than your deck could otherwise support.
  3. How easily you can add the relevant uniques to your deck (i.e., the presence or absence of +Buy sources or gainers). Even if there are many viable uniques present, it may take too long to power up your Fairgrounds without additional gains.

When evaluated in such a way, it’s usually possible to compare the expected VP you could make Fairgrounds worth against the other scoring options available, and evaluate its relevance as a result. In most Kingdoms, Fairgrounds ends up serving as supplemental VP in the endgame when you cannot afford a ProvinceProvince.jpg, similar to DuchyDuchy.jpg but giving more VP (provided that you have at least ten different cards in your deck). Less commonly, you can build a deck for which a Fairgrounds scores far more than a ProvinceProvince.jpg, and as a result will primarily score with Fairgrounds.

As with other sources of VP, Fairgrounds is typically best gained once you’re ready to start greening. Unlike many other sources, however, gaining non-essential or even harmful cards (e.g. CurseCurse.jpg) to increase your number of uniques may also be part of this phase; gaining cards solely to increase your unique count before this point is likely to interfere with building efficiently. Similarly, opting not to play your last copy of a one-shot such as a HorseHorse.jpg may also be important. Because Fairgrounds rewards you for every multiple of five uniques, keeping track of how many you have is important for evaluating whether these maneuvers will net VP.

There are several notable cases that increase the variety available for Fairgrounds.

  • Black MarketBlack Market.jpg adds a theoretically almost unlimited number of extra cards, but the number that you actually can and want to buy varies.
  • Shelters and Heirlooms are already in your deck at the beginning of the game, so they are free uniques for Fairgrounds if trashing them is impossible. If it is possible you may need to weigh the potential for greater VP against their detrimental effect on deck control.
  • CastlesCastles.jpg and Prizes are additional cards that you will often want anyway, though it will be impossible to gain all the possible uniques if your opponents are contesting them. Spirits are also generally useful and particularly relevant when all three are available with ExorcistExorcist.jpg.
  • Extra cards like the Bane pile of Young WitchYoung Witch.jpg, PotionPotion.jpg, MercenaryMercenary.jpg, MadmanMadman.jpg, SpoilsSpoils.jpg, HorseHorse.jpg, and split piles add one additional unique, which may matter for Fairgrounds.
  • Ruins add up to five new cards (depending on the composition of the Ruins pile). You would usually rather avoid getting them, but if you gain them from an Attack such as CultistCultist.jpg and cannot trash them they can make your Fairgrounds worth more. Buying them is a line of play that you may employ in the endgame to reach the next threshold of five cards.
  • KnightsKnights.jpg add even more new cards than CastlesCastles.jpg but do not tend to remain in decks as they trash each other, and as a result are not reliably helpful for scoring with Fairgrounds.

Fairgrounds’ possibly asymmetric value to you and your opponents can make it worthwhile to gain copies primarily for the purpose of denying them to your opponents. If, for example, you are relying primarily on ProvinceProvince.jpg to score VP while your opponent’s Fairgrounds are worth 8 VP or more, it may be worth it to deny them some copies, as even if you yourself directly score a smaller amount of VP than they would it reduces the total amount of VP your opponents can score.

MuseumMuseum.jpg naturally synergizes well with Fairgrounds because it also rewards VP for having many different cards in your deck. Wolf DenWolf Den.jpg, on the other hand, makes scoring with Fairgrounds much more difficult because you will get a VP penalty unless you add two copies of every card to your deck. This is sometimes impossible, such as with Shelters and CastlesCastles.jpg, and in other cases at least takes extra resources and hinders your deck control.

[edit] External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.

[edit] Versions

[edit] English versions

Print Digital Text Release Date
Fairgrounds Fairgrounds from Goko/Making Fun Worth 2VP for every 5 differently named cards in your deck (round down). Cornucopia June 2011
Fairgrounds Fairgrounds from Shuffle iT Worth 2VP per 5 differently named cards you have (round down). Guilds & Cornucopia (2017 printing) March 2018

[edit] Other language versions

Language Name Print Digital Text Notes
Czech Tržiště (lit. marketplace)
Dutch Kermisterrein
Finnish Markkinat (lit. fair)
French Champ de foire French language Fairgrounds 2021 from Shuffle iT Vaut 2VP pour chaque 5 cartes de noms différents que vous avez (arrondi inférieurement).
German Festplatz German language Fairgrounds 2019 by ASS Wert 2 VP
für je 5 Karten mit unterschiedlichen Namen im eigenen Kartensatz (abgerundet).
(2019)
one or more other
versions listed here
Festplatz German language Fairgrounds 2021 from Shuffle iT Wert 2VP für je 5 Karten mit unterschiedlichen Namen, die du besitzt (abgerundet).
Italian Mercatino (lit. flea market)
Japanese 品評会 (pron. hinpyō-kai, lit. fair) あなたのカード5種類 (端数切り捨て)につき2VP
Polish Odpust Polish language Fairgrounds Ta karta jest warta 2 VP za każde 5 kart o innych tytułach w twojej talii (zaokrąglając w dół).
Russian Ярмарка (pron. yarmarka, lit. fair)
Spanish Recinto Ferial

[edit] Trivia

Official card art.

[edit] Secret History

I wanted a victory card in the set, because I always do. My ideas list had two cards that seemed especially promising, and the other one fit the hand theme, but it didn't work out. So I put this one in, with no idea that it would end up defining the set. The first version cost $6 and was worth 1VP per 3 differently named cards in your deck. Then it cost $5. Briefly there was, cost $6, worth 1VP for every 2 differently named cards in your deck, other than CopperCopper.jpg and EstateEstate.jpg. John Vogel suggested the formula it actually has. There was some debate about what formula was perfect (especially with Tom Lehmann and Wei-Hwa Huang), but the important thing was, that you had sufficient incentive to collect everything.

[edit] Relevant outtakes

The mentioned outtake eventually got used on Animal FairAnimal Fair.jpg and AdvanceAdvance.jpg.

Before Fairgrounds, I tried a VP card with an alternate cost. Instead of paying for it, you could trash two Action cards from your hand. You don't want to trash your Action cards though, so this didn't end up being very interesting.

[edit] Further development comments

Here are some more formulas that were suggested.

"1VP. Worth +1VP extra for every three differently named (supply) cards in your deck, except for CopperCopper.jpg and EstateEstate.jpg."

This was the last thing they suggested. As Tom said, the goal was to make Fairgrounds change value in more places (while being balanced). It had originally changed every 2 or 3 cards, now it was only changing every 5 cards. This wasn't a priority for me; I just wanted to make sure Fairgrounds was worth going for sometimes, i.e. getting ~15 different cards for. I didn't want the card to be more complex and sure wanted to count non-supply cards, because you know, that's fun.

"1VP per differently named card, minus 10"

Wei-Hwa suggested this, and I played a few games with it. Wei-Hwa ended up deciding it was not actually an improvement. It has a certain charm, and the math is easy. For me it was much more of a real option than these other ones. It didn't work out though.

"Worth 4VP if you have at least 10 differently named cards in your deck, or 5VP if you have 13 or 14, or 6VP if you have 15 or more."

A few people, including Dale, suggested using a chart. This is the simplest chart you could do. I didn't want a chart because I wanted the card to keep getting better in situations where you could get more cards. It feels bad to limit it even if it mostly doesn't change things.

"Worth 1VP for every two differently named cards in your deck, except for EstateEstate.jpg, CopperCopper.jpg, SilverSilver.jpg, Fairgrounds"

I'm not sure if Wei-Hwa suggested this one, but I see it in the file. I was never fond of the list-of-exemptions approach, though I think I suggested the first one (exempting CopperCopper.jpg and EstateEstate.jpg).

There were more suggestions beyond these, but they get progressively less interesting, and I don't think I actually played any of them.

As you can see, some work was put into this simple card! The next time you buy a CurseCurse.jpg to gain points, remember these brave souls.


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