332 (33 sets)
- 42 Heirlooms (6 of each: Cursed Gold, Haunted Mirror, Pasture, Lucky Coin, Goat, Magic Lamp, Pouch)
- 10 Bats
- 12 Wishes
- 3 Zombies
- 12 Will-o'-Wisps
- 13 Imps
- 6 Ghosts
- 12 Boons
- 12 Hexes
- 1 Lost in the Woods
- 6 Deluded/Envious
- 6 Miserable/Twice Miserable
November 16, 2017|
Nocturne is the eleventh expansion to Dominion. It introduces Night cards, which are played after your Buy phase; Heirlooms, which replace your starting ; and Fate and Doom cards, which give out Boons and Hexes, respectively.
Basic Supply Cards
- Nocturne is only an expansion, so no Basic Supply Cards are included.
- , , , , ,
- , , , , ,
- , , , , , , , ,
- , , , , , , , , , ,
Heirlooms, 6 copies of each:
Other non-Supply cards:
- , (12 copies each)
- (10 copies), (13 copies)
- , , (1 copy each)
- (6 copies)
12 cards, 1 of each:
, , , , , , , , , , ,
12 cards, 1 of each:
, , , , , , , , , , ,
- (1 copy)
- / (6 copies, double-sided)
- / (6 copies, double-sided)
- Nocturne adds Night cards and the Night phase. In games using Night cards, the Night phase happens after the Buy phase - it goes, Action, Buy, Night, Clean-up. In your Night phase, you can play any number of Night cards.
- Nocturne has cards with a yellow banner saying "Heirloom" and naming a card. In games using a card with that banner, each player replaces a starting Copper with the named card. See Preparation. Nocturne has Fate cards and Boons. Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game. Boons are a face-down deck of cards that are revealed as needed. The phrase "receive a Boon" means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.
- Nocturne also has Doom cards and Hexes. Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game. Hexes are a face-down deck of cards that are revealed as needed. The phrase "receive a Hex" means, turn over the top Hex, and follow the instructions on it. "Each other player receives the next Hex" means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile.
- Three Hexes and one Kingdom card give players a State; this is a card that goes in front of a player and applies a rule. Deluded and Envious affect a single turn, and then are returned; Miserable and Twice Miserable affect scoring at the end of the game; Lost in the Woods affects one player's turns until another player takes it. Deluded and Envious are on the same card; have the relevant side face-up. Similarly Miserable and Twice Miserable are on the same card. A State only applies while a player has it.
- Boons, Hexes, and States are never in a player's deck; like Events and Landmarks (from and ), they are physically cards but are not "cards" in game terms. They are thus never "cards in play," receiving Boons and Hexes or taking a State is not "gaining a card," and so on.
- Nocturne has Duration cards, which were introduced in . Duration cards are orange, and have abilities that affect future turns. Duration cards are not discarded in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something. Additionally, if a Duration card is played multiple times by a card such as Throne Room, that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played multiple times. Keep track of whether or not a Duration card was played on the current turn, such as by putting your cards into two lines (older cards and this turn's cards).
- Nocturne has three cards that tell a player to "exchange" a card for another card. The card being exchanged is returned to its Supply pile, or non-Supply pile, and the card being exchanged for is taken and put into the player's discard pile. This does not count as gaining a card. The exchange only happens if both cards can be exchanged; if the pile is empty, the cards are not exchanged.
- If any Kingdom cards being used have a yellow banner indicating an Heirloom, players start the game with that Heirloom replacing what would normally be a . For example in a game with Pixie and Tracker, players start with 3 , 5 Coppers, a Goat, and a Pouch. The unused Coppers go in the Copper pile.
- If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp pile near the Supply also. If any have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious and Miserable/Twice Miserable near the Supply also.
- If Druid is being used, deal three Boon cards face up for use with it. If Necromancer is being used, put the three Zombies into the trash. If Fool is being used, get Lost in the Woods and have it handy. If Vampire is being used, put the Bat pile near the Supply. If Leprechaun or Secret Cave is being used, put the Wish pile near the Supply. If Devil's Workshop or Tormentor are being used, put the Imp pile near the Supply; if Cemetery is being used, put the Ghost pile near the Supply; and if Exorcist is being used, put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.
You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square, that came to life, and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.
Other non-Supply cards
- 15 Night cards, including 2 non-Supply cards: , , , , , , , , , , , , , ,
- 7 Heirloom-giving cards: , , , , , ,
- 8 Fate cards: , , , , , , ,
- 6 Doom cards: , , , , ,
- 8 Kingdom cards with ancillary non-Supply cards: , , , , , , ,
- 3 off-theme cards: , ,
Nocturne is the first set with a non-plural name since Cornucopia.
In other languages
- German: Nocturne
- Russian: Ноктюрн (pron. noktyurn)
A Sporcle quiz was posted by LastFootnote as a teaser the Friday before previews for Nocturne were posted. The quiz had all 33 Kingdom cards from the set for players to try to guess.
While working on , I tried out Boons. They were in the set for a while, but there was only so much space in the set, and something had to go. Boons were a nice chunk to remove and out they went. In July 2015, I put them in a file for some hypothetical future expansion, referred to as Boonies. A couple other cards went with them.
In August 2015 I invited Bryan L. Doughty to help playtest Dominion: Empires and the 2nd editions. That all worked out.
In August 2016, Bryan had some time on his hands, and decided to get in some games with the cards in the Boons file. And he posted a report on those games and what he thought of the cards.
Well if someone was going to be playing them, maybe I could work on them a little, make sure the testing was accomplishing something. And I worked on them a little. I tweaked the Boons and the cards that used them. I thought about what else I could do and tried some of that out. Bryan showed up a week later and was surprised at how much had happened. And then he was gone; people sometimes find other things to do with their time besides playtest my stuff. His name is not even in the credits, and the prominent names in the rest of our story are Matt Engel and Billy Martin. But Bryan got the ball rolling and then the damage had been done; I was working on a Dominion expansion. It accumulated mechanics and cards and before I knew it I was writing a Secret History for it.
Dave Goldthorpe is another name not in the credits, so let's give him his moment. He did not playtest. He did suggest names for things though, including a few cards plus the name Nocturne. He will also show up in the story for Fool.
Gradually the set acquired two themes: "spooky" and Celtic mythology. It seemed okay to go for both at once; they overlap a little. Mechanically the set tries to be more for typical Dominion players, rather than experts; the previous set, Empires, is heavily aimed at experts, and well I like the sets to be different.
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