Hinterlands

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|cards = 300
 
|cards = 300
|kingdomcards = 266
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|kingdomcards = 266 (1st) / 264 (2nd)
 
|kingdomsets = 26
 
|kingdomsets = 26
 
|randomizers = 26
 
|randomizers = 26
|blankcards = 8
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|blankcards = 8 (1st) / 10 (2nd)
  
|theme = On-buy/gain effects
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|theme =  
|release = October 2011
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*On-gain/buy effects
|rulebook = http://www.riograndegames.com/uploads/Game/Game_396_gameRules.pdf
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*Reactions
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*Filtering
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|release = October 2011 (1st) / July 2022 (2nd)
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|coverartist = [[Ryan Laukat]] (1st), [[Marcel-André Casasola Merkle]] (2nd)
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|rulebook = https://www.riograndegames.com/wp-content/uploads/2022/05/Hinterlands2nd.pdf
 
}}
 
}}
  
Hinterlands is the 6th Dominion expansion, released in October 2011. 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, [[BM]], and alternate VP cards.
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'''Hinterlands''' is the sixth [[Dominion]] [[Expansions|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 [[second edition]] of Hinterlands was released in July 2022. It contains 9 new sets of Kingdom cards, which are also available on their own as an [[Update_Packs#Dominion:_Hinterlands_Update_Pack|update pack]], to allow existing Hinterlands sets to be updated to the second-edition form.
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The 2011 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 enable you to [[thin]] your deck by more than one card at a time. Hinterlands also emphasizes diversity in [[Kingdom]] [[card types]], being the only expansion whose Kingdom cards include multiple [[Treasure]]s, [[Reaction]]s, and [[Victory]] cards; in the second edition, [[Donald X.]] shifted the focus toward Reaction cards specifically, of which Hinterlands now has six.
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== Contents ==
 
== Contents ==
=== Basic Supply Cards ===
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=== Kingdom cards, second edition ===
* Hinterlands is only an expansion, so no Basic Supply Cards are included.
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Cards with an asterisk (*) were added in the second edition.
=== Kingdom Cards ===
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{{Cost|2}} {{Card|Crossroads}}, {{Card|Duchess}}, {{Card|Fool's Gold}}
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<br>{{Cost|3}} {{Card|Develop}}, {{Card|Oasis}}, {{Card|Oracle}}, {{Card|Scheme}}, {{Card|Tunnel}}
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<br>{{Cost|4}} {{Card|Jack of all Trades}}, {{Card|Noble Brigand}}, {{Card|Nomad Camp}}, {{Card|Silk Road}}, {{Card|Spice Merchant}}, {{Card|Trader}}
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<br>{{Cost|5}} {{Card|Cache}}, {{Card|Cartographer}}, {{Card|Embassy}}, {{Card|Haggler}}, {{Card|Highway}}, {{Card|Ill-Gotten Gains}}, {{Card|Inn}}, {{Card|Mandarin}}, {{Card|Margrave}}, {{Card|Stables}} 
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<br>{{Cost|6}} {{Card|Border Village}}, {{Card|Farmland}}
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=== Additional Materials ===
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* {{Cost|2}}: {{Card|Crossroads}}, {{Card|Fool's Gold}}
* None
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* {{Cost|3}}: {{Card|Develop}}, {{Card|Guard Dog}}*, {{Card|Oasis}}, {{Card|Scheme}}, {{Card|Tunnel}}
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* {{Cost|4}}: {{Card|Jack of All Trades}}, {{Card|Nomads}}*, {{Card|Spice Merchant}}, {{Card|Trader}}, {{Card|Trail}}*, {{Card|Weaver}}*
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* {{Cost|5}}: {{Card|Berserker}}*, {{Card|Cartographer}}, {{Card|Cauldron}}*, {{Card|Haggler}}, {{Card|Highway}}, {{Card|Inn}}, {{Card|Margrave}}, {{Card|Souk}}*, {{Card|Stables}}, {{Card|Wheelwright}}*, {{Card|Witch's Hut}}*
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* {{Cost|6}}: {{Card|Border Village}}, {{Card|Farmland}}
  
== Flavor Text ==  
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=== Removed first-edition Kingdom cards ===
{{Quote|
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These cards were included in the first edition, and [[Removed cards|removed]] from the second edition.
|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.
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* {{Cost|2}}: {{Card|Duchess}}
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* {{Cost|3}}: {{Card|Oracle}}
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* {{Cost|4}}: {{Card|Noble Brigand}}, {{Card|Nomad Camp}}, {{Card|Silk Road}}
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* {{Cost|5}}: {{Card|Cache}}, {{Card|Embassy}}, {{Card|Ill-Gotten Gains}}, {{Card|Mandarin}}
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<br>
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== Additional second-edition rules ==
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=== When Gained ===
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* Many cards in Hinterlands do something "when you [[gain]]" that card or another card.
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** You can gain a card by gaining it directly, such as with {{Card|Workshop}}, or by buying it.
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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" ability no longer does anything.
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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|Souk}}. Souk's "when you gain this" ability happens, and you may [[trash]] up to 2 cards from your hand.
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** You play {{Card|Haggler}}, then buy Border Village, gaining it. Its ability happens and you gain a {{Card|Duchy}}. Haggler's ability also happens, and you choose to gain another Haggler for gaining the Border Village. Haggler doesn't give you another card for gaining the Duchy or the Haggler, since Haggler only cares about you gaining cards that you bought.
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** You play Border Village. You get +1 Card and +2 Action. You do not gain a card; that only happens when you gain Border Village, not when you play it.
  
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=== When Discarded ===
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* Hinterlands has three cards that can do something when discarded: {{Card|Trail}}, {{Card|Tunnel}}, and {{Card|Weaver}}.
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** You cannot simply choose to [[discard]] these cards; something has to let you or make you discard them, to activate those abilities. The key thing to look for is a card actually telling you to "discard" cards.
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** These abilities can happen on your own turn (such as due to {{Card|Oasis}}), or on someone else's (such as due to {{Card|Margrave}}). They do not happen in [[Clean-up]], when you normally discard all of your played and unplayed cards.
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** These abilities work when the card is discarded from anywhere - for example, from your hand (such as due to {{Card|Oasis}}) or from your deck (such as due to {{Card|Cartographer}}), or from being in [[Exile]] (a {{Mat|Exile|mat}} from {{Set|Menagerie|Dominion: Menagerie}}).
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** If the card would not necessarily be [[reveal]]ed (such as when discarding multiple cards to {{Card|Cartographer}}), you have to reveal it to make the ability happen.
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** These abilities are optional, even if the card was already revealed for some other reason.
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** These abilities do not function if cards are put into your discard pile without being discarded, such as when you gain a card, or when your deck is put into your discard pile (such as with {{Card|Messenger}} from {{Set|Adventures|Dominion: Adventures}}).
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** These abilities only happen once per time the card is discarded - you can't discard one {{Card|Tunnel}} and reveal it twice for two {{Card|Gold|Golds}}.
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** If you discard multiple cards at once (e.g. to {{Card|Margrave}}), they are all discarded at once, and then the abilities happen one at a time. This means for example that if you discard two {{Card|Trail|Trails}} to a Margrave, and playing the first Trail causes you to [[shuffle]], you won't be able to reveal the second Trail (as it's lost in your deck at that point).
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{| class="mw-collapsible mw-collapsed"
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| <h2> Additional first-edition rules </h2>
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|-
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|<ul>
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<li> Many cards in Hinterlands do something "when you gain" or "when you buy" that card or another card.
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:<li> When you buy a card, you first buy it, then gain it. So, for example, if you have {{Card|Haggler|oi=2}} in play and buy {{Card|Embassy}}, you first resolve {{Card|Haggler|oi=2|Haggler's}} "when you buy" ability, then gain {{Card|Embassy}}, then resolve {{Card|Embassy|Embassy's}} "when you gain" ability.
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:<li> 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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:<li> "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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:<li> When playing a card, its "when you gain/buy" abilities no longer do anything.
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:<li> You can sometimes buy a card without gaining it, such as by using {{Card|Trader|oi=2}} to gain {{Card|Silver}} instead. You can also sometimes gain cards when it is not your turn.
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:<li> 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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<li> Examples:
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:<li> 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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:<li> You buy {{Card|Farmland|oi=2}}. 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|oi=2}}.
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:<li> 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.
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</ul>
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|}
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== Flavor text ==
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{{Quote|
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|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 to be 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=[https://www.riograndegames.com/games/dominion-hinterlands/ Rio Grande Games]
 
}}
 
}}
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== Cards gallery ==
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=== Kingdom cards ===
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{{CardImage|Crossroads}}{{CardImage|Fool's Gold}}{{CardImage|Develop}}{{CardImage|Guard Dog}}{{CardImage|Oasis}}{{CardImage|Scheme}}{{CardImage|Tunnel}}{{CardImage|Jack of All Trades}}{{CardImage|Nomads}}{{CardImage|Spice Merchant}}{{CardImage|Trader}}{{CardImage|Trail}}{{CardImage|Weaver}}{{CardImage|Berserker}}{{CardImage|Cartographer}}{{CardImage|Cauldron}}{{CardImage|Haggler}}{{CardImage|Highway}}{{CardImage|Inn}}{{CardImage|Margrave}}{{CardImage|Souk}}{{CardImage|Stables}}{{CardImage|Wheelwright}}{{CardImage|Witch's Hut}}{{CardImage|Border Village}}{{CardImage|Farmland}}
  
== Impact of Hinterlands ==
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=== Removed cards ===
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{{CardImage|Duchess}}{{CardImage|Oracle}}{{CardImage|Noble Brigand}}{{CardImage|Nomad Camp}}{{CardImage|Silk Road}}{{CardImage|Cache}}{{CardImage|Embassy}}{{CardImage|Ill-Gotten Gains}}{{CardImage|Mandarin}}
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== Impact ==
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=== Reviews ===
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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 [[BM]] 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 (strategy)|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|Great Hall}}.
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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|Gardens}} 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 [[BM]] 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]]s
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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_cards|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 {{nowrap|+{{Coin}}.}}
* {{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
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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 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 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 ==
=== Secret History ===
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{{OfficialArt|second-edition|n=Hinterlands2|b=1|l=1}}
{{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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{{OfficialArt|first-edition|b=1|l=1}}
<br /><br />
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Hinterlands was the first expansion to not feature any new illustrators.
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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<br /><br />
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The Hinterlands first-edition box art is one of the available backgrounds in [[Dominion Online]].
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=== In other languages ===
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* Czech: Vzdálené kraje (lit. ''outlying counties'')
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* Dutch: Het Achterland
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* Finnish: Rajaseudut (lit. ''border regions'')
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* French: L'Arrière-Pays (lit. ''inland countries'')
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* German: Hinterland
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* Italian: Nuovi orizzonti (lit. ''new horizons'')
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* Japanese: 異郷 (pron. ''ikyō'', lit. ''strange land'')
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* Polish: W głąb lądu (note: as referred to in Polish ''[[Empires]]'' rulebook)
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* Russian: Окраины (pron. ''okrainy'', lit. ''outskirts'')
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* Spanish: Comarcas (lit. ''regions'')
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 +
=== Secret History (1E) ===
 +
{{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.
 +
 
 +
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.
 +
 
 
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 />
+
 
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.
+
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 />
+
 
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.
+
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 />
+
 
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.
+
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 />
+
 
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.
+
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 {{Set|Seaside}}.
<br /><br />
+
 
|Name=[[Donald X. Vaccarino]]
+
Endless outtakes:
 +
 
 +
- Long ago, the set had a one-shot that let you buy a card and set it aside until the end of the game. That card was weak, but I stole it for {{Card|Island}} in Seaside and fixed it up. Later I tried to revisit the concept here. First I tried some {{Card|Woodcutter}}s that let you buy cards other than to your deck, either while in play or as a reaction. Those were crazy. Then there were three versions of a victory card with a when-gain that left bad cards in your discard pile - one shuffled all non-victory cards from your discard pile into your deck, one shuffled all but 5 cards from your discard pile into your deck, one shuffled actions and treasures from your discard pile into your deck. It always took too many words and it was never clear that it was interesting enough. So none of those made it, but I saved part of the concept as the when-gain on {{Card|Inn}}.
 +
 
 +
- There was a victory card for {{Cost|6}}, worth 1{{VP}}, that came with a {{Card|Duchy}}. It had started as a 2{{VP}} card you got two of, but that pile runs out twice as fast, which I preferred it not doing. This card was cute but space was limited, and it stopped seeming as necessary when {{Card|Border Village}} switched to costing {{Cost|6}}.
 +
 
 +
- Another old victory card was 2{{VP}} for {{Cost|5}} and came with a {{Card|Silver}}. On some early pass it didn't seem good enough and exciting new cards were trying to get in.
 +
 
 +
- To go along with the victory cards, there was a card that let you discard victory cards for {{Cost|2}} each. It just wasn't interesting enough.
 +
 
 +
- There were a bunch of cards that tried to be when-gain card-trashing attacks. The oldest one trashed your choice of each player's top 2 cards (including your own), both when played and when gained. From back when trashing attacks were crazy. Most of the other versions trashed your choice of the top 3, but at least limited you to cards costing {{Cost|6}} or less, and only did it once. One version was a one-shot, which was Bill Barksdale's idea - it was a one-shot with a when-gain, so it wasn't normally in your deck; really it was just, you could use your buy to make this attack happen. That seemed cute but well like many versions of the card, it made the game have a sub-phase in which we bought out the stack, before getting to play the real game. There was a version that was a treasure worth {{Cost|2}} that only attacked when you bought it. I especially liked that one, though of course it had the sub-phase problem, and could shut someone out of the game. There was also a version that whiffed if the top card of their deck was {{Card|Copper}}, but attacked repeatedly.
 +
 
 +
- Similarly there were several versions of a when-gain discard-based attack card. The longest-lasting one was a {{Card|Woodcutter}} for {{Cost|5}} that made the other players (with 5+ cards in hand) put a random card from their hand on their deck when you bought it or played it. It's amazing how long that card was around, given how painful it made games. There was an earlier version that made players discard their most expensive card, or most expensive non-vp card. Then when I killed the concept, I tried a {{Card|Militia}} with a when-gain that {{Card|Militia}}'d your own next hand when you gained it - look at your top 5, discard 2, put the rest back. That seemed cute conceptually but I liked {{Card|Margrave}} better and that's what you got here. I also tried an attack that gave the other players a choice between being {{Card|Militia}}'d or {{Card|Ghost Ship}}'d, which is pretty weak.
 +
 
 +
- There was an attack that was +{{Cost|2}}, each other player puts 2 {{Card|Copper}}s from his discard pile on top of his deck. For {{Cost|3}}. It basically sucked but occasionally really annoyed someone. An earlier version put a victory card from their discard pile on their deck; {{Card|Fortune Teller}} is a better take on that.
 +
 
 +
- There were a couple versions of a {{Card|Remodel}} that had you discard a card rather than trash a card. Discarding {{Card|Province}} to gain {{Card|Province}} is crazy, so it was either "costing exactly {{Cost|2}} more" or "a different card."
 +
 
 +
- Then I tried a {{Card|Remodel}} that had you draw two cards first. It's a simple card but seemed worth trying. The extra cards give you more of a chance for {{Card|Remodel}} to hit what you want, you know. Anyway +2 Cards is a huge bonus to add to {{Card|Remodel}}.
 +
 
 +
- There was a {{Card|Workshop}} variant that gained you a card costing up to {{Cost|3}} plus the number of {{Card|Copper}}s you discarded. It seemed innocent and kind of cute. It's fun to gain more expensive cards with your {{Card|Workshop}}, and if you pull off gaining a {{Card|Province}} with it, good for you. Well. {{Card|Workshop}} is like +{{Cost|4}} +1 Buy, except you can't combine that with your other money. That hurts it a lot. This card could be combined with your other money, but only with {{Card|Copper}}. Well with card-drawing you can base your economy on {{Card|Copper}}. You draw cards, discard a bunch of {{Card|Copper}} to this, gain a {{Card|Gold}} or {{Card|Province}}... then draw more cards and get those {{Card|Copper}}s back, plus that {{Card|Gold}} if any, and spend your money a second time. It seemed like it might not usually be overpowered, but it also seemed overpowered too often when the set was played by itself, and at the time it was looking like it would be a standalone.
 +
 
 +
- Where's the when-gain {{Card|Chapel}}? I hear you asking. Right here dude. There was an {{Card|Explorer}} (gain Silver to hand) that let you trash any number of cards from hand when you gained it, gaining that many {{Card|Silver}}s, yes that was crazy. There was a {{Card|Mandarin}} (the top half) that {{Card|Chapel}}'d when you gained it; there was a {{Card|Mandarin}} that trashed up to 2 cards when you gained it. There was +{{Cost|2}}, put any number of cards from your hand on your deck, when gain trash up to 2 cards. {{Card|Oracle}} also had a when-gain trashing ability once. It was a tough ability to balance; trashing cards is so good that you would tend to buy the card for its when-gain and then randomly have whatever it was in your deck. Anyway none of these cards worked out.
 +
 
 +
- I tried several cards that had a when-gain ability that {{Card|Navigator}}'d everybody - look at their top 5 and either make them discard them or make them put them back. They had problems on early turns and late turns.
 +
 
 +
- There was a card that gained you a {{Card|Silver}} per card the previous player gained. That may sound weak, and well it cost {{Cost|2}}, but I have seen it gain a pile of {{Card|Silver}}s. One trick is, it adds up if it keeps getting played - I play it for one {{Card|Silver}} and buy a card, you play it for two {{Card|Silver}}s and buy a card, I play it for three {{Card|Silver}}s. I thought the card was okay, but the set at the time had too much {{Card|Silver}}-gaining. People thought it was a theme. Some of that stuff had to go, and this was an easy one to drop.
 +
 
 +
- Another card was +{{Cost|2}}, get the {{Card|Ironworks}} bonus for cards the previous player gained. You know, if they gained an Action you get +1 Action, etc. It just didn't thrill anybody.
 +
 
 +
- There was a late card that was a one-shot double {{Card|Workshop}} with a when-gain {{Card|Chancellor}} ability. I liked it. For most people it just seemed okay though, not a hit, and as it happens this was not a great set for the card. Where are all the {{Cost|4}}'s you want a million of? Yes there's {{Card|Silk Road}}. I would have just pushed this into another set, to further consider its merits there, but there are only two more sets and neither one could fit this. If there ever turns out to be a 9th expansion, just forget you read this.
 +
 
 +
- There was a card that was +1 Card +1 Action, while in play when you draw a card, first reveal your top card and you may discard it if it's a victory card. It was too slow and confusing.
 +
 
 +
- There was a Village with "when you gain this, you may put a card from your hand on your deck." I had a few cards that let you save a card for next turn as a when-gain, but it was never that interesting of an ability. Mandarin kind of takes up that space in a cooler way.
 +
 
 +
- A couple card-drawing cards had the penalty of when-gain, each other player may trash a card from his hand. These cards barely got tested, didn't excite people, and then I used a version of that penalty on {{Card|Bishop}}.
 +
 
 +
- {{Card|Farming Village}} started here for {{Cost|2}} with only +1 Action.
 +
 
 +
- It's only fitting that {{Card|Masquerade}} got passed around from expansion to expansion. It was in Prosperity, it was in the original 4th expansion, and it was here once too. {{Card|Mountebank}} was also briefly here, when it was missing from Prosperity.
 +
 
 +
- There is a card that started in Prosperity that was here for a while but now is in the 8th set. There are two cards that started here and have variations surviving in the 8th set. And there's an attack from Cornucopia that I tried a bad version of here before fixing it up for the 7th set. Hey I try to make these posts complete.
 +
 
 +
And that's how it happened.
 +
|Name=[[Donald X. Vaccarino]]
 
  |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]
 
}}
 
}}
 +
=== Retrospective (1E) ===
 +
{{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 [[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]]
 +
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]
 +
}}
 +
=== When-gain vs When-buy ===
 +
{{Quote|
 +
|Text=
 +
[[When-buy]] exists in [[Prosperity]], because at the time it seemed reasonable, it was a thing that was distinct in the game and I didn't think "people won't recognize that this is different from when-gain."
  
== Recommended Sets of 10 ==
+
In Hinterlands I wanted everything to be when-gain, but some cards didn't work that way, and making everything when-buy meant giving up lots of fun. No playtesters could get behind giving that fun up. So I gave up and used a mix and well despite [[Prosperity]] I still should have gone with all when-gain. And if I'd thought of it in time, all when-gain in [[Prosperity]] too.
=== Hinterlands Only ===
+
|Name=[[Donald X. Vaccarino]]
* Introduction - Cache, Crossroads, Develop, Haggler, Jack of all Trades, Margrave, Nomad Camp, Oasis, Spice Merchant, Stables
+
|Source=[http://forum.dominionstrategy.com/index.php?topic=18266.msg747319#msg747319 Inheritance and Nomad Camp]
* Fair Trades - Border Village, Cartographer, Develop, Duchess, Farmland, Ill-Gotten Gains, Noble Brigand, Silk Road, Stables, Trader
+
}}
* Bargains - Border Village, Cache, Duchess, Fool's Gold, Haggler, Highway, Nomad Camp, Scheme, Spice Merchant, Trader
+
=== Donald X.'s homemade updates ===
* Gambits - Cartographer, Crossroads, Embassy, Inn, Jack of all Trades, Mandarin, Nomad Camp, Oasis, Oracle, Tunnel
+
{{Quote|
=== Hinterlands & Dominion ===
+
|Text=
* Highway Robbery - Cellar, Library, Moneylender, Throne Room, Workshop / Highway, Inn, Margrave, Noble Brigand, Oasis
+
Here is some portion of my opinion on 8 other Hinterlands cards. I got sick of leaving some cards in the box whenever I played with the set, and proxied up changes for my personal version. I don't see how to publish these - we don't want to make people who already have Hinterlands buy an update pack to get things like "{{Card|Fool's Gold}} without the reaction." And we'd have to have an update pack and well it's a problem. I could replace cards with new cards (that update pack is a reasonable product); I can't just tweak cards. But, I am sharing these card texts with you anyway...
* Adventures Abroad - Adventurer, Chancellor, Festival, Laboratory, Remodel / Crossroads, Farmland, Fool's Gold, Oracle, Spice Merchant
+
  
=== Hinterlands & Intrigue ===
+
{{Card|Apprentice}}: Action, {{Cost|5}} [Replacing {{Card|Oracle}}; originally from hinterlands, published in Alchemy]
* Money for Nothing: Coppersmith, Great Hall, Pawn, Shanty Town, Torturer / Cache, Cartographer, Jack of all Trades, Silk Road, Tunnel
+
* The Duke's Ball: Conspirator, Duke, Harem, Masquerade, Upgrade / Duchess, Haggler, Inn, Noble Brigand, Scheme
+
  
=== Hinterlands & Seaside ===
+
+1 Action
* Travelers: Cutpurse, Island, Lookout, Merchant Ship, Warehouse / Cartographer, Crossroads, Farmland, Silk Road, Stables
+
* Diplomacy: Ambassador, Bazaar, Caravan, Embargo, Smugglers / Embassy, Farmland, ill-Gotten Gains, Noble Brigand, Trader
+
  
=== Hinterlands & Alchemy ===
+
Trash a card from your hand. +1 Card per {{Cost|1}} it costs.
* Schemes and Dreams - Apothecary, Apprentice, Herbalist, Philosopher's Stone, Transmute / Duchess, Fool's Gold, Ill-Gotten Gains, Jack of all Trades, Scheme
+
* Wine Country - Apprentice, Familiar, Golem, University, Vineyard / Crossroads, Farmland, Haggler, Highway, Nomad Camp
+
  
=== Hinterlands & Prosperity ===
+
{{Card|Cache}}: Treasure, {{Cost|5}}, worth {{Cost|3}}
* Instant Gratification - Bishop, Expand, Hoard, Mint, Watchtower / Farmland, Haggler, Ill-Gotten Gains, Noble Brigand, Trader
+
* Treasure Trove - Bank, Monument, Royal Seal, Trade Route, Venture / Cache, Develop, Fool's Gold, Ill-Gotten Gains, Mandarin
+
  
=== Hinterlands & Cornucopia ===
+
{{Cost|3}} [big coin]
* Blue Harvest - Hamlet, Horn of Plenty, Horse Traders, Jester, Tournament / Fool's Gold, Mandarin, Noble Brigand, Trader, Tunnel
+
* Traveling Circus - Fairgrounds, Farming Village, Hunting Party, Jester, Menagerie / Border Village, Embassy, Fool's Gold, Nomad Camp, Oasis
+
  
=== Hinterlands & Dark Ages ===
+
+1 Buy
* Far From Home - Cartographer, Develop, Embassy, Fool's Gold, Haggler / Beggar, Count, Feodum, Marauder, Wandering Minstrel
+
----------
* Expeditions - Crossroads, Farmland, Highway, Spice Merchant, Tunnel /Altar, Catacombs, Ironmonger, Poor House, Storeroom
+
  
== Hinterlands on DS.com and F.DS.com ==
+
When you gain this, gain 2 {{Card|Copper}}s.
=== Dominion Strategy Forums ===
+
 
* [http://forum.dominionstrategy.com/index.php?topic=356.0 Hinterlands Speculation]
+
{{Card|Duchess}}: Action, {{Cost|2}}
* [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]
+
+{{Cost|2}}
* [http://forum.dominionstrategy.com/index.php?topic=947.0 Three Sentence Overviews].
+
 
 +
Look at the top card of your deck; you may discard it.
 +
 
 +
----------
 +
 
 +
In games using this, when you gain a {{Card|Duchy}}, you may gain a Duchess.
 +
 
 +
{{Card|Fool's Gold}}: Treasure - Reaction, {{Cost|2}}, worth {{Cost|?}}
 +
 
 +
If this is the first time you played a Fool's Gold this turn, +{{Cost|1}}, otherwise +{{Cost|4}}.
 +
 
 +
{{Card|Ill-Gotten Gains}}: Treasure, {{Cost|6}}, worth {{Cost|2}}
 +
 
 +
{{Cost|2}} [big coin]
 +
 
 +
----------
 +
 
 +
When you gain this, each other player gains a {{Card|Curse}}.
 +
 
 +
{{Card|Mandarin}}: Action, {{Cost|2}}
 +
 
 +
+{{Cost|3}}
 +
 
 +
Put a card from your hand onto your deck.
 +
 
 +
----------
 +
 
 +
When you gain this, put all Treasures you have in play on top of your deck in any order.
 +
 
 +
{{Card|Margrave}}: Action - Attack, {{Cost|5}}
 +
 
 +
+3 Cards
 +
 
 +
Each other player draws a card, then discards down to 3 cards in hand.
 +
 
 +
{{Card|Noble Brigand}}: Action - Attack, {{Cost|4}}
 +
 
 +
+{{Cost|2}}
 +
 
 +
Each other player reveals the top 2 cards of their deck, trashes a revealed non-{{Card|Copper}} Treasure that you gain, and discards the rest. If they didn't reveal a Treasure, they gain a {{Card|Copper}}.
 +
 
 +
----------
 +
 
 +
When you buy this, do its attack.
 +
 
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/741894379739807857 Dominion Discord, 2020]
 +
}}
 +
=== Secret History (2E) ===
 +
{{Quote|
 +
|Text=
 +
Man, another one of these? Okay in fact I worked on all three sets at once. Hinterlands wanted to be revisited so much that I had a personal set of fixed cards I was already playing with. I couldn't use those though; they were just tweaks on the published cards. Hinterlands also had less of a visible theme than most sets; I could fix that. I did by adding more Reactions; it has 6, which to me counts as a sub-theme. And it's still the when-gain set.
 +
 
 +
{{Card|Fool's Gold}} stayed, though I'd really like to drop the reaction from it. {{Card|Margrave}} stayed; it's a powerful attack, but it doesn't shut down the game like {{Card|Ghost Ship}} and {{Card|Mountebank}}, in fact it helps your opponents draw into their {{Card|Village}}/{{Card|Margrave}}. It's a bummer that it has +Buy. And {{Card|Trader}} stayed; it's tricky but well, only so much could get replaced.
 +
 
 +
The key to the new Hinterlands cards is, I wanted to add a full theme, that would give the set more identity. When-gain felt like a great thing at the time, and it's a great mechanic that I use in every set; but, as a full set theme, well it vanishes into the set somewhat, and you're left with just a bunch of simple cards, some of them with dividing lines. I reinforced when-gain anyway, but also, wanted to add a new thing. And that thing is Reactions! The set had three, now it has six. Furthermore, three of them trigger on discarding them, which livens up the filtering sub-theme the set had. Something had to go; the set no longer has 3 Treasures / 3 Reactions / 3 Victory cards. But I think that didn't contribute nearly as much identity as the 6 Reactions do. Why just 6? Man it would have been nice to have more; as usual there were all the things demanded of the new cards, and that only left space for so much.
 +
 
 +
Outtakes:
 +
 
 +
- Somehow, 26+ {{Card|Berserker}}s! There was so much {{Card|Berserker}}.
 +
 
 +
- I tried some {{Card|Silk Road}} variants, but I couldn't actually fit one. Maybe someday.
 +
 
 +
- I tried {{Event|Gamble}} as a trigger on gaining cards. That was a silly game.
 +
 
 +
- I tried when-gain {{Event|Save}} a card for next turn; not for the first time.
 +
 
 +
- For a while there was a {{Card|Witch}} that was played when gained, but only gave out {{Card|Curse}} if you had more cards in hand than in play. It was hard to proc, which I liked.
 +
 
 +
- A bunch of villages tried to be {{Project|Innovation}}s. {{Card|Sailor}} I guess took up that slack.
 +
 
 +
Phew!
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[http://forum.dominionstrategy.com/index.php?topic=21323.msg893930#msg893930 The Secret History of Hinterlands 2E]
 +
}}
 +
 
 +
== Recommended sets of 10 ==
 +
Old kingdoms can be found [[First Edition Recommended Kingdoms|here]].
 +
 
 +
=== Hinterlands only ===
 +
{{Kingdom|Cartographer|Crossroads|Develop|Jack of All Trades|Margrave|Nomads|Oasis|Spice Merchant|Stables|Weaver|imgwidth = 150|title = Introduction}}
 +
 
 +
{{Kingdom|Border Village|Cauldron|Fool's Gold|Haggler|Highway|Scheme|Souk|Trader|Trail|Wheelwright|imgwidth = 150|title = Bargains}}
 +
 
 +
=== Hinterlands & [[Dominion (base set)|Dominion]] ===
 +
{{Kingdom|Cellar|Library|Moneylender|Throne Room|Workshop|Berserker|Highway|Nomads|Oasis|Trail|imgwidth = 150|title = Highway Robbery}}
 +
{{Kingdom|Festival|Laboratory|Remodel|Sentry|Vassal|Crossroads|Fool's Gold|Guard Dog|Souk|Witch's Hut|imgwidth = 150|title = Adventures Abroad}}
 +
 
 +
=== Hinterlands & [[Intrigue]] ===
 +
{{Kingdom|Replace|Patrol|Pawn|Shanty Town|Torturer|Cartographer|Jack of All Trades|Tunnel|Weaver|Wheelwright|imgwidth = 150|title = Money for Nothing}}
 +
{{Kingdom|Conspirator|Duke|Harem|Masquerade|Upgrade|Guard Dog|Haggler|Inn|Scheme|Trail|Wheelwright|imgwidth = 150|title = The Duke's Ball}}
 +
 
 +
=== Hinterlands & [[Seaside]] ===
 +
{{Kingdom|title = Travelers|Cartographer|Crossroads|Farmland|Souk|Stables|Cutpurse|Island|Lookout|Merchant Ship|Warehouse|imgwidth = 150}}
 +
{{Kingdom|title = Runners|Berserker|Cauldron|Guard Dog|Nomads|Wheelwright|Bazaar|Blockade|Caravan|Smugglers|Sailor|imgwidth = 150}}
 +
 
 +
=== Hinterlands & [[Alchemy]] ===
 +
{{Kingdom|Apprentice|Familiar|Golem|University|Vineyard|Farmland|Guard Dog|Highway|Margrave|Nomads|imgwidth = 150|title = Wine Country}}
 +
 
 +
=== Hinterlands & [[Prosperity]] ===
 +
{{Kingdom|Bishop|Expand|Hoard|Mint|Watchtower|Berserker|Cauldron|Haggler|Oasis|Trail|colony = 1|imgwidth = 150|title = Instant Gratification}}
 +
{{Kingdom|Bank|Clerk|Crystal Ball|Monument|Tiara|Cauldron|Develop|Fool's Gold|Guard Dog|Inn|colony = 1|imgwidth = 150|title = Treasure Trove}}
 +
 
 +
=== Hinterlands & Guilds/[[Cornucopia]] ===
 +
{{Kingdom|Hamlet|Horn of Plenty|Horse Traders|Jester|Tournament|Fool's Gold|Trail|Tunnel|Weaver|Witch's Hut|imgwidth = 150|title = Blue Harvest}}
 +
{{Kingdom|Butcher|Herald|Masterpiece|Soothsayer|Stonemason|Border Village|Cauldron|Develop|Stables|Trader|imgwidth = 150|title = Exchanges}}
 +
 
 +
=== Hinterlands & [[Dark Ages]] ===
 +
{{Kingdom|Cartographer|Develop|Fool's Gold|Weaver|Witch's Hut|Beggar|Count|Feodum|Marauder|Wandering Minstrel|imgwidth = 150|title = Far From Home|shelters=1}}
 +
{{Kingdom|Nomads|Oasis|Scheme|Spice Merchant|Tunnel|Altar|Catacombs|Ironmonger|Poor House|Storeroom|imgwidth = 150|title = Expeditions|shelters=1}}
 +
 
 +
=== Hinterlands & [[Adventures]] ===
 +
{{Kingdom|Haunted Woods|Lost City|Page|Port|Wine Merchant|Berserker|Guard Dog|Haggler|Spice Merchant|Trader|event1 = Raid|imgwidth = 150|title = Traders and Raiders}}
 +
{{Kingdom|Bridge Troll|Distant Lands|Giant|Guide|Ranger|Cartographer|Crossroads|Highway|Inn|Trail|event1 = Expedition|event2 = Inheritance|imgwidth = 150|title = Journeys}}
 +
 
 +
=== Hinterlands & [[Empires]] ===
 +
{{Kingdom|Catapult|Forum|Patrician|Temple|Villa|Border Village|Cauldron|Haggler|Stables|Wheelwright|event1 = Donate|landmark1 = Labyrinth|imgwidth = 150|title = Simple Plans}}
 +
{{Kingdom|Castles|Charm|Encampment|Engineer|Legionary|Farmland|Oasis|Spice Merchant|Stables|Tunnel|landmark1 = Battlefield|landmark2 = Fountain|imgwidth = 150|title = Expansion}}
 +
 
 +
=== Hinterlands & [[Nocturne]] ===
 +
{{Kingdom|Cobbler|Conclave|Druid|Faithful Hound|Werewolf|Cartographer|Inn|Oasis|Scheme|Souk|dboon1 = The Mountain's Gift|dboon2 = The Sky's Gift|dboon3 = The Sun's Gift|imgwidth = 150|title = Search Party}}
 +
{{Kingdom|Crypt|Leprechaun|Pooka|Secret Cave|Shepherd|Crossroads|Farmland|Oasis|Tunnel|Weaver|imgwidth = 150|title = Counting Sheep}}
 +
 
 +
=== Hinterlands & [[Renaissance]] ===
 +
{{Kingdom|Flag Bearer|Lackeys|Mountain Village|Silk Merchant|Spices|Develop|Guard Dog|Haggler|Spice Merchant|Witch's Hut|project1 = Silos|artifact1 = Flag|imgwidth = 150|title = Sweetened Deals}}
 +
{{Kingdom|Ducat|Patron|Scepter|Seer|Swashbuckler|Berserker|Border Village|Oasis|Souk|Trader|project1 = Barracks|project2 = Guildhall|artifact5 = Treasure Chest|imgwidth = 150|title = A Penny Saved}}
 +
 
 +
=== Hinterlands & [[Menagerie (expansion)|Menagerie]] ===
 +
{{Kingdom|Black Cat|Falconer|Sheepdog|Sleigh|Village Green|Trader|Trail|Tunnel|Weaver|Witch's Hut|way1=Way of the Turtle|event1=Banish|imgwidth=150|title = Big Blue}}
 +
{{Kingdom|Cardinal|Hostelry|Livery|Mastermind|Supplies|Develop|Farmland|Nomads|Stables|Wheelwright|way1=Way of the Mouse|event1=Gamble|imgwidth=150|title = Intersection}}
 +
Set-aside card for Mouse is {{Card|Crossroads}}
 +
 
 +
=== Hinterlands & [[Allies]] ===
 +
{{Kingdom|Bauble|Capital City|Carpenter|Contract|Innkeeper|Haggler|Jack of All Trades|Margrave|Trail|Tunnel|ally=Fellowship of Scribes|imgwidth = 150|title=Longest Tunnel}}
 +
{{Kingdom|Barbarian|Highwayman|Specialist|Townsfolk|Underling|Border Village|Crossroads|Highway|Inn|Spice Merchant|ally=Order of Masons|imgwidth = 150|title=Expertise}}
 +
 
 +
=== Hinterlands & [[Plunder]] ===
 +
{{Kingdom|Enlarge|Grotto|Harbor Village|Mapmaker|Pendant|Haggler|Nomads|Oasis|Souk|Weaver|trait1=Reckless|traitfor=Nomads|imgwidth = 150|title = Desert Dreams}}
 +
{{Kingdom|Cabin Boy|Crew|Crucible|Frigate|Wealthy Village|Berserker|Cauldron|Fool's Gold|Scheme|Stables|event1=Scrounge|trait1=Rich|traitfor=Berserker|imgwidth = 150|title = Viking Schemes}}
 +
 
 +
 
 +
===First Edition Kingdoms===
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
| <h3> First Edition Kingdoms </h3>
 +
|-
 +
|<ul>
 +
 
 +
====Hinterlands 1E by itself====
 +
{{Kingdom|Cache|Crossroads|Develop|Haggler|Jack of all Trades|Margrave|Nomad Camp|Oasis|Spice Merchant|Stables|imgwidth = 150|title = Introduction}}
 +
'''Second Edition Changes: out –''' ''Cache'', ''Nomad Camp'', Haggler; '''in –''' Cartographer, ''Nomads'', ''Weaver''
 +
 
 +
{{Kingdom|Border Village|Cache|Duchess|Fool's Gold|Haggler|Highway|Nomad Camp|Scheme|Spice Merchant|Trader|imgwidth = 150|title = Bargains}}
 +
'''Second Edition Changes: out –''' ''Cache'', ''Duchess'', ''Nomad Camp'', Spice Merchant; '''in –''' ''Cauldron'', ''Souk'', ''Trail'', ''Wheelwright''
 +
 
 +
{{Kingdom|Border Village|Cartographer|Develop|Duchess|Farmland|Ill-Gotten Gains|Noble Brigand|Silk Road|Stables|Trader|imgwidth = 150|title = Fair Trades}}
 +
 
 +
This kingdom was completely removed.
 +
 
 +
{{Kingdom|Cartographer|Crossroads|Embassy|Inn|Jack of all Trades|Mandarin|Nomad Camp|Oasis|Oracle|Tunnel|imgwidth = 150|title = Gambits}}
 +
 
 +
This kingdom was completely removed.
 +
 
 +
====Hinterlands 1E & Dominion 2E====
 +
{{Kingdom|Cellar|Library|Moneylender|Throne Room|Workshop|Highway|Inn|Margrave|Noble Brigand|Oasis|imgwidth = 150|title = Highway Robbery}}
 +
'''Second Edition Changes: name –''' "Happy Trails"" '''out –''' Inn, ''Noble Brigand'', ''Margrave''; '''in –''' ''Berserker'', ''Nomads'', ''Trail''
 +
 
 +
{{Kingdom|Festival|Laboratory|Remodel|Sentry|Vassal|Crossroads|Farmland|Fool's Gold|Oracle|Spice Merchant|imgwidth = 150|title = Adventures Abroad}}
 +
'''Second Edition Changes: out –''' Farmland, ''Oracle'', Spice Merchant; '''in –''' ''Guard Dog'', ''Souk'', ''Witch's Hut''
 +
 
 +
====Hinterlands 1E & Intrigue 2E====
 +
{{Kingdom|Replace|Patrol|Pawn|Shanty Town|Torturer|Cache|Cartographer|Jack of all Trades|Silk Road|Tunnel|imgwidth = 150|title = Money for Nothing}}
 +
'''Second Edition Changes: out –''' ''Cache'', ''Silk Road''; '''in –''' ''Weaver'', ''Wheelwright''
 +
 
 +
{{Kingdom|Conspirator|Duke|Harem|Masquerade|Upgrade|Duchess|Haggler|Inn|Noble Brigand|Scheme|imgwidth = 150|title = The Duke's Ball|id = dukesball}}
 +
'''Second Edition Changes: out –''' ''Duchess'', Haggler, ''Noble Brigand''; '''in –''' ''Guard Dog'', ''Trail'', ''Wheelwright''
 +
 
 +
====Hinterlands 1E & Seaside 1E====
 +
{{Kingdom|title = Travelers|Cutpurse|Island|Lookout|Merchant Ship|Warehouse|Cartographer|Crossroads|Farmland|Silk Road|Stables|imgwidth = 150|noadd=1}}
 +
'''Second Edition Changes: out –''' ''Silk Road''; '''in –''' ''Souk''
 +
 
 +
{{Kingdom|title = Diplomacy|Ambassador|Bazaar|Caravan|Embargo|Smugglers|Embassy|Farmland|Ill-Gotten Gains|Noble Brigand|Trader|imgwidth = 150|noadd=1}}
 +
'''Second Edition Changes: out –''' ''Ambassador'', ''Embargo'', ''Embassy'', Farmland, ''Ill-Gotten Gains'', ''Noble Brigand'', Trader; '''in –''' ''Berserker'', ''Blockade'', ''Cauldron'', ''Guard Dog'', ''Nomads'', ''Sailor'', ''Wheelwright''
 +
 
 +
====Hinterlands 1E & Alchemy====
 +
{{Kingdom|Apprentice|Familiar|Golem|University|Vineyard|Crossroads|Farmland|Haggler|Highway|Nomad Camp|imgwidth = 150|title = Wine Country}}
 +
'''Second Edition Changes: out –''' Crossroads, Haggler, ''Nomad Camp''; '''in –''' ''Guard Dog'', Margrave, ''Nomads''
 +
 
 +
{{Kingdom|Apothecary|Apprentice|Herbalist|Philosopher's Stone|Transmute|Duchess|Fool's Gold|Ill-Gotten Gains|Jack of all Trades|Scheme|imgwidth = 150|title = Schemes and Dreams}}
 +
 
 +
This kingdom was completely removed.
 +
 
 +
====Hinterlands 1E & Cornucopia====
 +
{{Kingdom|Hamlet|Horn of Plenty|Horse Traders|Jester|Tournament|Fool's Gold|Mandarin|Noble Brigand|Trader|Tunnel|imgwidth = 150|title = Blue Harvest}}
 +
'''Second Edition Changes: out –''' ''Mandarin'', ''Noble Brigand'', ''Nomad Camp''; '''in –''' ''Trail'', ''Weaver'', ''Witch's Hut''
 +
 
 +
{{Kingdom|Fairgrounds|Farming Village|Hunting Party|Jester|Menagerie|Border Village|Embassy|Fool's Gold|Nomad Camp|Oasis|imgwidth = 150|title = Traveling Circus}}
 +
 
 +
This kingdom was completely removed.
 +
 
 +
====Hinterlands 1E & Dark Ages====
 +
{{Kingdom|Cartographer|Develop|Embassy|Fool's Gold|Haggler|Beggar|Count|Feodum|Marauder|Wandering Minstrel|imgwidth = 150|title = Far From Home|shelters=1}}
 +
'''Second Edition Changes: out –''' ''Embassy'', Haggler; '''in –''' ''Weaver'', ''Witch's Hut''
 +
 
 +
{{Kingdom|Crossroads|Farmland|Highway|Spice Merchant|Tunnel|Altar|Catacombs|Ironmonger|Poor House|Storeroom|imgwidth = 150|title = Expeditions|shelters=1}}
 +
'''Second Edition Changes: out –''' ''Crossroads'', Farmland, Highway; '''in –''' ''Nomads'', Oasis, Scheme
 +
 
 +
====Hinterlands 1E & Guilds====
 +
{{Kingdom|Butcher|Herald|Masterpiece|Soothsayer|Stonemason|Border Village|Develop|Ill-Gotten Gains|Stables|Trader|imgwidth = 150|title = Exchanges}}
 +
'''Second Edition Changes: out –''' ''Ill-Gotten Gains''; '''in –''' ''Cauldron''
 +
 
 +
{{Kingdom|Advisor|Baker|Candlestick Maker|Journeyman|Merchant Guild|Crossroads|Farmland|Highway|Spice Merchant|Tunnel|imgwidth = 150|title = Road to Riches}}
 +
 
 +
This kingdom was completely removed.
 +
 
 +
====Hinterlands 1E & Adventures====
 +
{{Kingdom|Haunted Woods|Lost City|Page|Port|Wine Merchant|Develop|Farmland|Haggler|Spice Merchant|Trader|event1 = Raid|imgwidth = 150|title = Traders and Raiders}}
 +
'''Second Edition Changes: out –''' Develop, Farmland; '''in –''' ''Berserker'', ''Guard Dog''
 +
 
 +
{{Kingdom|Bridge Troll|Distant Lands|Giant|Guide|Ranger|Cartographer|Crossroads|Highway|Inn|Silk Road|event1 = Expedition|event2 = Inheritance|imgwidth = 150|title = Journeys}}
 +
'''Second Edition Changes: out –''' ''Silk Road''; '''in –''' ''Trail''
 +
 
 +
====Hinterlands 1E & Empires====
 +
{{Kingdom|Catapult|Forum|Patrician|Temple|Villa|Border Village|Develop|Haggler|Ill-Gotten Gains|Stables|event1 = Donate|landmark1 = Labyrinth|imgwidth = 150|title = Simple Plans}}
 +
'''Second Edition Changes: out –''' Develop, ''Ill-Gotten Gains''; '''in –''' ''Cauldron'', ''Wheelwright''
 +
 
 +
{{Kingdom|Castles|Charm|Encampment|Engineer|Legionary|Cache|Farmland|Highway|Spice Merchant|Tunnel|landmark1 = Battlefield|landmark2 = Fountain|imgwidth = 150|title = Expansion}}
 +
'''Second Edition Changes: out –''' ''Cache'', Highway; '''in –''' Oasis, Stables
 +
 
 +
====Hinterlands 1E & Nocturne====
 +
{{Kingdom|Cobbler|Conclave|Druid|Faithful Hound|Werewolf|Cartographer|Highway|Inn|Oasis|Scheme|dboon1 = The Mountain's Gift|dboon2 = The Sky's Gift|dboon3 = The Sun's Gift|imgwidth = 150|title = Search Party}}
 +
'''Second Edition Changes: out –''' Highway; '''in –''' ''Souk''
 +
 
 +
{{Kingdom|Bard|Crypt|Leprechaun|Pooka|Shepherd|Crossroads|Farmland|Haggler|Noble Brigand|Tunnel|imgwidth = 150|title = Counting Sheep}}
 +
'''Second Edition Changes: out –''' Haggler, ''Noble Brigand''; '''in –''' Oasis, ''Weaver''
 +
 
 +
====Hinterlands 1E & Renaissance====
 +
{{Kingdom|Flag Bearer|Lackeys|Mountain Village|Silk Merchant|Spices|Cartographer|Develop|Farmland|Haggler|Spice Merchant|project1 = Silos|artifact1 = Flag|imgwidth = 150|title = Sweetened Deals}}
 +
'''Second Edition Changes: out –''' Cartographer, Farmland; '''in –''' ''Guard Dog'', ''Witch's Hut''
 +
 
 +
{{Kingdom|Ducat|Patron|Scepter|Seer|Swashbuckler|Cache|Crossroads|Noble Brigand|Oasis|Trader|project1 = Barracks|project2 = Guildhall|artifact5 = Treasure Chest|imgwidth = 150|title = A Penny Saved}}
 +
'''Second Edition Changes: out –''' ''Cache'', Crossroads, ''Noble Brigand''; '''in –''' ''Berserker'', Border Village, ''Souk''
 +
 
 +
====Hinterlands 1E & Menagerie====
 +
{{Kingdom|Black Cat|Falconer|Sheepdog|Sleigh|Village Green|Cartographer|Fool's Gold|Margrave|Trader|Tunnel|way1=Way of the Turtle|event1=Banish|imgwidth=150|title = Big Blue}}
 +
'''Second Edition Changes: out –''' Cartographer, Fool's Gold, Margrave; '''in –''' ''Trail'', ''Weaver'', ''Wheelwright''
 +
 
 +
{{Kingdom|Cardinal|Hostelry|Livery|Mastermind|Supplies|Develop|Farmland|Haggler|Nomad Camp|Stables|way1=Way of the Mouse|event1=Gamble|imgwidth=150|title = Intersection}}
 +
Set-aside card for Mouse is {{Card|Crossroads}}
 +
'''Second Edition Changes: out –''' Haggler, ''Nomad Camp''; '''in –''' ''Nomads'', ‘’Wheelwright''
  
 +
====Hinterlands 1E & Allies====
 +
{{Kingdom|Bauble|Capital City|Carpenter|Contract|Innkeeper|Farmland|Haggler|Jack of All Trades|Margrave|Tunnel|ally=Fellowship of Scribes|imgwidth = 150|title=Longest Tunnel}}
 +
'''Second Edition Changes: out –''' Farmland; '''in –''' ‘'Trail''
 +
|}
  
{{Template:Navbox expansions}}
+
{{Navbox Hinterlands}}
 +
{{Navbox expansions}}

Latest revision as of 20:30, 29 March 2024

Hinterlands
Hinterlands.jpg
Hinterlands2.jpg
Info
Type Expansion
Icon Hinterlands icon.png
Cards 300
266 (1st) / 264 (2nd) (26 sets)
26
8 (1st) / 10 (2nd)
Theme(s)
  • On-gain/buy effects
  • Reactions
  • Filtering
Release October 2011 (1st) / July 2022 (2nd)
Cover artist Ryan Laukat (1st), Marcel-André Casasola Merkle (2nd)
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 second edition of Hinterlands was released in July 2022. It contains 9 new sets of Kingdom cards, which are also available on their own as an update pack, to allow existing Hinterlands sets to be updated to the second-edition form.

The 2011 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 enable you to thin your deck by more than one card at a time. Hinterlands also emphasizes diversity in Kingdom card types, being the only expansion whose Kingdom cards include multiple Treasures, Reactions, and Victory cards; in the second edition, Donald X. shifted the focus toward Reaction cards specifically, of which Hinterlands now has six.

Contents

[edit] Contents

[edit] Kingdom cards, second edition

Cards with an asterisk (*) were added in the second edition.

[edit] Removed first-edition Kingdom cards

These cards were included in the first edition, and removed from the second edition.


[edit] Additional second-edition rules

[edit] When Gained

  • Many cards in Hinterlands do something "when you gain" that card or another card.
    • You can gain a card by gaining it directly, such as with WorkshopWorkshop.jpg, or by buying it.
    • "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" ability no longer does anything.
  • Examples:
    • You buy Border VillageBorder Village.jpg, you gain it. Its ability happens; you gain a cheaper card. You choose to gain SoukSouk.jpg. Souk's "when you gain this" ability happens, and you may trash up to 2 cards from your hand.
    • You play HagglerHaggler.jpg, then buy Border Village, gaining it. Its ability happens and you gain a DuchyDuchy.jpg. Haggler's ability also happens, and you choose to gain another Haggler for gaining the Border Village. Haggler doesn't give you another card for gaining the Duchy or the Haggler, since Haggler only cares about you gaining cards that you bought.
    • You play Border Village. You get +1 Card and +2 Action. You do not gain a card; that only happens when you gain Border Village, not when you play it.

[edit] When Discarded

  • Hinterlands has three cards that can do something when discarded: TrailTrail.jpg, TunnelTunnel.jpg, and WeaverWeaver.jpg.
    • You cannot simply choose to discard these cards; something has to let you or make you discard them, to activate those abilities. The key thing to look for is a card actually telling you to "discard" cards.
    • These abilities can happen on your own turn (such as due to OasisOasis.jpg), or on someone else's (such as due to MargraveMargrave.jpg). They do not happen in Clean-up, when you normally discard all of your played and unplayed cards.
    • These abilities work when the card is discarded from anywhere - for example, from your hand (such as due to OasisOasis.jpg) or from your deck (such as due to CartographerCartographer.jpg), or from being in Exile (a matExile mat.jpg from Dominion: MenagerieMenagerie (expansion).jpg).
    • If the card would not necessarily be revealed (such as when discarding multiple cards to CartographerCartographer.jpg), you have to reveal it to make the ability happen.
    • These abilities are optional, even if the card was already revealed for some other reason.
    • These abilities do not function if cards are put into your discard pile without being discarded, such as when you gain a card, or when your deck is put into your discard pile (such as with MessengerMessenger.jpg from Dominion: AdventuresAdventures.jpg).
    • These abilities only happen once per time the card is discarded - you can't discard one TunnelTunnel.jpg and reveal it twice for two GoldsGold.jpg.
    • If you discard multiple cards at once (e.g. to MargraveMargrave.jpg), they are all discarded at once, and then the abilities happen one at a time. This means for example that if you discard two TrailsTrail.jpg to a Margrave, and playing the first Trail causes you to shuffle, you won't be able to reveal the second Trail (as it's lost in your deck at that point).

Additional first-edition 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 HagglerHagglerOld2.jpg in play and buy EmbassyEmbassy.jpg, you first resolve Haggler'sHagglerOld2.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 TraderTraderOld2.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 FarmlandFarmlandOld2.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 FarmlandFarmlandOld2.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.

[edit] Flavor 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 to be done but which neither of them wants to do. It is to these lands that you now turn your gaze.

[edit] Cards gallery

[edit] Kingdom cards

Crossroads.jpgFool's Gold.jpgDevelop.jpgGuard Dog.jpgOasis.jpgScheme.jpgTunnel.jpgJack of All Trades.jpgNomads.jpgSpice Merchant.jpgTrader.jpgTrail.jpgWeaver.jpgBerserker.jpgCartographer.jpgCauldron.jpgHaggler.jpgHighway.jpgInn.jpgMargrave.jpgSouk.jpgStables.jpgWheelwright.jpgWitch's Hut.jpgBorder Village.jpgFarmland.jpg

[edit] Removed cards

Duchess.jpgOracle.jpgNoble Brigand.jpgNomad Camp.jpgSilk Road.jpgCache.jpgEmbassy.jpgIll-Gotten Gains.jpgMandarin.jpg

[edit] Impact

[edit] Reviews

Here are some articles and reviews of Hinterlands:

[edit] 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.

[edit] Big money

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

[edit] Rushes

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

[edit] Silver

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

[edit] "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 and does not give +Buy.

[edit] Theme

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

[edit] Trivia

Official second-edition box art.
Official first-edition box art.

Hinterlands was the first expansion to not feature any new illustrators.

The Hinterlands first-edition box art is one of the available backgrounds in Dominion Online.

[edit] 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)

[edit] Secret History (1E)

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.

Endless outtakes:

- Long ago, the set had a one-shot that let you buy a card and set it aside until the end of the game. That card was weak, but I stole it for IslandIsland.jpg in Seaside and fixed it up. Later I tried to revisit the concept here. First I tried some WoodcutterWoodcutter.jpgs that let you buy cards other than to your deck, either while in play or as a reaction. Those were crazy. Then there were three versions of a victory card with a when-gain that left bad cards in your discard pile - one shuffled all non-victory cards from your discard pile into your deck, one shuffled all but 5 cards from your discard pile into your deck, one shuffled actions and treasures from your discard pile into your deck. It always took too many words and it was never clear that it was interesting enough. So none of those made it, but I saved part of the concept as the when-gain on InnInn.jpg.

- There was a victory card for $6, worth 1VP, that came with a DuchyDuchy.jpg. It had started as a 2VP card you got two of, but that pile runs out twice as fast, which I preferred it not doing. This card was cute but space was limited, and it stopped seeming as necessary when Border VillageBorder Village.jpg switched to costing $6.

- Another old victory card was 2VP for $5 and came with a SilverSilver.jpg. On some early pass it didn't seem good enough and exciting new cards were trying to get in.

- To go along with the victory cards, there was a card that let you discard victory cards for $2 each. It just wasn't interesting enough.

- There were a bunch of cards that tried to be when-gain card-trashing attacks. The oldest one trashed your choice of each player's top 2 cards (including your own), both when played and when gained. From back when trashing attacks were crazy. Most of the other versions trashed your choice of the top 3, but at least limited you to cards costing $6 or less, and only did it once. One version was a one-shot, which was Bill Barksdale's idea - it was a one-shot with a when-gain, so it wasn't normally in your deck; really it was just, you could use your buy to make this attack happen. That seemed cute but well like many versions of the card, it made the game have a sub-phase in which we bought out the stack, before getting to play the real game. There was a version that was a treasure worth $2 that only attacked when you bought it. I especially liked that one, though of course it had the sub-phase problem, and could shut someone out of the game. There was also a version that whiffed if the top card of their deck was CopperCopper.jpg, but attacked repeatedly.

- Similarly there were several versions of a when-gain discard-based attack card. The longest-lasting one was a WoodcutterWoodcutter.jpg for $5 that made the other players (with 5+ cards in hand) put a random card from their hand on their deck when you bought it or played it. It's amazing how long that card was around, given how painful it made games. There was an earlier version that made players discard their most expensive card, or most expensive non-vp card. Then when I killed the concept, I tried a MilitiaMilitia.jpg with a when-gain that MilitiaMilitia.jpg'd your own next hand when you gained it - look at your top 5, discard 2, put the rest back. That seemed cute conceptually but I liked MargraveMargrave.jpg better and that's what you got here. I also tried an attack that gave the other players a choice between being MilitiaMilitia.jpg'd or Ghost ShipGhost Ship.jpg'd, which is pretty weak.

- There was an attack that was +$2, each other player puts 2 CopperCopper.jpgs from his discard pile on top of his deck. For $3. It basically sucked but occasionally really annoyed someone. An earlier version put a victory card from their discard pile on their deck; Fortune TellerFortune Teller.jpg is a better take on that.

- There were a couple versions of a RemodelRemodel.jpg that had you discard a card rather than trash a card. Discarding ProvinceProvince.jpg to gain ProvinceProvince.jpg is crazy, so it was either "costing exactly $2 more" or "a different card."

- Then I tried a RemodelRemodel.jpg that had you draw two cards first. It's a simple card but seemed worth trying. The extra cards give you more of a chance for RemodelRemodel.jpg to hit what you want, you know. Anyway +2 Cards is a huge bonus to add to RemodelRemodel.jpg.

- There was a WorkshopWorkshop.jpg variant that gained you a card costing up to $3 plus the number of CopperCopper.jpgs you discarded. It seemed innocent and kind of cute. It's fun to gain more expensive cards with your WorkshopWorkshop.jpg, and if you pull off gaining a ProvinceProvince.jpg with it, good for you. Well. WorkshopWorkshop.jpg is like +$4 +1 Buy, except you can't combine that with your other money. That hurts it a lot. This card could be combined with your other money, but only with CopperCopper.jpg. Well with card-drawing you can base your economy on CopperCopper.jpg. You draw cards, discard a bunch of CopperCopper.jpg to this, gain a GoldGold.jpg or ProvinceProvince.jpg... then draw more cards and get those CopperCopper.jpgs back, plus that GoldGold.jpg if any, and spend your money a second time. It seemed like it might not usually be overpowered, but it also seemed overpowered too often when the set was played by itself, and at the time it was looking like it would be a standalone.

- Where's the when-gain ChapelChapel.jpg? I hear you asking. Right here dude. There was an ExplorerExplorer.jpg (gain Silver to hand) that let you trash any number of cards from hand when you gained it, gaining that many SilverSilver.jpgs, yes that was crazy. There was a MandarinMandarin.jpg (the top half) that ChapelChapel.jpg'd when you gained it; there was a MandarinMandarin.jpg that trashed up to 2 cards when you gained it. There was +$2, put any number of cards from your hand on your deck, when gain trash up to 2 cards. OracleOracle.jpg also had a when-gain trashing ability once. It was a tough ability to balance; trashing cards is so good that you would tend to buy the card for its when-gain and then randomly have whatever it was in your deck. Anyway none of these cards worked out.

- I tried several cards that had a when-gain ability that NavigatorNavigator.jpg'd everybody - look at their top 5 and either make them discard them or make them put them back. They had problems on early turns and late turns.

- There was a card that gained you a SilverSilver.jpg per card the previous player gained. That may sound weak, and well it cost $2, but I have seen it gain a pile of SilverSilver.jpgs. One trick is, it adds up if it keeps getting played - I play it for one SilverSilver.jpg and buy a card, you play it for two SilverSilver.jpgs and buy a card, I play it for three SilverSilver.jpgs. I thought the card was okay, but the set at the time had too much SilverSilver.jpg-gaining. People thought it was a theme. Some of that stuff had to go, and this was an easy one to drop.

- Another card was +$2, get the IronworksIronworks.jpg bonus for cards the previous player gained. You know, if they gained an Action you get +1 Action, etc. It just didn't thrill anybody.

- There was a late card that was a one-shot double WorkshopWorkshop.jpg with a when-gain ChancellorChancellor.jpg ability. I liked it. For most people it just seemed okay though, not a hit, and as it happens this was not a great set for the card. Where are all the $4's you want a million of? Yes there's Silk RoadSilk Road.jpg. I would have just pushed this into another set, to further consider its merits there, but there are only two more sets and neither one could fit this. If there ever turns out to be a 9th expansion, just forget you read this.

- There was a card that was +1 Card +1 Action, while in play when you draw a card, first reveal your top card and you may discard it if it's a victory card. It was too slow and confusing.

- There was a Village with "when you gain this, you may put a card from your hand on your deck." I had a few cards that let you save a card for next turn as a when-gain, but it was never that interesting of an ability. Mandarin kind of takes up that space in a cooler way.

- A couple card-drawing cards had the penalty of when-gain, each other player may trash a card from his hand. These cards barely got tested, didn't excite people, and then I used a version of that penalty on BishopBishop.jpg.

- Farming VillageFarming Village.jpg started here for $2 with only +1 Action.

- It's only fitting that MasqueradeMasquerade.jpg got passed around from expansion to expansion. It was in Prosperity, it was in the original 4th expansion, and it was here once too. MountebankMountebank.jpg was also briefly here, when it was missing from Prosperity.

- There is a card that started in Prosperity that was here for a while but now is in the 8th set. There are two cards that started here and have variations surviving in the 8th set. And there's an attack from Cornucopia that I tried a bad version of here before fixing it up for the 7th set. Hey I try to make these posts complete.

And that's how it happened.

[edit] Retrospective (1E)

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.

[edit] When-gain vs When-buy

When-buy exists in Prosperity, because at the time it seemed reasonable, it was a thing that was distinct in the game and I didn't think "people won't recognize that this is different from when-gain." In Hinterlands I wanted everything to be when-gain, but some cards didn't work that way, and making everything when-buy meant giving up lots of fun. No playtesters could get behind giving that fun up. So I gave up and used a mix and well despite Prosperity I still should have gone with all when-gain. And if I'd thought of it in time, all when-gain in Prosperity too.

[edit] Donald X.'s homemade updates

Here is some portion of my opinion on 8 other Hinterlands cards. I got sick of leaving some cards in the box whenever I played with the set, and proxied up changes for my personal version. I don't see how to publish these - we don't want to make people who already have Hinterlands buy an update pack to get things like "Fool's GoldFool's Gold.jpg without the reaction." And we'd have to have an update pack and well it's a problem. I could replace cards with new cards (that update pack is a reasonable product); I can't just tweak cards. But, I am sharing these card texts with you anyway...

ApprenticeApprentice.jpg: Action, $5 [Replacing OracleOracle.jpg; originally from hinterlands, published in Alchemy]

+1 Action

Trash a card from your hand. +1 Card per $1 it costs.

CacheCache.jpg: Treasure, $5, worth $3

$3 [big coin]

+1 Buy


When you gain this, gain 2 CopperCopper.jpgs.

DuchessDuchess.jpg: Action, $2

+$2

Look at the top card of your deck; you may discard it.


In games using this, when you gain a DuchyDuchy.jpg, you may gain a Duchess.

Fool's GoldFool's Gold.jpg: Treasure - Reaction, $2, worth $?

If this is the first time you played a Fool's Gold this turn, +$1, otherwise +$4.

Ill-Gotten GainsIll-Gotten Gains.jpg: Treasure, $6, worth $2

$2 [big coin]


When you gain this, each other player gains a CurseCurse.jpg.

MandarinMandarin.jpg: Action, $2

+$3

Put a card from your hand onto your deck.


When you gain this, put all Treasures you have in play on top of your deck in any order.

MargraveMargrave.jpg: Action - Attack, $5

+3 Cards

Each other player draws a card, then discards down to 3 cards in hand.

Noble BrigandNoble Brigand.jpg: Action - Attack, $4

+$2

Each other player reveals the top 2 cards of their deck, trashes a revealed non-CopperCopper.jpg Treasure that you gain, and discards the rest. If they didn't reveal a Treasure, they gain a CopperCopper.jpg.


When you buy this, do its attack.

[edit] Secret History (2E)

Man, another one of these? Okay in fact I worked on all three sets at once. Hinterlands wanted to be revisited so much that I had a personal set of fixed cards I was already playing with. I couldn't use those though; they were just tweaks on the published cards. Hinterlands also had less of a visible theme than most sets; I could fix that. I did by adding more Reactions; it has 6, which to me counts as a sub-theme. And it's still the when-gain set.

Fool's GoldFool's Gold.jpg stayed, though I'd really like to drop the reaction from it. MargraveMargrave.jpg stayed; it's a powerful attack, but it doesn't shut down the game like Ghost ShipGhost Ship.jpg and MountebankMountebank.jpg, in fact it helps your opponents draw into their VillageVillage.jpg/MargraveMargrave.jpg. It's a bummer that it has +Buy. And TraderTrader.jpg stayed; it's tricky but well, only so much could get replaced.

The key to the new Hinterlands cards is, I wanted to add a full theme, that would give the set more identity. When-gain felt like a great thing at the time, and it's a great mechanic that I use in every set; but, as a full set theme, well it vanishes into the set somewhat, and you're left with just a bunch of simple cards, some of them with dividing lines. I reinforced when-gain anyway, but also, wanted to add a new thing. And that thing is Reactions! The set had three, now it has six. Furthermore, three of them trigger on discarding them, which livens up the filtering sub-theme the set had. Something had to go; the set no longer has 3 Treasures / 3 Reactions / 3 Victory cards. But I think that didn't contribute nearly as much identity as the 6 Reactions do. Why just 6? Man it would have been nice to have more; as usual there were all the things demanded of the new cards, and that only left space for so much.

Outtakes:

- Somehow, 26+ BerserkerBerserker.jpgs! There was so much BerserkerBerserker.jpg.

- I tried some Silk RoadSilk Road.jpg variants, but I couldn't actually fit one. Maybe someday.

- I tried GambleGamble.jpg as a trigger on gaining cards. That was a silly game.

- I tried when-gain SaveSave.jpg a card for next turn; not for the first time.

- For a while there was a WitchWitch.jpg that was played when gained, but only gave out CurseCurse.jpg if you had more cards in hand than in play. It was hard to proc, which I liked.

- A bunch of villages tried to be InnovationInnovation.jpgs. SailorSailor.jpg I guess took up that slack.

Phew!


[edit] Recommended sets of 10

Old kingdoms can be found here.

[edit] Hinterlands only

Introduction [images]
Cartographer Crossroads Develop Jack of All Trades Margrave
Cartographer.jpg Crossroads.jpg Develop.jpg Jack of All Trades.jpg Margrave.jpg
Nomads.jpg Oasis.jpg Spice Merchant.jpg Stables.jpg Weaver.jpg
Nomads Oasis Spice Merchant Stables Weaver
Bargains [images]
Border Village Cauldron Fool's Gold Haggler Highway
Border Village.jpg Cauldron.jpg Fool's Gold.jpg Haggler.jpg Highway.jpg
Scheme.jpg Souk.jpg Trader.jpg Trail.jpg Wheelwright.jpg
Scheme Souk Trader Trail Wheelwright

[edit] Hinterlands & Dominion

Highway Robbery [images]
Cellar Library Moneylender Throne Room Workshop
Cellar.jpg Library.jpg Moneylender.jpg Throne Room.jpg Workshop.jpg
Berserker.jpg Highway.jpg Nomads.jpg Oasis.jpg Trail.jpg
Berserker Highway Nomads Oasis Trail
Adventures Abroad [images]
Festival Laboratory Remodel Sentry Vassal
Festival.jpg Laboratory.jpg Remodel.jpg Sentry.jpg Vassal.jpg
Crossroads.jpg Fool's Gold.jpg Guard Dog.jpg Souk.jpg Witch's Hut.jpg
Crossroads Fool's Gold Guard Dog Souk Witch's Hut

[edit] Hinterlands & Intrigue

Money for Nothing [images]
Replace Patrol Pawn Shanty Town Torturer
Replace.jpg Patrol.jpg Pawn.jpg Shanty Town.jpg Torturer.jpg
Cartographer.jpg Jack of All Trades.jpg Tunnel.jpg Weaver.jpg Wheelwright.jpg
Cartographer Jack of All Trades Tunnel Weaver Wheelwright
The Duke's Ball [images]
Conspirator Duke Harem Masquerade Upgrade
Conspirator.jpg Duke.jpg Harem.jpg Masquerade.jpg Upgrade.jpg
Guard Dog.jpg Haggler.jpg Inn.jpg Scheme.jpg Trail.jpg
Guard Dog Haggler Inn Scheme Trail

[edit] Hinterlands & Seaside

Travelers [images]
Cartographer Crossroads Farmland Souk Stables
Cartographer.jpg Crossroads.jpg Farmland.jpg Souk.jpg Stables.jpg
Cutpurse.jpg Island.jpg Lookout.jpg Merchant Ship.jpg Warehouse.jpg
Cutpurse Island Lookout Merchant Ship Warehouse
Runners [images]
Berserker Cauldron Guard Dog Nomads Wheelwright
Berserker.jpg Cauldron.jpg Guard Dog.jpg Nomads.jpg Wheelwright.jpg
Bazaar.jpg Blockade.jpg Caravan.jpg Smugglers.jpg Sailor.jpg
Bazaar Blockade Caravan Smugglers Sailor

[edit] Hinterlands & Alchemy

Wine Country [images]
Apprentice Familiar Golem University Vineyard
Apprentice.jpg Familiar.jpg Golem.jpg University.jpg Vineyard.jpg
Farmland.jpg Guard Dog.jpg Highway.jpg Margrave.jpg Nomads.jpg
Farmland Guard Dog Highway Margrave Nomads
Landscapes and Additional Cards
Potion
Potion.jpg

[edit] Hinterlands & Prosperity

Instant Gratification [images]
Bishop Expand Hoard Mint Watchtower
Bishop.jpg Expand.jpg Hoard.jpg Mint.jpg Watchtower.jpg
Berserker.jpg Cauldron.jpg Haggler.jpg Oasis.jpg Trail.jpg
Berserker Cauldron Haggler Oasis Trail
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg
Treasure Trove [images]
Bank Clerk Crystal Ball Monument Tiara
Bank.jpg Clerk.jpg Crystal Ball.jpg Monument.jpg Tiara.jpg
Cauldron.jpg Develop.jpg Fool's Gold.jpg Guard Dog.jpg Inn.jpg
Cauldron Develop Fool's Gold Guard Dog Inn
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Hinterlands & Guilds/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 Trail.jpg Tunnel.jpg Weaver.jpg Witch's Hut.jpg
Fool's Gold Trail Tunnel Weaver Witch's Hut
Exchanges [images]
Butcher Herald Masterpiece Soothsayer Stonemason
Butcher.jpg Herald.jpg Masterpiece.jpg Soothsayer.jpg Stonemason.jpg
Border Village.jpg Cauldron.jpg Develop.jpg Stables.jpg Trader.jpg
Border Village Cauldron Develop Stables Trader

[edit] Hinterlands & Dark Ages

Far From Home [images]
Cartographer Develop Fool's Gold Weaver Witch's Hut
Cartographer.jpg Develop.jpg Fool's Gold.jpg Weaver.jpg Witch's Hut.jpg
Beggar.jpg Count.jpg Feodum.jpg Marauder.jpg Wandering Minstrel.jpg
Beggar Count Feodum Marauder Wandering Minstrel
Landscapes and Additional Cards
Ruins Shelters
Abandoned Mine.jpg Shelters.jpg
Expeditions [images]
Nomads Oasis Scheme Spice Merchant Tunnel
Nomads.jpg Oasis.jpg Scheme.jpg Spice Merchant.jpg Tunnel.jpg
Altar.jpg Catacombs.jpg Ironmonger.jpg Poor House.jpg Storeroom.jpg
Altar Catacombs Ironmonger Poor House Storeroom
Landscapes and Additional Cards
Shelters
Shelters.jpg

[edit] 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
Berserker.jpg Guard Dog.jpg Haggler.jpg Spice Merchant.jpg Trader.jpg
Berserker Guard Dog 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 Trail.jpg
Cartographer Crossroads Highway Inn Trail
Landscapes and Additional Cards
Expedition Inheritance
Expedition.jpg Inheritance.jpg

[edit] Hinterlands & Empires

Simple Plans [images]
Catapult Forum Patrician Temple Villa
Catapult.jpg Forum.jpg Patrician.jpg Temple.jpg Villa.jpg
Border Village.jpg Cauldron.jpg Haggler.jpg Stables.jpg Wheelwright.jpg
Border Village Cauldron Haggler Stables Wheelwright
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
Farmland.jpg Oasis.jpg Spice Merchant.jpg Stables.jpg Tunnel.jpg
Farmland Oasis Spice Merchant Stables Tunnel
Landscapes and Additional Cards
Battlefield Fountain
Battlefield.jpg Fountain.jpg

[edit] Hinterlands & Nocturne

Search Party [images]
Cobbler Conclave Druid Faithful Hound Werewolf
Cobbler.jpg Conclave.jpg Druid.jpg Faithful Hound.jpg Werewolf.jpg
Cartographer.jpg Inn.jpg Oasis.jpg Scheme.jpg Souk.jpg
Cartographer Inn Oasis Scheme Souk
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]
Crypt Leprechaun Pooka Secret Cave Shepherd
Crypt.jpg Leprechaun.jpg Pooka.jpg Secret Cave.jpg Shepherd.jpg
Crossroads.jpg Farmland.jpg Oasis.jpg Tunnel.jpg Weaver.jpg
Crossroads Farmland Oasis Tunnel Weaver
Landscapes and Additional Cards
Hexes
Hex-back.jpg

[edit] 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
Develop.jpg Guard Dog.jpg Haggler.jpg Spice Merchant.jpg Witch's Hut.jpg
Develop Guard Dog Haggler Spice Merchant Witch's Hut
Landscapes and Additional Cards
Silos Flag
Silos.jpg Flag.jpg
A Penny Saved [images]
Ducat Patron Scepter Seer Swashbuckler
Ducat.jpg Patron.jpg Scepter.jpg Seer.jpg Swashbuckler.jpg
Berserker.jpg Border Village.jpg Oasis.jpg Souk.jpg Trader.jpg
Berserker Border Village Oasis Souk Trader
Landscapes and Additional Cards
Barracks Guildhall Treasure Chest
Barracks.jpg Guildhall.jpg Treasure Chest.jpg

[edit] Hinterlands & Menagerie

Big Blue [images]
Black Cat Falconer Sheepdog Sleigh Village Green
Black Cat.jpg Falconer.jpg Sheepdog.jpg Sleigh.jpg Village Green.jpg
Trader.jpg Trail.jpg Tunnel.jpg Weaver.jpg Witch's Hut.jpg
Trader Trail Tunnel Weaver Witch's Hut
Landscapes and Additional Cards
Banish Way of the Turtle
Banish.jpg Way of the Turtle.jpg
Intersection [images]
Cardinal Hostelry Livery Mastermind Supplies
Cardinal.jpg Hostelry.jpg Livery.jpg Mastermind.jpg Supplies.jpg
Develop.jpg Farmland.jpg Nomads.jpg Stables.jpg Wheelwright.jpg
Develop Farmland Nomads Stables Wheelwright
Landscapes and Additional Cards
Gamble Way of the Mouse
Gamble.jpg Way of the Mouse.jpg

Set-aside card for Mouse is CrossroadsCrossroads.jpg

[edit] Hinterlands & Allies

Longest Tunnel [images]
Bauble Capital City Carpenter Contract Innkeeper
Bauble.jpg Capital City.jpg Carpenter.jpg Contract.jpg Innkeeper.jpg
Haggler.jpg Jack of All Trades.jpg Margrave.jpg Trail.jpg Tunnel.jpg
Haggler Jack of All Trades Margrave Trail Tunnel
Landscapes and Additional Cards
Fellowship of Scribes
Fellowship of Scribes.jpg
Expertise [images]
Barbarian Highwayman Specialist Townsfolk Underling
Barbarian.jpg Highwayman.jpg Specialist.jpg Townsfolk.jpg Underling.jpg
Border Village.jpg Crossroads.jpg Highway.jpg Inn.jpg Spice Merchant.jpg
Border Village Crossroads Highway Inn Spice Merchant
Landscapes and Additional Cards
Order of Masons
Order of Masons.jpg

[edit] Hinterlands & Plunder

Desert Dreams [images]
Enlarge Grotto Harbor Village Mapmaker Pendant
Enlarge.jpg Grotto.jpg Harbor Village.jpg Mapmaker.jpg Pendant.jpg
Haggler.jpg Nomads.jpg Oasis.jpg Souk.jpg Weaver.jpg
Haggler Nomads Oasis Souk Weaver
Landscapes and Additional Cards
Trait for Nomads
Reckless
Reckless.jpg
Viking Schemes [images]
Cabin Boy Crew Crucible Frigate Wealthy Village
Cabin Boy.jpg Crew.jpg Crucible.jpg Frigate.jpg Wealthy Village.jpg
Berserker.jpg Cauldron.jpg Fool's Gold.jpg Scheme.jpg Stables.jpg
Berserker Cauldron Fool's Gold Scheme Stables
Landscapes and Additional Cards
Trait for Berserker
Rich
Scrounge
Rich.jpg Scrounge.jpg


[edit] First Edition Kingdoms

First Edition Kingdoms


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)
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Retired Products CornucopiaGuilds
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