Gear

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  |type2 = Duration
 
  |type2 = Duration
 
  |illustrator = Marco Morte
 
  |illustrator = Marco Morte
  |text =+2 Cards<br/>Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.
+
  |text = '''+2 Cards'''<br/>Set aside up to 2 cards from your hand face down (under this). At the start of your next turn, put them into your hand.
 
}}
 
}}
  
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* If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.
 
* If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.
 
=== Other Rules clarifications ===
 
=== Other Rules clarifications ===
* If you {{Card|Throne Room}} a Gear, but don't set aside cards for both plays of Gear (either setting aside once or no times), you still leave Throne Room in play. The same logic applies to other [[Throne Room variant|Throne Room variants]].
+
* If you {{Card|Throne Room}} a Gear, but only set aside cards once, you still leave Throne Room in play. The same logic applies to other [[Throne Room variant|Throne Room variants]].
  
 
== Strategy ==
 
== Strategy ==
There is no strategy article for Gear, but it has been discussed on the [http://forum.dominionstrategy.com/index.php?topic=14821.0 forum.]
+
[http://forum.dominionstrategy.com/index.php?topic=18911 original article] by aku chi.
  
Gear has quickly risen to fame as the new golden standard for [[Big Money]] strategies. According to simulators, Gear-BigMoney beats {{Card|Wharf}}-BM and {{Card|Jack of all Trades|DoubleJack}}-BM, and has the ability to reach 4 {{Card|Province|Provinces}} in just 12 turns. There has to be an exceptionally strong [[engine]], [[combo]] or [[rush]] strategy on the board in order to be able to beat Gear-BM. The main reason Gear is so strong, compared to similar cards such as {{Card|Courtyard}} and {{Card|Haven}}, is its flexibility. Courtyard looks at more cards, but you're forced to put a card back that doesn't even increase the size of your next hand, and Haven decreases the size of your current hand. Gear, on the other hand, makes it possible to streamline your draws - set aside any extra Gears you have, and any Treasures not needed to hit the next critical price point ({{Cost|6}} if you want Gold, {{Cost|8}} for Province). If you do need all the cards you draw, or just don't want your Gear to miss a reshuffle, just don't set aside any cards with it and you can discard your Gear as if it wasn't actually a [[Duration]].
+
At first glance, Gear looks similar to {{Card|Moat}}: +2 cards and some additional text. But it’s this additional text that enables Gear to provide so much control over your turns, and makes Gear one of the strongest cards in Dominion. Let's look at all the valuable things you can do by setting aside cards with Gear:
  
When playing Gear-BM, it is advised to get your Gears as quickly as possible, opening double Gear if possible (if you open 5/2: cry), and a third one after the first reshuffle. Then, stock up on Silvers and Golds, and you'll be able to start buying Provinces in no time.  
+
* Save excess money from turn to turn.  This is especially important when you only have one buy.  Early on, you can save a Copper to turn a {{Cost|4}} hand into a {{Cost|3}} hand in order to hit {{Cost|5}} on the next turn.  Later in the game, you can save money exceeding {{Cost|8}} so you can buy Provinces more consistently.
 +
* Save an unplayable terminal action for the next turn.  This is especially important in games without villages.
 +
* Improve your starting hand.  You can set aside +card or +action cards that will make your next hand stronger.  This is especially valuable when you have a few powerful draw cards such as {{Card|Scrying Pool}} or {{Card|Storyteller}}.
 +
* Force bad cards to miss the shuffle. If you're about to trigger a shuffle, you can set aside green cards so that you don't draw them in that shuffle.
 +
* Pair up synergistic cards.  Gear can help you pair up your Estates with a good Estate trasher, or Province with {{Card|Tournament}}, or Gold with {{Card|Encampment}}, and more!
  
Gear can also work with other cards and/or outside of Big Money contexts. It is very helpful in aligning cards that go together ({{Card|Tournament}} + {{Card|Province}}, {{Card|Baron}} + {{Card|Estate}}, {{Card|Treasure Map}}), not unlike sifters such as {{Card|Warehouse}} and {{Card|Dungeon}}. In Kingdoms with good engine potential, but no cards that can trash [[Victory]] cards, Gear can essentially hide them away once your engine is running.  Even if there is heavy trashing, Gear can still hide away {{Card|Province|Provinces}}, so that your engine doesn't stall. Gear is also a prime target for {{Event|Lost Arts}}.
+
Let's dive deeper into a couple contexts in which you might use Gear.
  
=== Synergies ===
+
=== Gear in the Early Game ===
 +
Gear is a very strong card with a {{Cost|3}}/{{Cost|4}} opening.  If you draw Gear on turn 3, you're guaranteed to be able to see and play your other opening card on turns 3 or 4.  If your other opening card doesn't draw, you will end turn 4 with an empty deck - having seen all twelve of your cards.  You will be able to freely distribute your deck's total money over these two turns.  If you draw Gear on turn 4, you might have to set aside your other opening card to play on turn 5 (if it's an action you can't play), but you will also have an opportunity to cause 1-2 weak cards to miss your next shuffle.
  
* Cards that depend on each other: {{Card|Tournament}} + Province, {{Card|Baron}} + Estate, {{Card|Treasure Map}}, {{Card|Fool's Gold}}, {{Card|Market Square}} + trasher, {{Card|Tunnel}} + discarder
+
If there is a key {{Cost|2}}-{{Cost|4}} card on the board that you want to open with, consider a Gear opening carefully.  If the key card is non-terminal such as {{Card|Quarry}} or {{Card|Transmogrify}}, Gear is usually a great accompaniment.  However, if you open Gear with a terminal trasher such as {{Card|Chapel}} or {{Card|Steward}}, they might collide on turn 4.  Gear will probably only be worth opening if you can get a cheap village while trashing.
* {{Card|Treasure Trove}} is an amazing Big Money card as well and makes Gear-BM playable even on a 5/2 opening
+
* {{Event|Lost Arts}}
+
  
== Alternate versions ==
+
If there is a key {{Cost|5}} card on the board, Gear + Silver is an excellent opening. So long as Gear is drawn on turn 3 or 4, you are guaranteed to be able to buy a {{Cost|5}} card and (almost always) a {{Cost|4}} or {{Cost|3}} card (perhaps another Gear, if the key {{Cost|5}} card is non-terminal).  You can also open Gear alongside a coin-generating action such as {{Card|Poacher}} or {{Card|Swindler}}, but you run the risk of not hitting {{Cost|5}} on turn 3 or 4 if you draw poorly.  Gear + {{Card|Potion}} is also one of the most reliable ways to hit {{Cost|3P}} on turn 3 or 4.
<gallery>
+
File:GearDigital.jpg|Digital version for [[Dominion Online]]
+
</gallery>
+
  
== Trivia ==
+
In the rare event that there are no kingdom cards costing {{Cost|5}} or less that you want early, double Gear is a good opening.  With a double Gear opening, if you draw Gear on turn 3, you have a good chance to hit {{Cost|6}} on turn 4 for Gold (or something better). If you don't see any Gears on turn 3, you can buy Silver and have a great chance to hit {{Cost|6}} on turn 5.
=== In other languages ===
+
* Dutch: Uitrusting
+
* Finnish: Varusteet
+
* French: Équipement
+
* German: Ausrüstung
+
* Japanese: 道具 (pron. ''dōgu'', lit. ''tools'')
+
  
 +
=== Gear + Money ===
 +
Usually, you will want to play a card-drawing engine, and a few Gears will fit in well.  But, sometimes there is no good engine to build, in which case you should play primarily with Gear and treasures.  This is often the case when there are no villages and no non-terminal draw in the kingdom.  Gear is a very strong card in moneyish strategies, because Gear's money saving and terminal spacing functions give you tremendous control over your turns.
 +
 +
Gear + money strategies benefit most from Estate trashing and treasure gaining, so consider incorporating them into your strategy.  Gear + money's strongest supports are cards and events that can trash Estates with very little lost tempo: {{Card|Trade}}, {{Card|Transmogrify}}, and {{Card|Plan}}.  With strong support, Gear + money can beat slower engines - especially if there are no handsize attacks or alternative VP available.
 +
 +
Non-terminal support cards such as {{Card|Sentry}} or {{Card|Treasure Trove}} are easy to incorporate into a Gear + money strategy.  Because Gear can help space terminal actions, using 3-4 terminal actions is a good rule of thumb for a Gear + money strategy.  Sometimes, Gear is better in a support role with strong terminal actions such as {{Card|Witch}} or {{Card|Haggler}}.  In this role you can use 1-2 copies of Gear along with 2 additional terminal actions.  More often, you will want to combine 2-3 Gears with one copy of a supporting terminal action such as {{Card|Salvager}} or {{Card|Bandit}}.
 +
 +
Sometimes, there aren't any other beneficial kingdom cards.  Unassisted, you should open double Gear hoping to get Gold on turn 4.  You should get a third Gear as soon as you are confident you can get Gold.  With 3 Gears, you should be able to play one Gear each turn pretty consistently and smooth your money to exactly buy Golds (3-4), and then Provinces.  Without support, Gear + money does not get 7+ Provinces very fast, so beware strong alternative VP.
 +
 +
=== Gear Tips ===
 +
Gear is almost always good; buy it, you won't regret it.  Here are a few final Gear tips:
 +
* When playing Gear, if you choose not to set aside any cards, Gear will not stay in play.
 +
* In general, you should set aside all the cards you don't need on a given turn, even if it's just one card.
 +
* When using Gear as your primary source of draw (not recommended if there are alternatives), only save cards with your final Gear.
 +
* When trashing from your deck with cards such as {{Card|Sentry}} or {{Card|Lookout}}, stop using Gear to save cards you want to trash pretty early.
 +
* The cards saved by Gear are not in your hand during opponents' turns, so you can't use saved reactions such as {{Card|Moat}}.
 +
== Versions ==
 +
===English versions===
 +
{| class="wikitable" style="text-align:center;"
 +
! Print !! Digital !! Text !! Release !! Date
 +
|-
 +
| {{CardVersionImage|GearOld|Gear}} || {{CardVersionImage|GearDigitalOld|Gear from Goko/Making Fun}} || '''+2 Cards'''. Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand. || Adventures 1st Edition || April 2015
 +
|-
 +
| {{CardVersionImage|Gear|Gear}} || {{CardVersionImage|GearDigital|Gear from Shuffle iT}} || '''+2 Cards'''. Set aside up to 2 cards from your hand face down (under this). At the start of your next turn, put them into your hand. || Adventures [[Second Edition|2nd Edition]] || August 2017
 +
|}
 +
 +
===Other language versions===
 +
{| class="wikitable" style="text-align:center;"
 +
! Language !! Name !! Print !! Digital !! Text
 +
|-
 +
!Dutch
 +
| Uitrusting || || || 
 +
|-
 +
!Finnish
 +
| Varusteet || || || 
 +
|-
 +
!French
 +
| Équipement || || || 
 +
|-
 +
!German
 +
| Ausrüstung ||{{CardLangVersionImage|German}}|| ||  '''+2 Karten'''<br>Lege bis zu 2 Handkarten verdeckt zur Seite.<br>Zu Beginn deines nächsten Zuges:<br>Nimm die zur Seite gelegten Karten auf die Hand.
 +
|-
 +
!Japanese
 +
| 道具 (pron. ''dōgu'', lit. ''tools'') || || || '''+2 カードを引く'''。 手札から2枚以下を脇に伏せて置く。あなたの次のターンの開始時に、それらを手札に加える。
 +
|-
 +
!Russian
 +
| Снаряжение (pron. ''snaryazhyeniye'') || || || 
 +
|}
 +
 +
== Trivia ==
 +
[[Image:GearArt.jpg|thumb|right|354px|Official card art.]]
 
=== Secret History ===
 
=== Secret History ===
 
{{Quote|Text=I tried a [[Village (card category)|village]] that had you draw two cards, picking one to have this turn and one for next turn. I liked that part but had too many villages. I tried it on a [[Reserve]] card that set aside the top 2 cards of your deck until you wanted them, but if they were duds you'd let them sit there all game and that wasn't the fun part of the concept. I changed it to draw four, pick two for this turn; that was crazy at {{Cost|5}}. Then it was draw 3, save however many you want for next turn, still at {{Cost|5}}; still crazy. In its current shrunk form it was still a card to watch. It doesn't look like much, just +2 Cards something something, but it's got some tricks up its sleeve.
 
{{Quote|Text=I tried a [[Village (card category)|village]] that had you draw two cards, picking one to have this turn and one for next turn. I liked that part but had too many villages. I tried it on a [[Reserve]] card that set aside the top 2 cards of your deck until you wanted them, but if they were duds you'd let them sit there all game and that wasn't the fun part of the concept. I changed it to draw four, pick two for this turn; that was crazy at {{Cost|5}}. Then it was draw 3, save however many you want for next turn, still at {{Cost|5}}; still crazy. In its current shrunk form it was still a card to watch. It doesn't look like much, just +2 Cards something something, but it's got some tricks up its sleeve.

Latest revision as of 08:07, 18 October 2019

Gear
Gear.jpg
Info
Cost $3
Type(s) Action - Duration
Kingdom card? Yes
Set AdventuresAdventures icon.png
Illustrator(s) Marco Morte
Card text
+2 Cards
Set aside up to 2 cards from your hand face down (under this). At the start of your next turn, put them into your hand.

Gear is an Action-Duration card from Adventures. It is a soft terminal draw card that can save other cards in your hand for next turn.

Contents

[edit] FAQ

[edit] Official FAQ

  • You may set aside zero, one, or two cards from your hand. Put them face down under the Gear; you may look at them. They do not have to be cards you drew with Gear.
  • If you set aside zero cards, Gear will be discarded the same turn you played it; if you set aside one or two cards, you put them into your hand at the start of your next turn, and Gear is discarded at the end of that turn.

[edit] Other Rules clarifications

[edit] Strategy

original article by aku chi.

At first glance, Gear looks similar to MoatMoat.jpg: +2 cards and some additional text. But it’s this additional text that enables Gear to provide so much control over your turns, and makes Gear one of the strongest cards in Dominion. Let's look at all the valuable things you can do by setting aside cards with Gear:

  • Save excess money from turn to turn. This is especially important when you only have one buy. Early on, you can save a Copper to turn a $4 hand into a $3 hand in order to hit $5 on the next turn. Later in the game, you can save money exceeding $8 so you can buy Provinces more consistently.
  • Save an unplayable terminal action for the next turn. This is especially important in games without villages.
  • Improve your starting hand. You can set aside +card or +action cards that will make your next hand stronger. This is especially valuable when you have a few powerful draw cards such as Scrying PoolScrying Pool.jpg or StorytellerStoryteller.jpg.
  • Force bad cards to miss the shuffle. If you're about to trigger a shuffle, you can set aside green cards so that you don't draw them in that shuffle.
  • Pair up synergistic cards. Gear can help you pair up your Estates with a good Estate trasher, or Province with TournamentTournament.jpg, or Gold with EncampmentEncampment.jpg, and more!

Let's dive deeper into a couple contexts in which you might use Gear.

[edit] Gear in the Early Game

Gear is a very strong card with a $3/$4 opening. If you draw Gear on turn 3, you're guaranteed to be able to see and play your other opening card on turns 3 or 4. If your other opening card doesn't draw, you will end turn 4 with an empty deck - having seen all twelve of your cards. You will be able to freely distribute your deck's total money over these two turns. If you draw Gear on turn 4, you might have to set aside your other opening card to play on turn 5 (if it's an action you can't play), but you will also have an opportunity to cause 1-2 weak cards to miss your next shuffle.

If there is a key $2-$4 card on the board that you want to open with, consider a Gear opening carefully. If the key card is non-terminal such as QuarryQuarry.jpg or TransmogrifyTransmogrify.jpg, Gear is usually a great accompaniment. However, if you open Gear with a terminal trasher such as ChapelChapel.jpg or StewardSteward.jpg, they might collide on turn 4. Gear will probably only be worth opening if you can get a cheap village while trashing.

If there is a key $5 card on the board, Gear + Silver is an excellent opening. So long as Gear is drawn on turn 3 or 4, you are guaranteed to be able to buy a $5 card and (almost always) a $4 or $3 card (perhaps another Gear, if the key $5 card is non-terminal). You can also open Gear alongside a coin-generating action such as PoacherPoacher.jpg or SwindlerSwindler.jpg, but you run the risk of not hitting $5 on turn 3 or 4 if you draw poorly. Gear + PotionPotion.jpg is also one of the most reliable ways to hit $3P on turn 3 or 4.

In the rare event that there are no kingdom cards costing $5 or less that you want early, double Gear is a good opening. With a double Gear opening, if you draw Gear on turn 3, you have a good chance to hit $6 on turn 4 for Gold (or something better). If you don't see any Gears on turn 3, you can buy Silver and have a great chance to hit $6 on turn 5.

[edit] Gear + Money

Usually, you will want to play a card-drawing engine, and a few Gears will fit in well. But, sometimes there is no good engine to build, in which case you should play primarily with Gear and treasures. This is often the case when there are no villages and no non-terminal draw in the kingdom. Gear is a very strong card in moneyish strategies, because Gear's money saving and terminal spacing functions give you tremendous control over your turns.

Gear + money strategies benefit most from Estate trashing and treasure gaining, so consider incorporating them into your strategy. Gear + money's strongest supports are cards and events that can trash Estates with very little lost tempo: TradeTrade.jpg, TransmogrifyTransmogrify.jpg, and PlanPlan.jpg. With strong support, Gear + money can beat slower engines - especially if there are no handsize attacks or alternative VP available.

Non-terminal support cards such as SentrySentry.jpg or Treasure TroveTreasure Trove.jpg are easy to incorporate into a Gear + money strategy. Because Gear can help space terminal actions, using 3-4 terminal actions is a good rule of thumb for a Gear + money strategy. Sometimes, Gear is better in a support role with strong terminal actions such as WitchWitch.jpg or HagglerHaggler.jpg. In this role you can use 1-2 copies of Gear along with 2 additional terminal actions. More often, you will want to combine 2-3 Gears with one copy of a supporting terminal action such as SalvagerSalvager.jpg or BanditBandit.jpg.

Sometimes, there aren't any other beneficial kingdom cards. Unassisted, you should open double Gear hoping to get Gold on turn 4. You should get a third Gear as soon as you are confident you can get Gold. With 3 Gears, you should be able to play one Gear each turn pretty consistently and smooth your money to exactly buy Golds (3-4), and then Provinces. Without support, Gear + money does not get 7+ Provinces very fast, so beware strong alternative VP.

[edit] Gear Tips

Gear is almost always good; buy it, you won't regret it. Here are a few final Gear tips:

  • When playing Gear, if you choose not to set aside any cards, Gear will not stay in play.
  • In general, you should set aside all the cards you don't need on a given turn, even if it's just one card.
  • When using Gear as your primary source of draw (not recommended if there are alternatives), only save cards with your final Gear.
  • When trashing from your deck with cards such as SentrySentry.jpg or LookoutLookout.jpg, stop using Gear to save cards you want to trash pretty early.
  • The cards saved by Gear are not in your hand during opponents' turns, so you can't use saved reactions such as MoatMoat.jpg.

[edit] Versions

[edit] English versions

Print Digital Text Release Date
Gear Gear from Goko/Making Fun +2 Cards. Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand. Adventures 1st Edition April 2015
Gear Gear from Shuffle iT +2 Cards. Set aside up to 2 cards from your hand face down (under this). At the start of your next turn, put them into your hand. Adventures 2nd Edition August 2017

[edit] Other language versions

Language Name Print Digital Text
Dutch Uitrusting
Finnish Varusteet
French Équipement
German Ausrüstung German language Gear +2 Karten
Lege bis zu 2 Handkarten verdeckt zur Seite.
Zu Beginn deines nächsten Zuges:
Nimm die zur Seite gelegten Karten auf die Hand.
Japanese 道具 (pron. dōgu, lit. tools) +2 カードを引く。 手札から2枚以下を脇に伏せて置く。あなたの次のターンの開始時に、それらを手札に加える。
Russian Снаряжение (pron. snaryazhyeniye)

[edit] Trivia

Official card art.

[edit] Secret History

I tried a village that had you draw two cards, picking one to have this turn and one for next turn. I liked that part but had too many villages. I tried it on a Reserve card that set aside the top 2 cards of your deck until you wanted them, but if they were duds you'd let them sit there all game and that wasn't the fun part of the concept. I changed it to draw four, pick two for this turn; that was crazy at $5. Then it was draw 3, save however many you want for next turn, still at $5; still crazy. In its current shrunk form it was still a card to watch. It doesn't look like much, just +2 Cards something something, but it's got some tricks up its sleeve.


Cards $2 Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg $3 AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg $4 DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg $5 ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg $6 HirelingHireling.jpg
Events $0 AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg $1 SaveSave.jpg $2 Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg $3 BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg $4 MissionMission.jpgPilgrimagePilgrimage.jpg $5 BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg $6 Lost ArtsLost Arts.jpgTrainingTraining.jpg $7 InheritanceInheritance.jpg $8 PathfindingPathfinding.jpg
Combos and Counters Baron/InheritanceCounting House/Travelling FairGuide/OutpostRoyal Carriage/BridgeGuide vs MilitiaLibrary vs RelicSwamp Hag vs Goons
Other concepts DurationReserveTokensTraveller
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 HaremHarem.jpgNoblesNobles.jpg
Removed cards: $2 Secret ChamberSecret Chamber.jpg $3 Great HallGreat Hall.jpg $4 CoppersmithCoppersmith.jpgScoutScout.jpg $5 SaboteurSaboteur.jpgTributeTribute.jpg
Seaside $2 EmbargoEmbargo.jpgHavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 CaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgNavigatorNavigator.jpgPirate ShipPirate Ship.jpgSalvagerSalvager.jpgSea HagSea Hag.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgExplorerExplorer.jpgGhost ShipGhost Ship.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.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 LoanLoan.jpgTrade RouteTrade Route.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgMonumentMonument.jpgQuarryQuarry.jpgTalismanTalisman.jpgWorker's VillageWorker's Village.jpg $5 CityCity.jpgContrabandContraband.jpgCounting HouseCounting House.jpgMintMint.jpgMountebankMountebank.jpgRabbleRabble.jpgRoyal SealRoyal Seal.jpgVaultVault.jpgVentureVenture.jpg $6 GoonsGoons.jpgHoardHoard.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
Cornucopia $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
Hinterlands $2 CrossroadsCrossroads.jpgDuchessDuchess.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgOasisOasis.jpgOracleOracle.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNoble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpg $5 CacheCache.jpgCartographerCartographer.jpgEmbassyEmbassy.jpgHagglerHaggler.jpgHighwayHighway.jpgIll-Gotten GainsIll-Gotten Gains.jpgInnInn.jpgMandarinMandarin.jpgMargraveMargrave.jpgStablesStables.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.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
Guilds $2 Candlestick MakerCandlestick Maker.jpg $2plus StonemasonStonemason.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 AdvisorAdvisor.jpgPlazaPlaza.jpgTaxmanTaxman.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgJourneymanJourneyman.jpgMerchant GuildMerchant Guild.jpgSoothsayerSoothsayer.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.jpgThe Field's GiftThe Field's Gift.jpgThe Flame's GiftThe Flame's Gift.jpgThe Forest's GiftThe Forest's Gift.jpgThe Moon's GiftThe Moon's Gift.jpgThe Mountain's GiftThe Mountain's Gift.jpgThe River's GiftThe River's Gift.jpgThe Sea's GiftThe Sea's Gift.jpgThe Sky's GiftThe Sky's Gift.jpgThe Sun's GiftThe Sun's Gift.jpgThe Swamp's GiftThe Swamp's Gift.jpgThe Wind's GiftThe 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
Promo $3 Black MarketBlack Market.jpgChurchChurch.jpg $4 DismantleDismantle.jpgEnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg $5 GovernorGovernor.jpgStashStash.jpg $6 CaptainCaptain.jpg $8 PrincePrince.jpg
Events: $5 SummonSummon.jpg
Base Cards $0 CopperCopper-new.jpgCurseCurse-new.jpg $2 EstateEstate-new.jpg $3 SilverSilver-new.jpg $4 PotionPotion-new.jpg $5 DuchyDuchy-new.jpg $6 GoldGold-new.jpg $8 ProvinceProvince-new.jpg $9 PlatinumPlatinum-new.jpg $11 ColonyColony-new.jpg
See also: Second EditionOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
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