Hinterlands

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'''Hinterlands''' is the sixth Dominion expansion, released in October 2011. The box contains 26 sets of Kingdom Cards. The basic theme of the set is cards that either have or cause effects when you buy or gain them. Hinterlands is a popular expansion, offering a nice balance of [[engine]], [[Big Money]], and [[Alt-VP|alternate VP]] cards.
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'''Hinterlands''' is the sixth Dominion expansion, released in October 2011. The box contains 26 sets of [[Kingdom]] cards. The basic theme of the set is cards that either have or cause effects when you buy or gain them. Hinterlands offers a balance of [[engine]], [[Big Money]], and [[Alt-VP|alternate VP]] cards. Since it was originally conceived as a standalone, Hinterlands was deliberately kept on the simpler side, but the "when you gain/buy" mechanic introduced makes the set compelling to novice and experienced players alike.
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The release of Hinterlands is perceived to have pushed Dominion strategy away from heavily streamlined, small-deck [[Action]] engines and toward navigating bulky decks: it emphasizes [[sifter|sifting]] and [[gainer#Silver gainers|Silver-gaining]], and has no cards that [[trash]] more than one card at a time. Hinterlands also emphasizes diversity in [[Kingdom]] [[card types]]: it is the only expansion to contain multiple [[Treasure]]s, [[Reaction]]s, and [[Victory]] cards.
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== Contents ==
 
== Contents ==
=== Kingdom Cards ===
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=== Kingdom cards ===
 
* {{Cost|2}}: {{Card|Crossroads}}, {{Card|Duchess}}, {{Card|Fool's Gold}}  
 
* {{Cost|2}}: {{Card|Crossroads}}, {{Card|Duchess}}, {{Card|Fool's Gold}}  
 
* {{Cost|3}}: {{Card|Develop}}, {{Card|Oasis}}, {{Card|Oracle}}, {{Card|Scheme}}, {{Card|Tunnel}}  
 
* {{Cost|3}}: {{Card|Develop}}, {{Card|Oasis}}, {{Card|Oracle}}, {{Card|Scheme}}, {{Card|Tunnel}}  
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* {{Cost|6}}: {{Card|Border Village}}, {{Card|Farmland}}
 
* {{Cost|6}}: {{Card|Border Village}}, {{Card|Farmland}}
  
== Additional Rules ==
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== Additional rules ==
* Many cards in Hinterlands do something "when you gain" or "when you buy" that card or another card. "When you buy" only happens when you buy a card, but "when you gain" happens both when you gain a card directly, such as with {{Card|Border Village}}, and when you gain a card that you have bought.  When you buy a card, you first buy it, then gain it; so for example if you buy {{Card|Noble Brigand}} and have {{Card|Trader}} in hand, you first resolve what Noble Brigand does when you buy it, and then you can choose to use Trader's "when you [would] gain" ability. You can sometimes buy a card without gaining it, such as by using Trader to gain {{Card|Silver}} instead, or due to the [[Alchemy|Dominion: Alchemy]] card {{Card|Possession}}. You can also sometimes gain cards when it is not your turn. The player that "when you buy" things happen for is the player who paid for the card, and the player that "when you gain" things happen for is the player who actually gained the card. "When you gain this" happens directly after you gain the card; the card will be in your discard pile already (or wherever else it was put) when you resolve that ability.
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* Many cards in Hinterlands do something "when you gain" or "when you buy" that card or another card.
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** When you buy a card, you first buy it, then gain it. So, for example, if you have {{Card|Haggler}} in play and buy {{Card|Embassy}}, you first resolve {{Card|Haggler|Haggler's}} "when you buy" ability, then gain {{Card|Embassy}}, then resolve {{Card|Embassy|Embassy's}} "when you gain" ability.
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** When you gain a card without buying it, "when you gain" abilities will still happen, but "when you buy" abilities will not.
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** "When you gain this" happens directly after you gain the card; the card will be in your discard pile already (or wherever else it was put) when you resolve that ability.
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** When playing a card, its "when you gain/buy" abilities no longer do anything.
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** You can sometimes buy a card without gaining it, such as by using {{Card|Trader}} to gain {{Card|Silver}} instead. You can also sometimes gain cards when it is not your turn.
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** The player that "when you buy" things happen for is the player who paid for the card, and the player that "when you gain" things happen for is the player who actually gained the card. Those are normally the same person, but can be different, for example due to the {{Set|Alchemy|Dominion: Alchemy}} card {{Card|Possession}}.
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* Examples:
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** You buy {{Card|Border Village}}. You gain it. Its ability happens; you gain a cheaper card. You choose to gain {{Card|Cache}}. {{Card|Cache|Cache's}} "when you gain this" ability then happens, and you gain 2 {{Card|Copper|Coppers}}.
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** You buy {{Card|Farmland}}. Its ability happens; you choose to trash an {{Card|Estate}} from your hand and gain a {{Card|Noble Brigand}}. {{Card|Noble Brigand}} has a "when you buy this" ability, but you did not buy it, so that ability does not do anything. Then you gain the {{Card|Farmland}}.
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** You play {{Card|Border Village}}. You get +1 Card and +2 Actions. You do not gain a card; that only happens when you gain {{Card|Border Village}}, not when you play it.
  
== Flavor Text ==  
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== Flavor ==  
 
{{Quote|
 
{{Quote|
 
  |Text=The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.
 
  |Text=The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.
 
 
  |Name=[[Donald X. Vaccarino]]
 
  |Name=[[Donald X. Vaccarino]]
  |Source=[http://www.riograndegames.com/games.html?id=396 the Dominion rulebook]
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  |Source=[http://riograndegames.com/Game/396-Dominion-Hinterlands the Dominion rulebook]
 
}}
 
}}
== Cards Gallery ==
 
{{CardImage|Crossroads}}{{CardImage|Duchess}}{{CardImage|Fool's_Gold}}{{CardImage|Develop}}{{CardImage|Oasis}}{{CardImage|Oracle}}{{CardImage|Scheme}}{{CardImage|Tunnel}}{{CardImage|Jack_of_all_Trades}}{{CardImage|Noble_Brigand}}{{CardImage|Nomad_Camp}}{{CardImage|Silk_Road}}{{CardImage|Spice_Merchant}}{{CardImage|Trader}}{{CardImage|Cache}}{{CardImage|Cartographer}}{{CardImage|Embassy}}{{CardImage|Haggler}}{{CardImage|Highway}}{{CardImage|Ill-Gotten_Gains}}{{CardImage|Inn}}{{CardImage|Mandarin}}{{CardImage|Margrave}}{{CardImage|Stables}}{{CardImage|Border_Village}}{{CardImage|Farmland}}
 
  
== Impact of Hinterlands ==
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== Cards gallery ==
Hinterlands is a good mix of more advanced play and beginner-friendly cards.  Since it was originally conceived as a standalone, it was deliberately kept on the simpler side, but the when-gain mechanic introduced makes the set compelling to novice and experienced players alike.
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{{CardImage|Crossroads}}{{CardImage|Duchess}}{{CardImage|Fool's Gold}}{{CardImage|Develop}}{{CardImage|Oasis}}{{CardImage|Oracle}}{{CardImage|Scheme}}{{CardImage|Tunnel}}{{CardImage|Jack of All Trades}}{{CardImage|Noble Brigand}}{{CardImage|Nomad Camp}}{{CardImage|Silk Road}}{{CardImage|Spice Merchant}}{{CardImage|Trader}}{{CardImage|Cache}}{{CardImage|Cartographer}}{{CardImage|Embassy}}{{CardImage|Haggler}}{{CardImage|Highway}}{{CardImage|Ill-Gotten Gains}}{{CardImage|Inn}}{{CardImage|Mandarin}}{{CardImage|Margrave}}{{CardImage|Stables}}{{CardImage|Border Village}}{{CardImage|Farmland}}
  
The release of Hinterlands is perceived as having pushed the strategic center of gravity of Dominion away from heavily streamlined small-deck Action engines toward strategies based on navigating bulky decks: it emphasizes [[sifter|sifting]] and [[gainer#Silver gainers|Silver-gaining]], and has no cards that can trash more than one card at a time.
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== Reception and impact ==
 
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=== Reviews ===
Hinterlands also emphasizes the diversity of Kingdom [[card types]]: it is the only expansion to contain more than one [[Treasure]], more than one [[Reaction]], ''and'' more than one [[Victory]] card among its Kingdom cards.
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Here are some articles and reviews of Hinterlands:
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* [http://forum.dominionstrategy.com/index.php?topic=356.0 Hinterlands Speculation]
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* [http://forum.dominionstrategy.com/index.php?topic=801.0 Staggered Release Discussion]
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* [http://forum.dominionstrategy.com/index.php?topic=823.0 Full List Leak Discussion]
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* [http://forum.dominionstrategy.com/index.php?topic=947.0 Three Sentence Overviews].
  
 
=== Engines ===
 
=== Engines ===
Hinterlands introduced a number of cards which are popular in building engines. Some of these include:
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Hinterlands introduced a number of cards which are popular in building [[engine]]s:
* {{Card|Scheme}} - Allows you the ability to top-deck actions played last turn.
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* {{Card|Scheme}}: Allows you the ability to top-deck actions played last turn.
* {{Card|Highway}} - The {{Card|Bridge}}-effect encourages megaturn strategies.
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* {{Card|Highway}}: [[Cost reduction]] encourages megaturn strategies.
* {{Card|Crossroads}} - The card is a cheap source of +Actions.
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* {{Card|Crossroads}}: The card is a cheap source of +Actions.
* {{Card|Border Village}} - Allows you to gain both a [[Village (Card type)|village]] and a power {{Cost|5}} card.
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* {{Card|Border Village}}: Allows you to gain both a [[Village (Card type)|village]] and a powerful card costing {{Cost|5}}.
* {{Card|Haggler}} - Acts as a pseudo +Buy, giving you a cheaper extra card (perhaps a [[cantrip]] or [[Village (Card type)|village]]) to go with your main purchase.
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* {{Card|Haggler}}: Acts as a pseudo +Buy, giving you a cheaper extra card (perhaps a [[cantrip]] or [[Village (Card type)|village]]) to go with your main purchase. It also lets you continue to build while buying Victory cards.
* {{Card|Cartographer}} - A [[cantrip]] which allows you to sift through your deck to ensure you hit your key cards.
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* {{Card|Inn}}: A [[Village (Card type)|village]] which is particularly good when much of the deck is discarded, to play multiple Actions in the same turn.
* {{Card|Inn}} - A [[Village (Card type)|village]] which is particularly good when much of the deck is discarded, to play multiple actions in the same turn.
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=== Big Money ===
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=== Big money ===
The expansion offered three cards which are relatively effective for [[Big Money]] strategies.
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The expansion offered three cards which are relatively effective for [[big money]] strategies:
* {{Card|Jack of all Trades}} is a solid BM card because of its ability to both gain {{Card|Silver}} and trash your starting Estates or Curses.  
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* {{Card|Jack of All Trades}}: A solid big money card because of its ability to both gain {{Card|Silver}} and trash your starting {{Card|Estate|Estates}} or {{Card|Curse|Curses}}.  
* {{Card|Embassy}} offers a combination of both large draw and sifting ability.  
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* {{Card|Embassy}}: A card that combines large [[terminal draw]] and [[Sifter|sifting]].  
* {{Card|Oracle}} offers weak draw, but offsets that somewhat with its attack and sifting ability.
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* {{Card|Oracle}}: A weak draw card, offset somewhat by its [[Attack]] and sifting ability.
  
 
=== Rushes ===
 
=== Rushes ===
Hinterlands has two cards which will often lead to rush strategies.
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Hinterlands has two cards which will often lead to [[rush]] strategies:
* {{Card|Silk Road}} - An easy rush option with {{Card|Workshop}} or {{Card|Ironworks}}. The card gains a lot of power with the presence of cheap alternate VP such as {{Card|Tunnel}} or {{Card|Mill}}.
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* {{Card|Silk Road}}: An easy rush option with {{Card|Workshop}} or {{Card|Ironworks}}. The card gains a lot of power with the presence of cheap [[Alt-VP|alternate VP]] such as {{Card|Tunnel}} or {{Card|Mill}}.
* {{Card|Ill-Gotten Gains}} - Another popular rush target, finishing off the IGG's will typically empty the {{Card|Curse}} pile at the same time. {{Card|Estate}} or {{Card|Duchy}} are typically the third pile to be finished in these rushes.
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* {{Card|Ill-Gotten Gains}}: Finishing off the {{Card|Ill-Gotten Gains}} pile will typically empty the {{Card|Curse}} pile at the same time. {{Card|Estate}} or {{Card|Duchy}} is typically the third pile to be emptied in these rushes.
  
 
=== Silver ===
 
=== Silver ===
There seems to be a consensus in the Dominion community that Hinterlands increased the importance of {{Card|Silver}} relative to the other expansions.
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There seems to be a consensus in the Dominion community that Hinterlands increased the importance of {{Card|Silver}} relative to the other expansions:
* {{Card|Jack of all Trades}} - Displayed the power of gaining silver for simple [[Big Money]] strategies.
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* {{Card|Jack of All Trades}}: Displayed the power of gaining {{Card|Silver}} for simple [[big money]] strategies.
* {{Card|Trader}} - Showed the potential of flooding one's deck with Silver.  
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* {{Card|Trader}}: Showed the potential of flooding your deck with {{Card|Silver}}.  
* {{Card|Silk Road}} - A way to easily gain Silver is often all that is needed to enable a Silk Road rush.
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* {{Card|Silk Road}}: A way to easily gain {{Card|Silver}} is often all that is needed to enable a Silk Road rush.
  
 
=== "Fixes" ===
 
=== "Fixes" ===
 
Hinterlands introduced cards that can, in a broad sense, be considered "better" versions of earlier cards - that is, an attempt was made to "fix" what seemed to be problems with the original cards.
 
Hinterlands introduced cards that can, in a broad sense, be considered "better" versions of earlier cards - that is, an attempt was made to "fix" what seemed to be problems with the original cards.
* {{Card|Noble Brigand}} - A "better" {{Card|Thief}}, since it doesn't trash {{Card|Copper}} (and in fact distributes them), and gives {{Coin}} - however, it cannot gain more exotic [[Treasure|Treasures]] (Thief was later removed from the [[Base set]] for the revised edition)
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* {{Card|Noble Brigand}}: A "better" {{Card|Thief}}, since it doesn't trash {{Card|Copper}} (and in fact distributes them), and gives [[virtual coin]]. However, it cannot gain more exotic [[Treasure]]s. (Thief was later [[removed]] from the {{Set|Dominion|Base set}} and replaced with another "fix", {{Card|Bandit}}.)
* {{Card|Spice Merchant}} - A "better" {{Card|Moneylender}}, it is more flexible, both in what it can trash, and what it does after trashing, though it does not field as much {{Coin}}
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* {{Card|Spice Merchant}}: A "better" {{Card|Moneylender}}, that is more flexible, both in what it can trash, and what it does after trashing, though it does not give as much +{{Coin}}.
* {{Card|Cartographer}} - A "better" {{Card|Scout}}, it discards from your deck instead of drawing [[Victory card|Victory cards]], and also draws a card, though it costs more (Scout was later removed from [[Intrigue]] for the revised editions)
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* {{Card|Cartographer}}: A "better" {{Card|Scout}}, it discards from your deck instead of drawing [[Victory card]]s, and also draws a card, though it costs more. (Scout was later removed from {{Card|Intrigue}}.)
* {{Card|Highway}} - A "better" {{Card|Bridge}}, it brings costs down much more easily given its [[cantrip]] nature (and thus is much better for tricks requiring cost-reduction), but is more expensive, can't be [[Throne Room variant|Throned]], and does not give +Buy
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* {{Card|Highway}}: A "better" {{Card|Bridge}}, it brings costs down much more easily given its [[cantrip]] nature (and thus is much better for tricks requiring cost-reduction), but is more expensive, can't be [[Throne Room variant|Throned]], and does not give [[+Buy]].
  
== Hinterlands Theme ==
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== Theme ==
Game designer Donald X. offered some insight into some themes of the set [http://forum.dominionstrategy.com/index.php?topic=1818.msg28889#msg28889 here].
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Game designer [[Donald X.]] offered some insight into some themes of the set [http://forum.dominionstrategy.com/index.php?topic=1818.msg28889#msg28889 here].
* 9 Effects when gained/bought: Noble Brigand, Nomad Camp, Cache, Embassy, Ill-Gotten Gains, Inn, Mandarin, Border Village, Farmland
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* 9 effects when gained/bought: {{Card|Noble Brigand}}, {{Card|Nomad Camp}}, {{Card|Cache}}, {{Card|Embassy}}, {{Card|Ill-Gotten Gains}}, {{Card|Inn}}, {{Card|Mandarin}}, {{Card|Border Village}}, {{Card|Farmland}}
* 4 Other interaction with gain/buy: Duchess, Fool's Gold, Trader, Haggler
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* 4 other interaction with gain/buy: {{Card|Duchess}}, {{Card|Fool's Gold}}, {{Card|Trader}}, {{Card|Haggler}}
* 7 Victory/Treasure/Reaction: Fool's Gold, Tunnel, Silk Road, Trader, Cache, Ill-Gotten Gains, Farmland
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* 7 [[Victory]]/[[Treasure]]/[[Reaction]]: {{Card|Fool's Gold}}, {{Card|Tunnel}}, {{Card|Silk Road}}, {{Card|Trader}}, {{Card|Cache}}, {{Card|Ill-Gotten Gains}}, {{Card|Farmland}}
* 4 Interact with Victory cards: Crossroads, Duchess, Fool's Gold, Silk Road
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* 4 interact with Victory cards: {{Card|Crossroads}}, {{Card|Duchess}}, {{Card|Fool's Gold}}, {{Card|Silk Road}}
* 8 Card filtering: Oasis, Oracle, Jack of all Trades, Cartographer, Embassy, Inn, Margrave, Stables
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* 8 card [[Sifter|filtering]]: {{Card|Oasis}}, {{Card|Oracle}}, {{Card|Jack of All Trades}}, {{Card|Cartographer}}, {{Card|Embassy}}, {{Card|Inn}}, {{Card|Margrave}}, {{Card|Stables}}
  
 
== Trivia ==
 
== Trivia ==
 
[[Image:HinterlandsArt.jpg|thumb|right|500px|Official box art.]]
 
[[Image:HinterlandsArt.jpg|thumb|right|500px|Official box art.]]
Hinterlands was the first expansion to not feature any new illustrators, and so far only one other set ({{Set|Adventures}}) hasn't.
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Hinterlands and {{Set|Adventures}} are the only expansions to not feature any new illustrators.
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=== In other languages ===
 
=== In other languages ===
 
* Czech: Vzdálené kraje (lit. ''outlying counties'')
 
* Czech: Vzdálené kraje (lit. ''outlying counties'')
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* Spanish: Comarcas (lit. ''regions'')
 
* Spanish: Comarcas (lit. ''regions'')
  
=== Secret History ===
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=== Secret history ===
{{Quote|Text=Originally, there were just some cards. One day I split up the cards into a main set and two expansions. I divided the expansion cards by themes; the first expansion got one-shots, decision cards, and cards with two types, while the second expansion got cards that did something on your next turn and cards that did something when you gained them.
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{{Quote|Text=Originally, there were just some cards. One day I split up the cards into a main set and two expansions. I divided the expansion cards by themes; the first expansion got [[one-shot]]s, decision cards, and cards with two [[type]]s, while the second expansion got cards that [[Duration|did something on your next turn]] and cards that did something when you gained them.
<br /><br />
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When I showed the game to RGG, I had five expansions. During development of the main game, I briefly tried out the expansions in 16-card versions. As part of doing this, I split up the second expansion into two expansions - one for the next turn theme, another for the right now theme. Both themes seemed good enough to support an expansion. Later, when I turned everything back into 20-card expansions (which became 25 during work on [[Intrigue]]), I kept those two themes separated. The next turn theme came out as the actual second expansion, [[Seaside]], and now finally we have come to the when-you-gain-this expansion.
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When I showed the game to [[RGG]], I had five expansions. During development of the main game, I briefly tried out the expansions in 16-card versions. As part of doing this, I split up the second expansion into two expansions - one for the next turn theme, another for the right now theme. Both themes seemed good enough to support an expansion. Later, when I turned everything back into 20-card expansions (which became 25 during work on {{Set|Intrigue}}), I kept those two themes separated. The next turn theme came out as the actual second expansion, {{Card|Seaside}}, and now finally we have come to the when-you-gain-this expansion.
<br /><br />
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A few of these cards date back to 2006, and the original expansion with both themes. More are from when I split up the themes, then more got added to get back up to 25, and of course some cards are more recent, due to the usual process of getting rid of duds and trying new things.
 
A few of these cards date back to 2006, and the original expansion with both themes. More are from when I split up the themes, then more got added to get back up to 25, and of course some cards are more recent, due to the usual process of getting rid of duds and trying new things.
<br /><br />
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For most of its life, this has been an ordinary expansion. For a while there though, I was thinking maybe it would be good to do another standalone. There are various virtures to standalones; someone else can talk them up, as I know there are other people who will argue against them. Anyway it seemed good to me. And so for a bit I focused on trying to make sure the set wasn't as complex as the couple sets before it. It gets some simplicity from the when-gain theme, although some of those cards still look complicated because they need text for both the normal and when-gain abilities. This focus helped protect a few of the simpler cards, and then late in the going Jay decided it would be a normal expansion after all. So the set is 300 cards, with no tokens or anything, and had that extra push towards simplicity, which is nice. And for those of you who were wondering, this is also why the rulebook has an unprecedented number of recommended sets of 10.
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For most of its life, this has been an ordinary expansion. For a while there though, I was thinking maybe it would be good to do another standalone. There are various virtures to standalones; someone else can talk them up, as I know there are other people who will argue against them. Anyway it seemed good to me. And so for a bit I focused on trying to make sure the set wasn't as complex as the couple sets before it. It gets some simplicity from the when-gain theme, although some of those cards still look complicated because they need text for both the normal and when-gain abilities. This focus helped protect a few of the simpler cards, and then late in the going [[Jay Tummelson|Jay]] decided it would be a normal expansion after all. So the set is 300 cards, with no [[token]]s or anything, and had that extra push towards simplicity, which is nice. And for those of you who were wondering, this is also why the rulebook has an unprecedented number of recommended sets of 10.
<br /><br />
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Some of you are thinking, simplicity lol. No really; whatever strategic complexity the set has, it does have some simple, easy-to-play cards; it's simpler than [[Prosperity]] but more complex than [[Seaside]]. You can sit a new player down with {{Card|Nomad Camp}} and {{Card|Crossroads}} and so forth and while they may not know what they're doing, they won't be confused by their cards.
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Some of you are thinking, simplicity lol. No really; whatever strategic complexity the set has, it does have some simple, easy-to-play cards; it's simpler than {{Set|Prosperity}} but more complex than {{Card|Seaside}}. You can sit a new player down with {{Card|Nomad Camp}} and {{Card|Crossroads}} and so forth and while they may not know what they're doing, they won't be confused by their cards.
<br /><br />
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The when-gain theme was always the focus of the set. A few of the cards are when-buy instead; this was necessary, as I will explain for those cards. I have a few cards that latch onto when-gain from different angles, rather than just doing something when you gain them. And then, when-gain abilities are good fits for victory cards and treasure cards, so the set got three of each. Some of the victory cards died and were replaced by other ones without when-gain abilities, but there are three, see for yourself. With three victory cards and three treasures it seemed cool to have three reactions, and towards the end I managed to squeeze in a third one.
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The when-gain theme was always the focus of the set. A few of the cards are when-buy instead; this was necessary, as I will explain for those cards. I have a few cards that latch onto when-gain from different angles, rather than just doing something when you gain them. And then, when-gain abilities are good fits for [[victory]] cards and [[treasure]] cards, so the set got three of each. Some of the victory cards died and were replaced by other ones without when-gain abilities, but there are three, see for yourself. With three victory cards and three treasures it seemed cool to have three [[reaction]]s, and towards the end I managed to squeeze in a third one.
<br /><br />
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Some of you who are word people or have internet access may note that one meaning of "hinterlands" is, the land behind the coast. So even the flavor is a complement to Seaside.
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Some of you who are word people or have internet access may note that one meaning of "hinterlands" is, the land behind the coast. So even the flavor is a complement to {{Card|Seaside}}.
<br /><br />
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|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
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  |Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands cards]
 
  |Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands cards]
 
}}
 
}}
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=== Retrospective ===
 
=== Retrospective ===
 
{{Quote|
 
{{Quote|
|Text=Odds are I wasn't going to be so unhappy with this one either, given how recent it is. The one thing I can say is, I thought the set was simpler than people think it is, and I would be strongly tempted to simplify it a little given that I know people think it's complex. Basically make it a little more like the standalone it didn't end up being. To that end the obv. changes are to drop the reactions from {{Card|Fool's Gold}} and {{Card|Trader}}, to drop the above-line text on {{Card|Duchess}} (just leave it +{{Cost|2}}), and make a version of {{Card|Ill-Gotten Gains|IGG}} that just has {{Cost|1}} or {{Cost|2}} on the top. Possibly either {{Card|Inn}} or {{Card|Mandarin}} could change, I like them both as-is but they would be some of the wordiest cards left at that point. {{Card|Noble Brigand}} is wordy but it needs those words. Probably all of these changes sound awful to you, dear reader, but that's the way of the world. It's hard to see the value in the simplicity I'd gain, but there really is value there. Anyway I went with the more complex versions and it's not so bad that I did.
+
|Text=Odds are I wasn't going to be so unhappy with this one either, given how recent it is. The one thing I can say is, I thought the set was simpler than people think it is, and I would be strongly tempted to simplify it a little given that I know people think it's complex. Basically make it a little more like the standalone it didn't end up being. To that end the obv. changes are to drop the [[reaction]]s from {{Card|Fool's Gold}} and {{Card|Trader}}, to drop the above-line text on {{Card|Duchess}} (just leave it +{{Cost|2}}), and make a version of {{Card|Ill-Gotten Gains|IGG}} that just has {{Cost|1}} or {{Cost|2}} on the top. Possibly either {{Card|Inn}} or {{Card|Mandarin}} could change, I like them both as-is but they would be some of the wordiest cards left at that point. {{Card|Noble Brigand}} is wordy but it needs those words. Probably all of these changes sound awful to you, dear reader, but that's the way of the world. It's hard to see the value in the simplicity I'd gain, but there really is value there. Anyway I went with the more complex versions and it's not so bad that I did.
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]
 
}}
 
}}
  
== Recommended Sets of 10 ==
+
== Recommended sets of 10 ==
=== Hinterlands Only ===
+
=== Hinterlands only ===
 
{{Kingdom|Cache|Crossroads|Develop|Haggler|Jack of all Trades|Margrave|Nomad Camp|Oasis|Spice Merchant|Stables|imgwidth = 150|title = Introduction}}
 
{{Kingdom|Cache|Crossroads|Develop|Haggler|Jack of all Trades|Margrave|Nomad Camp|Oasis|Spice Merchant|Stables|imgwidth = 150|title = Introduction}}
 
{{Kingdom|Border Village|Cartographer|Develop|Duchess|Farmland|Ill-Gotten Gains|Noble Brigand|Silk Road|Stables|Trader|imgwidth = 150|title = Fair Trades}}
 
{{Kingdom|Border Village|Cartographer|Develop|Duchess|Farmland|Ill-Gotten Gains|Noble Brigand|Silk Road|Stables|Trader|imgwidth = 150|title = Fair Trades}}
Line 169: Line 182:
 
{{Kingdom|Flag Bearer|Lackeys|Mountain Village|Silk Merchant|Spices|Cartographer|Develop|Farmland|Haggler|Spice Merchant|project1 = Silos|imgwidth = 150|title = Sweetened Deals}}
 
{{Kingdom|Flag Bearer|Lackeys|Mountain Village|Silk Merchant|Spices|Cartographer|Develop|Farmland|Haggler|Spice Merchant|project1 = Silos|imgwidth = 150|title = Sweetened Deals}}
 
{{Kingdom|Ducat|Patron|Scepter|Seer|Swashbuckler|Cache|Crossroads|Noble Brigand|Oasis|Trader|project1 = Barracks|project2 = Guildhall|imgwidth = 150|title = A Penny Saved}}
 
{{Kingdom|Ducat|Patron|Scepter|Seer|Swashbuckler|Cache|Crossroads|Noble Brigand|Oasis|Trader|project1 = Barracks|project2 = Guildhall|imgwidth = 150|title = A Penny Saved}}
 
== Hinterlands on DS.com and F.DS.com ==
 
=== Dominion Strategy Forums ===
 
* [http://forum.dominionstrategy.com/index.php?topic=356.0 Hinterlands Speculation]
 
* [http://forum.dominionstrategy.com/index.php?topic=801.0 Staggered Release Discussion]
 
* [http://forum.dominionstrategy.com/index.php?topic=823.0 Full List Leak Discussion]
 
* [http://forum.dominionstrategy.com/index.php?topic=947.0 Three Sentence Overviews].
 
  
 
{{Navbox Hinterlands}}
 
{{Navbox Hinterlands}}
 
{{Template:Navbox expansions}}
 
{{Template:Navbox expansions}}

Revision as of 23:53, 11 March 2020

Hinterlands
Hinterlands.jpg
Hinterlands2.jpg
Info
Type Expansion
Icon Hinterlands icon.png
Cards 300
266 (26 sets)
26
8
Theme(s) On-buy/gain effects
Release October 2011
Cover artist Ryan Laukat
Official Rulebook PDF

Hinterlands is the sixth Dominion expansion, released in October 2011. The box contains 26 sets of Kingdom cards. The basic theme of the set is cards that either have or cause effects when you buy or gain them. Hinterlands offers a balance of engine, Big Money, and alternate VP cards. Since it was originally conceived as a standalone, Hinterlands was deliberately kept on the simpler side, but the "when you gain/buy" mechanic introduced makes the set compelling to novice and experienced players alike.

The release of Hinterlands is perceived to have pushed Dominion strategy away from heavily streamlined, small-deck Action engines and toward navigating bulky decks: it emphasizes sifting and Silver-gaining, and has no cards that trash more than one card at a time. Hinterlands also emphasizes diversity in Kingdom card types: it is the only expansion to contain multiple Treasures, Reactions, and Victory cards.

Contents

Contents

Kingdom cards

Additional rules

  • Many cards in Hinterlands do something "when you gain" or "when you buy" that card or another card.
    • When you buy a card, you first buy it, then gain it. So, for example, if you have HagglerHaggler.jpg in play and buy EmbassyEmbassy.jpg, you first resolve Haggler'sHaggler.jpg "when you buy" ability, then gain EmbassyEmbassy.jpg, then resolve Embassy'sEmbassy.jpg "when you gain" ability.
    • When you gain a card without buying it, "when you gain" abilities will still happen, but "when you buy" abilities will not.
    • "When you gain this" happens directly after you gain the card; the card will be in your discard pile already (or wherever else it was put) when you resolve that ability.
    • When playing a card, its "when you gain/buy" abilities no longer do anything.
    • You can sometimes buy a card without gaining it, such as by using TraderTrader.jpg to gain SilverSilver.jpg instead. You can also sometimes gain cards when it is not your turn.
    • The player that "when you buy" things happen for is the player who paid for the card, and the player that "when you gain" things happen for is the player who actually gained the card. Those are normally the same person, but can be different, for example due to the Dominion: AlchemyAlchemy.jpg card PossessionPossession.jpg.
  • Examples:
    • You buy Border VillageBorder Village.jpg. You gain it. Its ability happens; you gain a cheaper card. You choose to gain CacheCache.jpg. Cache'sCache.jpg "when you gain this" ability then happens, and you gain 2 CoppersCopper.jpg.
    • You buy FarmlandFarmland.jpg. Its ability happens; you choose to trash an EstateEstate.jpg from your hand and gain a Noble BrigandNoble Brigand.jpg. Noble BrigandNoble Brigand.jpg has a "when you buy this" ability, but you did not buy it, so that ability does not do anything. Then you gain the FarmlandFarmland.jpg.
    • You play Border VillageBorder Village.jpg. You get +1 Card and +2 Actions. You do not gain a card; that only happens when you gain Border VillageBorder Village.jpg, not when you play it.

Flavor

The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.


Cards gallery

Crossroads.jpgDuchess.jpgFool's Gold.jpgDevelop.jpgOasis.jpgOracle.jpgScheme.jpgTunnel.jpgJack of All Trades.jpgNoble Brigand.jpgNomad Camp.jpgSilk Road.jpgSpice Merchant.jpgTrader.jpgCache.jpgCartographer.jpgEmbassy.jpgHaggler.jpgHighway.jpgIll-Gotten Gains.jpgInn.jpgMandarin.jpgMargrave.jpgStables.jpgBorder Village.jpgFarmland.jpg

Reception and impact

Reviews

Here are some articles and reviews of Hinterlands:

Engines

Hinterlands introduced a number of cards which are popular in building engines:

  • SchemeScheme.jpg: Allows you the ability to top-deck actions played last turn.
  • HighwayHighway.jpg: Cost reduction encourages megaturn strategies.
  • CrossroadsCrossroads.jpg: The card is a cheap source of +Actions.
  • Border VillageBorder Village.jpg: Allows you to gain both a village and a powerful card costing $5.
  • HagglerHaggler.jpg: Acts as a pseudo +Buy, giving you a cheaper extra card (perhaps a cantrip or village) to go with your main purchase. It also lets you continue to build while buying Victory cards.
  • InnInn.jpg: A village which is particularly good when much of the deck is discarded, to play multiple Actions in the same turn.

Big money

The expansion offered three cards which are relatively effective for big money strategies:

Rushes

Hinterlands has two cards which will often lead to rush strategies:

Silver

There seems to be a consensus in the Dominion community that Hinterlands increased the importance of SilverSilver.jpg relative to the other expansions:

"Fixes"

Hinterlands introduced cards that can, in a broad sense, be considered "better" versions of earlier cards - that is, an attempt was made to "fix" what seemed to be problems with the original cards.

  • Noble BrigandNoble Brigand.jpg: A "better" ThiefThief.jpg, since it doesn't trash CopperCopper.jpg (and in fact distributes them), and gives virtual coin. However, it cannot gain more exotic Treasures. (Thief was later removed from the Base setDominion.jpg and replaced with another "fix", BanditBandit.jpg.)
  • Spice MerchantSpice Merchant.jpg: A "better" MoneylenderMoneylender.jpg, that is more flexible, both in what it can trash, and what it does after trashing, though it does not give as much +$.
  • CartographerCartographer.jpg: A "better" ScoutScout.jpg, it discards from your deck instead of drawing Victory cards, and also draws a card, though it costs more. (Scout was later removed from IntrigueIntrigue.jpg.)
  • HighwayHighway.jpg: A "better" BridgeBridge.jpg, it brings costs down much more easily given its cantrip nature (and thus is much better for tricks requiring cost-reduction), but is more expensive, can't be Throned, and does not give +Buy.

Theme

Game designer Donald X. offered some insight into some themes of the set here.

Trivia

Official box art.

Hinterlands and AdventuresAdventures.jpg are the only expansions to not feature any new illustrators.

In other languages

  • Czech: Vzdálené kraje (lit. outlying counties)
  • Dutch: Het Achterland
  • Finnish: Rajaseudut (lit. border regions)
  • French: L'Arrière-Pays (lit. inland countries)
  • German: Hinterland
  • Italian: Nuovi orizzonti (lit. new horizons)
  • Japanese: 異郷 (pron. ikyō, lit. strange land)
  • Polish: W głąb lądu (note: as referred to in Polish Empires rulebook)
  • Russian: Окраины (pron. okrainy, lit. outskirts)
  • Spanish: Comarcas (lit. regions)

Secret history

Originally, there were just some cards. One day I split up the cards into a main set and two expansions. I divided the expansion cards by themes; the first expansion got one-shots, decision cards, and cards with two types, while the second expansion got cards that did something on your next turn and cards that did something when you gained them.

When I showed the game to RGG, I had five expansions. During development of the main game, I briefly tried out the expansions in 16-card versions. As part of doing this, I split up the second expansion into two expansions - one for the next turn theme, another for the right now theme. Both themes seemed good enough to support an expansion. Later, when I turned everything back into 20-card expansions (which became 25 during work on IntrigueIntrigue.jpg), I kept those two themes separated. The next turn theme came out as the actual second expansion, SeasideSeaside.jpg, and now finally we have come to the when-you-gain-this expansion.

A few of these cards date back to 2006, and the original expansion with both themes. More are from when I split up the themes, then more got added to get back up to 25, and of course some cards are more recent, due to the usual process of getting rid of duds and trying new things.

For most of its life, this has been an ordinary expansion. For a while there though, I was thinking maybe it would be good to do another standalone. There are various virtures to standalones; someone else can talk them up, as I know there are other people who will argue against them. Anyway it seemed good to me. And so for a bit I focused on trying to make sure the set wasn't as complex as the couple sets before it. It gets some simplicity from the when-gain theme, although some of those cards still look complicated because they need text for both the normal and when-gain abilities. This focus helped protect a few of the simpler cards, and then late in the going Jay decided it would be a normal expansion after all. So the set is 300 cards, with no tokens or anything, and had that extra push towards simplicity, which is nice. And for those of you who were wondering, this is also why the rulebook has an unprecedented number of recommended sets of 10.

Some of you are thinking, simplicity lol. No really; whatever strategic complexity the set has, it does have some simple, easy-to-play cards; it's simpler than ProsperityProsperity.jpg but more complex than SeasideSeaside.jpg. You can sit a new player down with Nomad CampNomad Camp.jpg and CrossroadsCrossroads.jpg and so forth and while they may not know what they're doing, they won't be confused by their cards.

The when-gain theme was always the focus of the set. A few of the cards are when-buy instead; this was necessary, as I will explain for those cards. I have a few cards that latch onto when-gain from different angles, rather than just doing something when you gain them. And then, when-gain abilities are good fits for victory cards and treasure cards, so the set got three of each. Some of the victory cards died and were replaced by other ones without when-gain abilities, but there are three, see for yourself. With three victory cards and three treasures it seemed cool to have three reactions, and towards the end I managed to squeeze in a third one.

Some of you who are word people or have internet access may note that one meaning of "hinterlands" is, the land behind the coast. So even the flavor is a complement to SeasideSeaside.jpg.


Retrospective

Odds are I wasn't going to be so unhappy with this one either, given how recent it is. The one thing I can say is, I thought the set was simpler than people think it is, and I would be strongly tempted to simplify it a little given that I know people think it's complex. Basically make it a little more like the standalone it didn't end up being. To that end the obv. changes are to drop the reactions from Fool's GoldFool's Gold.jpg and TraderTrader.jpg, to drop the above-line text on DuchessDuchess.jpg (just leave it +$2), and make a version of IGGIll-Gotten Gains.jpg that just has $1 or $2 on the top. Possibly either InnInn.jpg or MandarinMandarin.jpg could change, I like them both as-is but they would be some of the wordiest cards left at that point. Noble BrigandNoble Brigand.jpg is wordy but it needs those words. Probably all of these changes sound awful to you, dear reader, but that's the way of the world. It's hard to see the value in the simplicity I'd gain, but there really is value there. Anyway I went with the more complex versions and it's not so bad that I did.


Recommended sets of 10

Hinterlands only

Introduction [images]
Cache Crossroads Develop Haggler Jack of all Trades
Cache.jpg Crossroads.jpg Develop.jpg Haggler.jpg Jack of All Trades.jpg
Margrave.jpg Nomad Camp.jpg Oasis.jpg Spice Merchant.jpg Stables.jpg
Margrave Nomad Camp Oasis Spice Merchant Stables
Fair Trades [images]
Border Village Cartographer Develop Duchess Farmland
Border Village.jpg Cartographer.jpg Develop.jpg Duchess.jpg Farmland.jpg
Ill-Gotten Gains.jpg Noble Brigand.jpg Silk Road.jpg Stables.jpg Trader.jpg
Ill-Gotten Gains Noble Brigand Silk Road Stables Trader
Bargains [images]
Border Village Cache Duchess Fool's Gold Haggler
Border Village.jpg Cache.jpg Duchess.jpg Fool's Gold.jpg Haggler.jpg
Highway.jpg Nomad Camp.jpg Scheme.jpg Spice Merchant.jpg Trader.jpg
Highway Nomad Camp Scheme Spice Merchant Trader
Gambits [images]
Cartographer Crossroads Embassy Inn Jack of all Trades
Cartographer.jpg Crossroads.jpg Embassy.jpg Inn.jpg Jack of All Trades.jpg
Mandarin.jpg Nomad Camp.jpg Oasis.jpg Oracle.jpg Tunnel.jpg
Mandarin Nomad Camp Oasis Oracle Tunnel

Hinterlands & Dominion

Highway Robbery [images]
Cellar Library Moneylender Throne Room Workshop
Cellar.jpg Library.jpg Moneylender.jpg Throne Room.jpg Workshop.jpg
Highway.jpg Inn.jpg Margrave.jpg Noble Brigand.jpg Oasis.jpg
Highway Inn Margrave Noble Brigand Oasis
Adventures Abroad [images]
Festival Laboratory Remodel Sentry Vassal
Festival.jpg Laboratory.jpg Remodel.jpg Sentry.jpg Vassal.jpg
Crossroads.jpg Farmland.jpg Fool's Gold.jpg Oracle.jpg Spice Merchant.jpg
Crossroads Farmland Fool's Gold Oracle Spice Merchant

Hinterlands & Intrigue

Money for Nothing [images]
Replace Patrol Pawn Shanty Town Torturer
Replace.jpg Patrol.jpg Pawn.jpg Shanty Town.jpg Torturer.jpg
Cache.jpg Cartographer.jpg Jack of All Trades.jpg Silk Road.jpg Tunnel.jpg
Cache Cartographer Jack of all Trades Silk Road Tunnel
The Duke's Ball [images]
Conspirator Duke Harem Masquerade Upgrade
Conspirator.jpg Duke.jpg Harem.jpg Masquerade.jpg Upgrade.jpg
Duchess.jpg Haggler.jpg Inn.jpg Noble Brigand.jpg Scheme.jpg
Duchess Haggler Inn Noble Brigand Scheme

Hinterlands & Seaside

Travelers [images]
Cutpurse Island Lookout Merchant Ship Warehouse
Cutpurse.jpg Island.jpg Lookout.jpg Merchant Ship.jpg Warehouse.jpg
Cartographer.jpg Crossroads.jpg Farmland.jpg Silk Road.jpg Stables.jpg
Cartographer Crossroads Farmland Silk Road Stables
Diplomacy [images]
Ambassador Bazaar Caravan Embargo Smugglers
Ambassador.jpg Bazaar.jpg Caravan.jpg Embargo.jpg Smugglers.jpg
Embassy.jpg Farmland.jpg Ill-Gotten Gains.jpg Noble Brigand.jpg Trader.jpg
Embassy Farmland ill-Gotten Gains Noble Brigand Trader

Hinterlands & Alchemy

Schemes and Dreams [images]
Apothecary Apprentice Herbalist Philosopher's Stone Transmute
Apothecary.jpg Apprentice.jpg Herbalist.jpg Philosopher's Stone.jpg Transmute.jpg
Duchess.jpg Fool's Gold.jpg Ill-Gotten Gains.jpg Jack of All Trades.jpg Scheme.jpg
Duchess Fool's Gold Ill-Gotten Gains Jack of all Trades Scheme
Landscapes and Additional Cards
Potion
Potion.jpg
Wine Country [images]
Apprentice Familiar Golem University Vineyard
Apprentice.jpg Familiar.jpg Golem.jpg University.jpg Vineyard.jpg
Crossroads.jpg Farmland.jpg Haggler.jpg Highway.jpg Nomad Camp.jpg
Crossroads Farmland Haggler Highway Nomad Camp
Landscapes and Additional Cards
Potion
Potion.jpg

Hinterlands & Prosperity

Instant Gratification [images]
Bishop Expand Hoard Mint Watchtower
Bishop.jpg Expand.jpg Hoard.jpg Mint.jpg Watchtower.jpg
Farmland.jpg Haggler.jpg Ill-Gotten Gains.jpg Noble Brigand.jpg Trader.jpg
Farmland Haggler Ill-Gotten Gains Noble Brigand Trader
Treasure Trove [images]
Bank Monument Royal Seal Trade Route Venture
Bank.jpg Monument.jpg Royal Seal.jpg Trade Route.jpg Venture.jpg
Cache.jpg Develop.jpg Fool's Gold.jpg Ill-Gotten Gains.jpg Mandarin.jpg
Cache Develop Fool's Gold Ill-Gotten Gains Mandarin

Hinterlands & Cornucopia

Blue Harvest [images]
Hamlet Horn of Plenty Horse Traders Jester Tournament
Hamlet.jpg Horn of Plenty.jpg Horse Traders.jpg Jester.jpg Tournament.jpg
Fool's Gold.jpg Mandarin.jpg Noble Brigand.jpg Trader.jpg Tunnel.jpg
Fool's Gold Mandarin Noble Brigand Trader Tunnel
Traveling Circus [images]
Fairgrounds Farming Village Hunting Party Jester Menagerie
Fairgrounds.jpg Farming Village.jpg Hunting Party.jpg Jester.jpg Menagerie.jpg
Border Village.jpg Embassy.jpg Fool's Gold.jpg Nomad Camp.jpg Oasis.jpg
Border Village Embassy Fool's Gold Nomad Camp Oasis

Hinterlands & Dark Ages

Far From Home [images]
Cartographer Develop Embassy Fool's Gold Haggler
Cartographer.jpg Develop.jpg Embassy.jpg Fool's Gold.jpg Haggler.jpg
Beggar.jpg Count.jpg Feodum.jpg Marauder.jpg Wandering Minstrel.jpg
Beggar Count Feodum Marauder Wandering Minstrel
Landscapes and Additional Cards
Ruins
Abandoned Mine.jpg
Expeditions [images]
Crossroads Farmland Highway Spice Merchant Tunnel
Crossroads.jpg Farmland.jpg Highway.jpg Spice Merchant.jpg Tunnel.jpg
Altar.jpg Catacombs.jpg Ironmonger.jpg Poor House.jpg Storeroom.jpg
Altar Catacombs Ironmonger Poor House Storeroom

Hinterlands & Guilds

Exchanges [images]
Butcher Herald Masterpiece Soothsayer Stonemason
Butcher.jpg Herald.jpg Masterpiece.jpg Soothsayer.jpg Stonemason.jpg
Border Village.jpg Develop.jpg Ill-Gotten Gains.jpg Stables.jpg Trader.jpg
Border Village Develop Ill-Gotten Gains Stables Trader
Road to Riches [images]
Advisor Baker Candlestick Maker Journeyman Merchant Guild
Advisor.jpg Baker.jpg Candlestick Maker.jpg Journeyman.jpg Merchant Guild.jpg
Crossroads.jpg Farmland.jpg Highway.jpg Spice Merchant.jpg Tunnel.jpg
Crossroads Farmland Highway Spice Merchant Tunnel

Hinterlands & Adventures

Traders and Raiders [images]
Haunted Woods Lost City Page Port Wine Merchant
Haunted Woods.jpg Lost City.jpg Page.jpg Port.jpg Wine Merchant.jpg
Develop.jpg Farmland.jpg Haggler.jpg Spice Merchant.jpg Trader.jpg
Develop Farmland Haggler Spice Merchant Trader
Landscapes and Additional Cards
Raid
Raid.jpg
Journeys [images]
Bridge Troll Distant Lands Giant Guide Ranger
Bridge Troll.jpg Distant Lands.jpg Giant.jpg Guide.jpg Ranger.jpg
Cartographer.jpg Crossroads.jpg Highway.jpg Inn.jpg Silk Road.jpg
Cartographer Crossroads Highway Inn Silk Road
Landscapes and Additional Cards
Expedition Inheritance
Expedition.jpg Inheritance.jpg

Hinterlands & Empires

Simple Plans [images]
Catapult Forum Patrician Temple Villa
Catapult.jpg Forum.jpg Patrician.jpg Temple.jpg Villa.jpg
Border Village.jpg Develop.jpg Haggler.jpg Ill-Gotten Gains.jpg Stables.jpg
Border Village Develop Haggler Ill-Gotten Gains Stables
Landscapes and Additional Cards
Donate Labyrinth
Donate.jpg Labyrinth.jpg
Expansion [images]
Castles Charm Encampment Engineer Legionary
Castles.jpg Charm.jpg Encampment.jpg Engineer.jpg Legionary.jpg
Cache.jpg Farmland.jpg Highway.jpg Spice Merchant.jpg Tunnel.jpg
Cache Farmland Highway Spice Merchant Tunnel
Landscapes and Additional Cards
Battlefield Fountain
Battlefield.jpg Fountain.jpg

Hinterlands & Nocturne

Search Party [images]
Cobbler Conclave Druid Faithful Hound Werewolf
Cobbler.jpg Conclave.jpg Druid.jpg Faithful Hound.jpg Werewolf.jpg
Cartographer.jpg Highway.jpg Inn.jpg Oasis.jpg Scheme.jpg
Cartographer Highway Inn Oasis Scheme
Landscapes and Additional Cards
Boons Hexes
Boon-back.jpg Hex-back.jpg
Boons for Druid
The Mountain's Gift The Sky's Gift The Sun's Gift
The Mountain's Gift.jpg The Sky's Gift.jpg The Sun's Gift.jpg
Counting Sheep [images]
Bard Crypt Leprechaun Pooka Shepherd
Bard.jpg Crypt.jpg Leprechaun.jpg Pooka.jpg Shepherd.jpg
Crossroads.jpg Farmland.jpg Haggler.jpg Noble Brigand.jpg Tunnel.jpg
Crossroads Farmland Haggler Noble Brigand Tunnel
Landscapes and Additional Cards
Boons Hexes
Boon-back.jpg Hex-back.jpg

Hinterlands & Renaissance

Sweetened Deals [images]
Flag Bearer Lackeys Mountain Village Silk Merchant Spices
Flag Bearer.jpg Lackeys.jpg Mountain Village.jpg Silk Merchant.jpg Spices.jpg
Cartographer.jpg Develop.jpg Farmland.jpg Haggler.jpg Spice Merchant.jpg
Cartographer Develop Farmland Haggler Spice Merchant
Landscapes and Additional Cards
Silos
Silos.jpg
A Penny Saved [images]
Ducat Patron Scepter Seer Swashbuckler
Ducat.jpg Patron.jpg Scepter.jpg Seer.jpg Swashbuckler.jpg
Cache.jpg Crossroads.jpg Noble Brigand.jpg Oasis.jpg Trader.jpg
Cache Crossroads Noble Brigand Oasis Trader
Landscapes and Additional Cards
Barracks Guildhall
Barracks.jpg Guildhall.jpg


Hinterlands
Cards $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
Combos and Counters Trader/Feodum
Other concepts When gain
Dominion Products
Sets DominionIntrigueSeasideAlchemyProsperityCornucopia & GuildsHinterlandsDark AgesAdventures • EmpiresNocturneRenaissanceMenagerieAlliesPlunderRising SunPromo
Collections Big BoxSpecial Edition (German) • Alchemy & Cornucopia (Japanese, German, Dutch)
Accessories Base CardsUpdate PacksPlay Mat • Base Cards MatCollectors CaseDominion Chest
Retired Products CornucopiaGuilds
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