Inheritance

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== Trivia ==
 
== Trivia ==
Inheritance (after the [[Dominion 2019 Errata and Rules Tweaks]]) and Patron are the only card-shaped things to use quotation marks in their English text
+
Inheritance (after the [[Dominion 2019 Errata and Rules Tweaks]]) and {{Card|Patron}} are the only card-shaped things to use quotation marks in their English text
 
[[Image:InheritanceArt.jpg|thumb|right|500px|Official card art.]]
 
[[Image:InheritanceArt.jpg|thumb|right|500px|Official card art.]]
  

Revision as of 19:38, 12 October 2019

Inheritance
Inheritance.jpg
Info
Cost $7
Type(s) Event
Set AdventuresAdventures icon.png
Illustrator(s) Mark Poole
Event text
Once per game: Set aside a non-Command Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")

Inheritance is an Event from Adventures. It allows EstatesEstate.jpg for the buyer to become Actions and emulate the effects of a particular non-Command Action from the Supply during their turns.

Contents

FAQ

Unofficial FAQ for Current Version

  • You can only buy this once per game.
  • When you do, set aside a non-Command Action card from the Supply that costs up to $4, and put your Estate token on it (the one depicting a house). Command cards are a type of card from other expansions; Inheritance cannot set those aside.
  • This is not gaining a card, and does not count for things that care about gaining, such as Treasure HunterTreasure Hunter.jpg; however at the end of the game, include the card as yours when scoring.
  • For the rest of the game, during your turns, all Estates additionally have the Action type and have the on-play ability "Play the card with your Estate token, leaving it there." For example if you set aside a PortPort.jpg, then during your turns, Estates are Action - Victory cards, that when played, in turn play the set-aside Port (which stays set-aside) for +1 Card and +2 Actions.
  • This also changes Estates in the Supply during your turns as well; if you used Inheritance on a Port and then later bought SeawaySeaway.jpg, you may gain an Estate and move your +1 Buy token to that pile.
  • The Estate pile, however, does not become an Action Supply pile (even though Inheritance explicitly says it's now an Action card), so you can't, for example, use PathfindingPathfinding.jpg to move your +1 Card token to it.
  • This only affects Estates during your turns, not during the turns of other players or between turns.
  • There are no limits on the set aside card other than being a non-Command Action from the Supply costing up to $4; it may be a Duration card, a Reaction card, and so on.
  • It does not have to continue costing up to $4, it only has to cost up to $4 when set aside.
  • Estates are still worth 1VP.png when scoring at the end of the game.
  • Estates do not copy the abilities or types of the set aside card; they just play it. Therefore they do not trigger abilities of the card below the dividing line that do not happen when playing the card, like gaining another Port when buying a Port, and are not the Bane for Young WitchYoung Witch.jpg from Cornucopia even if the set-aside card's pile is the Bane.
  • When you play the Estate, you then play the set-aside card.
  • The set-aside card stays set-aside; it does not move to the play area and if an effect tries to move it, such as GuideGuide.jpg moving to your Tavern mat, it will fail to move it.
  • Normally this will just mean that you follow the instructions on the set-aside card each time you play an Estate. For example, with Port set-aside, you would play the Port and get +1 Card and +2 Actions.
  • You also would trigger tokens like +1 Action on the pile of the set-aside card.
  • If you have an Estate play a set-aside Duration card (with your Estate token on it), or a Throne RoomThrone Room.jpg on a Duration card, the Estate will stay in play the same way the Duration card or Throne Room would.

Other Rules clarifications

  • After moving your Estate token to a card, on your turns Estates are Emulators, so see the tracking rules there for interactions with Durations.


FAQ for Prior Version

Official FAQ

  • You can only buy this once per game.
  • When you do, set aside a non-Victory Action card from the Supply that costs up to $4, and put your Estate token on it (the one depicting a house).
  • This is not gaining a card, and does not count for things that care about gaining, such as Treasure HunterTreasure Hunter.jpg; however at the end of the game, include the card in your deck when scoring.
  • For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a PortPort.jpg, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions.
  • This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port.
  • This only affects your own Estates, not Estates of other players.
  • An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with MasqueradeMasquerade.jpg (from Intrigue).
  • An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to PossessionPossession.jpg (from Alchemy) or TraderTrader.jpg (from Hinterlands).
  • There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to $4; it may be a Duration card, a Reaction card, and so on.
  • It does not have to continue costing up to $4, it only has to cost up to $4 when set aside.
  • Your Estates are still worth 1 VP.png when scoring at the end of the game.
  • Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young WitchYoung Witch.jpg from Cornucopia even if the copied pile is the Bane).
  • Starting Estates come from the Estates pile.

Other rules clarifications

Most Inheritance confusions are an issue of timing or ownership.

  • After you buy an EstateEstate.jpg, it becomes yours, and "when you buy this" abilities happen, then "when you gain this" abilities. After you gain an Estate without buying it, it becomes yours, and "when you gain this" abilities happen.
    • If you Inherit a Grand MarketGrand Market.jpg, you can buy an Estate with Copper in play, because Estate does not have the abilities of Grand Market until after you already bought it.
    • If you Inherit a Nomad CampNomad Camp.jpg and buy an Estate, it is gained onto your deck; if you gain an Estate without buying it, it is gained to your discard pile, because Estate does not have the abilities of Nomad Camp until after you already gained it to your discard pile.
  • If you Inherit a FortressFortress.jpg and trash one of your Estates, you put it into your hand and the Estate is still yours; if you trash an Estate that was not yours, such as trashing and Estate form the Supply with Salt the EarthSalt the Earth.jpg, you do not put it into your hand and it is not yours.
  • Some cards gain a card, and then care what types the gained card has. They check what types the card has after it is gained, when it it yours; for example if you Inherit a VillageVillage.jpg and IronworksIronworks.jpg an Estate, you get +1 Card and +1 Action.
  • Some cards trash a card, and then care what types the trashed card has. They check what types the card has after it is trashed, when it is not yours; for example if you Inherit a Village and SacrificeSacrifice.jpg an Estate, you get +2VP.png only (and not +2 Actions).
    • Fortress does not end up in the trash pile when trashed, and so it is still yours; for example if you Inherit a Fortress and Sacrifice an Estate, you get +2 Actions and +2VP.png.
  • Your Estates have the abilities and types of the set aside card when scoring.
  • Your Estates do not have the name or cost of the set aside card. For example:
    • If you Inherit a card and play BaronBaron.jpg, you can still discard an Estate.
    • If you Inherit a Treasure MapTreasure Map.jpg and play an Estate, you trash the Estate and a Treasure Map from your hand - you cannot trash an Estate from your hand - but did not trash 2 cards named Treasure Map, and so do not gain any GoldsGold.jpg.
    • If you Inherit a Border VillageBorder Village.jpg and gain an Estate, you gain a card that is cheaper than Estate.
    • If you Inherit a CrossroadsCrossroads.jpg and play an Estate, you can never get +3 Actions because it is not the first time you played a card named Crossroads that turn; you do get +3 Actions the first time you play a Crossroads each turn, even if you played an Estate earlier that turn.
    • If you Inherit a RatsRats.jpg and play an Estate, you gain a Rats - you cannot gain an Estate - and then trash a card from your hand that is not a Rats, but can be an Estate.
  • Estates in the Supply are not yours; they are normal Estates. The Estate Supply pile is not an Action pile. For example:
  • Under extremely rare circumstances is it possible to play an Estate as a card an opponent Inherited; see this post for details.

Strategy

Original article by faust

It is the craziest Event in Dominion so far (Sorry, DonateDonate.jpg). It impacts the game like few other card-shaped things do, sometimes completely warping the way you approach building your deck. And, I think, it is still heavily underrated by a large part of the player base.

In this article, I try to highlight two different ways to incorporate Inheritance into your strategy, and also offer some thoughts on when going for Inheritance is the wrong move. This we will start with, because it is the easiest part.

When to not go for Inheritance

If you see Inheritance in a kingdom, your first impulse should always be to ask yourself "Can I make Inheritance work here?" In most cases, you will want to use Inheritance, but there are boards on which you don't. Aside from obvious cases like, there is no possible Inheritance target, you should look for these conditions:

  • Do you start with Estates?
  • Is there a non-terminal action costing $4 or less?
  • Is there an easy way to buy/gain multiple Estates in a single turn?

If you answered at least two of these questions with "no", then you can probably ignore Inheritance. On the other hand, if you answered at least two of these with "yes", chances are you want to go for Inheritance in some way.

This evaluation is the easy part. But how to incorporate Inheritance into your strategy? There are two different strategy archetypes for this. I will outline them first and then talk a bit about when to go for which.

The Inheritance Rush

In an Inheritance Rush, you first and most important goal is to buy Inheritance as soon as possible. After that, if your opponent also goes for Inheritance, your next move is usually to try and win the Estate split.

To reach your first goal, you must throw some of your Dominion wisdom out of the window: Trashing is not a priority. Instead, you should focus on getting $7. CopperCopper.jpg-trashing can still be worth it if it also provides economy (like MoneylenderMoneylender.jpg/CounterfeitCounterfeit.jpg) or cycling (like Spice MerchantSpice Merchant.jpg). But you want to hold on to your starting Estates, if you have those. This strategy wants to open with cards that can spike high price points (BaronBaron.jpg excels at this; but even CoppersmithCoppersmith.jpg or Death CartDeath Cart.jpg can be worth it). Events such as SaveSave.jpg or ExpeditionExpedition.jpg are a big help too.

Also, remember that you will soon get three copies of some card at once; you may want to delay buying those. If your plan is to inherit VillagesVillage.jpg, don't buy one when you have only 2-3 terminals in your deck.

Once you managed to murder your parents and snatch the Inheritance, often you will want to get as many Estates as possible. They're good for your deck, and winning the split provides a comfortable VP.png lead over your opponent without slowing you down. At this point, you will need to add +buy and gainers to your deck, which you probably didn't want earlier since they don't help you reaching $7.

After the Estates have drained, you should have put together a decent deck. From then on it's just usual Dominion play until the end.

Example games:

  • Game 1 - Here I focus on economy early on (opening Moneylender/SilverSilver.jpg) while my opponent chooses a more traditional trashing approach with AmuletAmulet.jpg. I never gain more Estates, but choosing the Inheritance Rush is still worth it.
  • Game 2 - Here my opponent and I both choose to build similar engines, but due to using Inheritance, I get a sizable lead in VP.png and villages, promting my opponent to resign.
  • Game 3 - again I forego trashing in favor of more sifting (DungeonDungeon.jpg), and use a spiking card (Wine MerchantWine Merchant.jpg) to get to Inheritance quickly.

Inheritance as support

Sometimes, the Rush is not the way to go, but Inheritance may still be useful. If Inheritance is only used as support, then you play the game much like a usual game, but at some point - maybe instead of your first ProvinceProvince.jpg - you buy Inheritance. Playing "normally" means you focus more strongly on trashing, maybe even trashing your starting Estates.

You will reach $7 much later in such games, and then you have to ask yourself whether Inheriting is still better than greening. Often enough, it will be.

There is less to say about this way to play Inheritance, since it is less a strategy on its own and more fitting Inheritance into whatever strategy your were already playing.

Example games:

  • Game 4 - here, the presence of Sea Hag turns the game into a slog, which means getting to $7 will be hard. You still want to get Inheritance since IronmongerIronmonger.jpg is such a juicy target.
  • Game 5 - here, lack of amazing targets means that building the engine takes precedence over inheriting, which is why I open LoanLoan.jpg. I still luck into an early $7 thanks to BorrowBorrow.jpg.
  • Game 6 - my opponent goes for the Rush, while I focus on getting to ChampionChampion.jpg first. That turns out to be important, as I can later destroy his deck with inherited PagesPage.jpg and WarriorsWarrior.jpg.

When to go for which strategy

Now that we saw both ways to play Inheritance, let's tackle the most important question: When do you want to do which? Obviously, that one is not easy to answer. The main reason not to go for a rush are attacks. Going for the Rush often means delaying the attack, which is particularly bad with junking. Also, most attacks will actively prevent the other player from getting to $7 anytime soon.

The other thing to consider is: would you normally open with the card you want to inherit? If your inheritance target is best in the earlier game stages, then the Rush is better. If it is more of a mid- to late-game support card, then you can also delay Inheritance.

Finally, I would like to address some more specific issues that may come up when playing with Inheritance:

Selecting the right target

Usually, the best target for Inheritance on a given board is glaringly obvious, but there are cases when things are not that easy. Usually, some cantrip is the best option - remember, you will have lots of them in your deck. Select a target that will not only benefit you for the next shuffle, but for the rest of the game. Sometimes, you might not want the cantrip at all if it does too little for your deck.

Example games:

  • Game 7 - I go for SchemeScheme.jpg while my opponent picks TournamentTournament.jpg. The problem with Tournament is that it's not a true cantrip - if I have a Province in hand and you have a hand of all Tournaments, it's a dud. Tournament just gets too risky in the late game, and my Schemes are just as good at lining up Tournament with Province.
  • Game 8 - here, I sheepishly go for Wandering MinstrelWandering Minstrel.jpg (it's a cantrip after all!) while my opponent chooses EnvoyEnvoy.jpg, and that's just so much better in this Big-Money-like game.

Cost reduction

This is a tricky one. Cost reduction enables you to Inherit more valuable targets, but it also means that you have to delay your Inheritance more than you'd like. The main problem is that Cost-reducers don't actually help you to buy Inheritance, so you better have some plan to get there. If you do, it can work out beautifully. These games are usually not Rushes, but only use Inheritance as support.

Example games:

  • Game 9 - I use HighwayHighway.jpg to inherit more Highways and my deck just explodes from there.

Cost, type, triggers, tokens

It's important to remember where your inherited Estates are like the original cards - and where they differ.

  • Cost: The Estates still cost only $2. Remember this when planning to inherit Band of MisfitsBand of Misfits.jpg or Border VillageBorder Village.jpg.
  • Type: You will have lots of Action-Victory hybrids in your deck. This is great for cards that care about that stuff (CrossroadsCrossroads.jpg, the Iron family, even ScoutScout.jpg) and changes the interaction with some attacks (RabbleRabble.jpg gets hard-countered while BureaucratBureaucrat.jpg gets stronger).
  • Triggers: The Estates become yours as soon a you buy them, and stay your until they are trashed. That means you can make use of any on-buy, on-gain of on-trash triggers. Ever wanted to trash a Hunting GroundsHunting Grounds.jpg, gaining 3 more Hunting Grounds?
  • Tokens: Tokens placed on the pile you inherited from are sadly not copied, and you cannot place tokens on the Estate pile.

Versions

English versions

Print Digital Text Release Date
Inheritance Inheritance from Goko/Making Fun Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it (your Estates gain the abilities and types of that card). Adventures 1st Edition April 2015
Inheritance Inheritance from Shuffle iT Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it. (Your Estates gain the abilities and types of that card.) Adventures 2nd Edition August 2017
Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") Dominion 2019 Errata and Rules Tweaks September 24, 2019
Once per game: Set aside a non-Command Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.") October 10, 2019

Other language versions

Language Name Print Digital Text Notes
Dutch Erfenis
Finnish Perintö
French Héritage
German Erbschaft Einmal pro Spiel: Lege eine beliebige Aktionskarte vom Vorrat, die keine Punktekarte ist und bis zu $4 kostet, zur Seite. Lege deinen Anwesen-Marker darauf. (Deine Anwesen übernehmen ab sofort Anweisungen und Typ dieser Karte.)
Japanese 相続 (pron. sōzoku) ゲーム中に1度のみ:勝利点カード以外の、 コスト$4以下のアクションカード1枚を脇に置き、その上にあなたの屋敷トークンを移動する(あなたの屋敷は脇に置いたカードの能力と種類名を得る)。
Russian Наследство (pron. naslyedstvo)

Trivia

Inheritance (after the Dominion 2019 Errata and Rules Tweaks) and PatronPatron.jpg are the only card-shaped things to use quotation marks in their English text

Official card art.

Preview

Inheritance is maybe the strangest thing in Adventures. Your Estates turn into another card. Again that's Estates you already have, and any new ones you buy. You put the token on say a VillageVillage.jpg; now your Estates are cards that cost $2 and are worth 1 VP.png and are Action-Victory cards and can be played for +1 Card +2 Actions. It is a great feeling when you're staring at your hand and it sucks and then you remember, oh yeah, these Estates are Villages, this hand is awesome. You actually set aside a card with the token, rather than just putting it on a pile, because Dominion has crazy stuff like the Knights from Dark Ages. Lost Arts can give all of the Knights +1 Action for you, but when your Inheritance is Sir Martins, your Estates are all Sir Martin, they aren't any other Knights. And if that's not clear, there's a lengthy FAQ.

Secret History

Another one that was initially a one-shot Kingdom card. The big thing to muck with here was what exactly you could put the counter on. At one point Treasures worked; I tried letting it go on Victory cards. VP.png cards were too automatic, and then it was simpler not to allow Treasures. There was also the question of when exactly the Estates were yours; some versions didn't work for when-buy abilities.


Cards $2 Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg $3 AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg $4 DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg $5 ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg $6 HirelingHireling.jpg
Events $0 AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg $1 SaveSave.jpg $2 Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg $3 BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg $4 MissionMission.jpgPilgrimagePilgrimage.jpg $5 BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg $6 Lost ArtsLost Arts.jpgTrainingTraining.jpg $7 InheritanceInheritance.jpg $8 PathfindingPathfinding.jpg
Combos and Counters Baron/InheritanceCounting House/Travelling FairGuide/OutpostRoyal Carriage/BridgeGuide vs MilitiaLibrary vs RelicSwamp Hag vs Goons
Other concepts DurationReserveTokensTraveller
Dominion Cards
Basic cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg
Dominion $2 CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg $3 HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg $4 BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg $5 BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg $6 ArtisanArtisan.jpg
Removed cards: $3 ChancellorChancellor.jpgWoodcutterWoodcutter.jpg $4 FeastFeast.jpgSpySpy.jpgThiefThief.jpg $6 AdventurerAdventurer.jpg
Intrigue $2 CourtyardCourtyard.jpgLurkerLurker.jpgPawnPawn.jpg $3 MasqueradeMasquerade.jpgShanty TownShanty Town.jpgStewardSteward.jpgSwindlerSwindler.jpgWishing WellWishing Well.jpg $4 BaronBaron.jpgBridgeBridge.jpgConspiratorConspirator.jpgDiplomatDiplomat.jpgIronworksIronworks.jpgMillMill.jpgMining VillageMining Village.jpgSecret PassageSecret Passage.jpg $5 CourtierCourtier.jpgDukeDuke.jpgMinionMinion.jpgPatrolPatrol.jpgReplaceReplace.jpgTorturerTorturer.jpgTrading PostTrading Post.jpgUpgradeUpgrade.jpg $6 HaremHarem.jpgNoblesNobles.jpg
Removed cards: $2 Secret ChamberSecret Chamber.jpg $3 Great HallGreat Hall.jpg $4 CoppersmithCoppersmith.jpgScoutScout.jpg $5 SaboteurSaboteur.jpgTributeTribute.jpg
Seaside $2 EmbargoEmbargo.jpgHavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 CaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgNavigatorNavigator.jpgPirate ShipPirate Ship.jpgSalvagerSalvager.jpgSea HagSea Hag.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgExplorerExplorer.jpgGhost ShipGhost Ship.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Alchemy P TransmuteTransmute.jpgVineyardVineyard.jpg $2 HerbalistHerbalist.jpg $2P ApothecaryApothecary.jpgScrying PoolScrying Pool.jpgUniversityUniversity.jpg $3P AlchemistAlchemist.jpgFamiliarFamiliar.jpgPhilosopher's StonePhilosopher's Stone.jpg $4 PotionPotion.jpg $4P GolemGolem.jpg $5 ApprenticeApprentice.jpg $6P PossessionPossession.jpg
Prosperity $3 LoanLoan.jpgTrade RouteTrade Route.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgMonumentMonument.jpgQuarryQuarry.jpgTalismanTalisman.jpgWorker's VillageWorker's Village.jpg $5 CityCity.jpgContrabandContraband.jpgCounting HouseCounting House.jpgMintMint.jpgMountebankMountebank.jpgRabbleRabble.jpgRoyal SealRoyal Seal.jpgVaultVault.jpgVentureVenture.jpg $6 GoonsGoons.jpgHoardHoard.jpg $6star Grand MarketGrand Market.jpg $7 BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg $8star PeddlerPeddler.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
Cornucopia $2 HamletHamlet.jpg $3 Fortune TellerFortune Teller.jpgMenagerieMenagerie.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgRemakeRemake.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) • Young WitchYoung Witch.jpg $5 HarvestHarvest.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpg $6 FairgroundsFairgrounds.jpg
Hinterlands $2 CrossroadsCrossroads.jpgDuchessDuchess.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgOasisOasis.jpgOracleOracle.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNoble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpg $5 CacheCache.jpgCartographerCartographer.jpgEmbassyEmbassy.jpgHagglerHaggler.jpgHighwayHighway.jpgIll-Gotten GainsIll-Gotten Gains.jpgInnInn.jpgMandarinMandarin.jpgMargraveMargrave.jpgStablesStables.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
Dark Ages $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Guilds $2 Candlestick MakerCandlestick Maker.jpg $2plus StonemasonStonemason.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 AdvisorAdvisor.jpgPlazaPlaza.jpgTaxmanTaxman.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgJourneymanJourneyman.jpgMerchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg
Adventures $2 Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg $3 AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg $4 DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg $5 ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg $6 HirelingHireling.jpg
Events: $0 AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg $1 SaveSave.jpg $2 Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg $3 BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg $4 MissionMission.jpgPilgrimagePilgrimage.jpg $5 BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg $6 Lost ArtsLost Arts.jpgTrainingTraining.jpg $7 InheritanceInheritance.jpg $8 PathfindingPathfinding.jpg
Empires 4D EngineerEngineer.jpg 8D City QuarterCity Quarter.jpgOverlordOverlord.jpgRoyal BlacksmithRoyal Blacksmith.jpg $2 EncampmentEncampment.jpg/PlunderPlunder.jpgPatricianPatrician.jpg/EmporiumEmporium.jpgSettlersSettlers.jpg/Bustling VillageBustling Village.jpg $3 CastlesCastles.jpg (HumbleHumble Castle.jpgCrumblingCrumbling Castle.jpgSmallSmall Castle.jpgHauntedHaunted Castle.jpgOpulentOpulent Castle.jpgSprawlingSprawling Castle.jpgGrandGrand Castle.jpgKing'sKing's Castle.jpg) • CatapultCatapult.jpg/RocksRocks.jpgChariot RaceChariot Race.jpgEnchantressEnchantress.jpgFarmers' MarketFarmers' Market.jpgGladiatorGladiator.jpg/FortuneFortune.jpg $4 SacrificeSacrifice.jpgTempleTemple.jpgVillaVilla.jpg $5 ArchiveArchive.jpgCapitalCapital.jpgCharmCharm.jpgCrownCrown.jpgForumForum.jpgGroundskeeperGroundskeeper.jpgLegionaryLegionary.jpgWild HuntWild Hunt.jpg
Events: 5D TriumphTriumph.jpg 8D AnnexAnnex.jpgDonateDonate.jpg $0 AdvanceAdvance.jpg $2 DelveDelve.jpgTaxTax.jpg $3 BanquetBanquet.jpg $4 RitualRitual.jpgSalt the EarthSalt the Earth.jpg $43D WeddingWedding.jpg $5 WindfallWindfall.jpg $6 ConquestConquest.jpg $14 DominateDominate.jpg
Landmarks: AqueductAqueduct.jpgArenaArena.jpgBandit FortBandit Fort.jpgBasilicaBasilica.jpgBathsBaths.jpgBattlefieldBattlefield.jpgColonnadeColonnade.jpgDefiled ShrineDefiled Shrine.jpgFountainFountain.jpgKeepKeep.jpgLabyrinthLabyrinth.jpgMountain PassMountain Pass.jpgMuseumMuseum.jpgObeliskObelisk.jpgOrchardOrchard.jpgPalacePalace.jpgTombTomb.jpgTowerTower.jpgTriumphal ArchTriumphal Arch.jpgWallWall.jpgWolf DenWolf Den.jpg
Nocturne $0star Will-o'-WispWill-o'-Wisp.jpgWishWish.jpg $2 DruidDruid.jpgFaithful HoundFaithful Hound.jpgGuardianGuardian.jpgMonasteryMonastery.jpgPixiePixie.jpg (GoatGoat.jpg) • TrackerTracker.jpg (PouchPouch.jpg) $2star ImpImp.jpg $3 ChangelingChangeling.jpgFoolFool.jpg (Lost in the WoodsLost in the Woods.jpgLucky CoinLucky Coin.jpg) • Ghost TownGhost Town.jpgLeprechaunLeprechaun.jpgNight WatchmanNight Watchman.jpgSecret CaveSecret Cave.jpg (Magic LampMagic Lamp.jpg) $4 BardBard.jpgBlessed VillageBlessed Village.jpgCemeteryCemetery.jpg (Haunted MirrorHaunted Mirror.jpg) • ConclaveConclave.jpgDevil's WorkshopDevil's Workshop.jpgExorcistExorcist.jpgNecromancerNecromancer.jpg (Zombies: ApprenticeZombie Apprentice.jpgMasonZombie Mason.jpgSpyZombie Spy.jpg) • ShepherdShepherd.jpg (PasturePasture.jpg) • SkulkSkulk.jpg $4star GhostGhost.jpg $5 CobblerCobbler.jpgCryptCrypt.jpgCursed VillageCursed Village.jpgDen of SinDen of Sin.jpgIdolIdol.jpgPookaPooka.jpg (Cursed GoldCursed Gold.jpg) • Sacred GroveSacred Grove.jpgTormentorTormentor.jpgTragic HeroTragic Hero.jpgVampireVampire.jpg (BatBat.jpg) • WerewolfWerewolf.jpg $6 RaiderRaider.jpg
Boons: The Earth's GiftThe Earth's Gift.jpgThe Field's GiftThe Field's Gift.jpgThe Flame's GiftThe Flame's Gift.jpgThe Forest's GiftThe Forest's Gift.jpgThe Moon's GiftThe Moon's Gift.jpgThe Mountain's GiftThe Mountain's Gift.jpgThe River's GiftThe River's Gift.jpgThe Sea's GiftThe Sea's Gift.jpgThe Sky's GiftThe Sky's Gift.jpgThe Sun's GiftThe Sun's Gift.jpgThe Swamp's GiftThe Swamp's Gift.jpgThe Wind's GiftThe Wind's Gift.jpg
Hexes: Bad OmensBad Omens.jpgDelusionDelusion.jpg (DeludedDeluded.jpg) • EnvyEnvy.jpg (EnviousEnvious.jpg) • FamineFamine.jpgFearFear.jpgGreedGreed.jpgHauntingHaunting.jpgLocustsLocusts.jpgMiseryMisery.jpg (MiserableMiserable.jpg/Twice MiserableTwice Miserable.jpg) • PlaguePlague.jpgPovertyPoverty.jpgWarWar.jpg
Renaissance $2 Border GuardBorder Guard.jpg (HornHorn.jpgLanternLantern.jpg) • DucatDucat.jpgLackeysLackeys.jpg $3 Acting TroupeActing Troupe.jpgCargo ShipCargo Ship.jpgExperimentExperiment.jpgImproveImprove.jpg $4 Flag BearerFlag Bearer.jpg (FlagFlag.jpg) • HideoutHideout.jpgInventorInventor.jpgMountain VillageMountain Village.jpgPatronPatron.jpgPriestPriest.jpgResearchResearch.jpgSilk MerchantSilk Merchant.jpg $5 Old WitchOld Witch.jpgRecruiterRecruiter.jpgScepterScepter.jpgScholarScholar.jpgSculptorSculptor.jpgSeerSeer.jpgSpicesSpices.jpgSwashbucklerSwashbuckler.jpg (Treasure ChestTreasure Chest.jpg) • TreasurerTreasurer.jpg (KeyKey.jpg) • VillainVillain.jpg
Projects: $3 CathedralCathedral.jpgCity GateCity Gate.jpgPageantPageant.jpgSewersSewers.jpgStar ChartStar Chart.jpg $4 ExplorationExploration.jpgFairFair.jpgSilosSilos.jpgSinister PlotSinister Plot.jpg $5 AcademyAcademy.jpgCapitalismCapitalism.jpgFleetFleet.jpgGuildhallGuildhall.jpgPiazzaPiazza.jpgRoad NetworkRoad Network.jpg $6 BarracksBarracks.jpgCrop RotationCrop Rotation.jpgInnovationInnovation.jpg $7 CanalCanal.jpg $8 CitadelCitadel.jpg
Promo $3 Black MarketBlack Market.jpgChurchChurch.jpg $4 DismantleDismantle.jpgEnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg $5 GovernorGovernor.jpgStashStash.jpg $6 CaptainCaptain.jpg $8 PrincePrince.jpg
Events: $5 SummonSummon.jpg
Base Cards $0 CopperCopper-new.jpgCurseCurse-new.jpg $2 EstateEstate-new.jpg $3 SilverSilver-new.jpg $4 PotionPotion-new.jpg $5 DuchyDuchy-new.jpg $6 GoldGold-new.jpg $8 ProvinceProvince-new.jpg $9 PlatinumPlatinum-new.jpg $11 ColonyColony-new.jpg
See also: Second EditionOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
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