Prince

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{{Infobox Card
 
{{Infobox Card
 
  |name = Prince
 
  |name = Prince
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|cost = 8
 
  |type1 = Action
 
  |type1 = Action
  |cost = 8
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  |type2 = Duration
 
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  |illustrator = Eric J Carter
 
  |illustrator = Eric J Carter
  |text = You may set this aside. If you do, set aside an Action card from your hand costing up to {{Cost|4}}. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)
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  |text = You may set aside (on this) a non-Duration non-Command Action card from your hand costing up to {{Cost|4}}. <br>At the start of each of your turns, play that card, leaving it set aside.
 
}}
 
}}
  
'''Prince''' is a [[Promo|promotional]] [[Action]] card. It is a [[one-shot]] that turns a (cheap) Action card from your hand into a permanent effect that gets played every turn for the rest of the game.
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'''Prince''' is a [[Promo|promotional]] [[Action]]–[[Duration]]–[[Command]] card. It is a [[one-shot]] that turns a (cheap) Action card from your hand into a permanent effect that gets played every turn for the rest of the game.
  
The card was leaked on BoardGameGeek[http://www.boardgamegeek.com/thread/1186675/new-dominion-origins-promo] after debuting at Origins 2014.
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When originally released in 2014, Prince's only type was Action; it received the Duration and Command types as part of a series of revisions and rule changes in 2022 to make it work in a more intuitive way and avoid infinite loops.
  
 
== FAQ ==
 
== FAQ ==
=== Official FAQ ===
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=== Unofficial FAQ (2022) ===
{{Quote
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* Prince has you play the same cheap Action every turn for the rest of the game.  
|Text=Prince has you play the same cheap action every turn for the rest of the game. The turn you play Prince, you set it aside with an Action from your hand costing {{Cost|4}} or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play. If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a {{Card|Feast}} or {{Card|Mining Village}} and you trashed it, or if it's a [[Duration]] card and so it stayed in play, or if it's a {{Card|Madman}} and was returned to its pile, or if it's an {{Card|Island}} and was set aside, or if it's a card you put back on your deck with {{Card|Scheme}}. In practice you will probably not choose to set aside Prince with a card that won't work well with it, and so will play the Action you set aside every turn from that point on. The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn.<br><br>
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* The turn you play Prince, you may set aside a non-[[Duration]] non-[[Command]] Action card from your hand costing {{Cost|4}} or less; then every turn after that you play the Action at the start of the turn. [[Command]] is a type that appears on cards like this; it has no meaning beyond stopping these cards from playing each other.
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* If you don't set aside an Action card, you'll discard the Prince from play during Clean-up. Otherwise, Prince will stay in play for the rest of the game.
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* When playing the set-aside card, normally this means that you follow its instructions.
 +
* For example, if you set aside a {{Card|Village}}, you will get +1 Card and +2 Actions at the start of each of your turns.
 +
* The Action card stays set aside. If the card tries to move itself (e.g. {{Card|Mining Village}}), it stays set aside and it fails to move. If the card has a bonus that is conditional on moving itself (such as {{Card|Pixie}}, which gives [[Boon]]s only if it trashes itself), you won't get its bonus. But if the bonus is not phrased so as to be conditional on the card moving (such as {{Card|Tragic Hero}}, which trashes itself and gains a [[Treasure]]), you'll get its bonus.
 +
* With cost-reduction, you can set aside a card that normally costs more than {{Cost|4}}.  
 +
* Cards costing {{Cost|P}} or {{Debt}} can never be set aside with Prince.
 +
* Playing the card each turn doesn't use up your normal Action play, and is mandatory.
 +
* At the end of the game, both Prince and the set-aside card are returned to your deck before scoring.
 +
* Prince plays its Action on [[extra turn]]s from {{Card|Outpost}}, {{Card|Possession}}, etc.  
 +
* If you play this with {{Card|Throne Room}}, you can set aside 2 cards on this. You will play both of them at the start of each of your turns. Both the {{Card|Throne Room}} and the Prince will stay in play for the rest of the game.
 +
* If you play a {{Card|Necromancer}} that plays a {{Card|Throne Room}} that plays a Prince twice, the {{Card|Necromancer}} will stay in play for the rest of the game.
  
Prince has to be set aside to do anything; using {{Card|Throne Room}} on Prince won't let you set aside two cards. The Action card you set aside has to cost {{Cost|4}} at the time you play Prince, but can normally cost more; for example you could play a {{Card|Highway}}, then use Prince on a {{Card|Laboratory}}. You do not play the set aside Action the turn you first set it aside with Prince. Playing the card each turn doesn't use up your normal Action play, and is mandatory; setting aside the Action when you discard it from play is also mandatory, you only fail to do it if the card isn't in play at that point. At the end of the game, Prince and the set aside card are returned to your deck before scoring. When you have multiple effects to resolve at the start of the turn - such as multiple Princes and certain Duration cards from [[Seaside]] - resolve them in any order, and that order may vary from turn to turn; choose one to resolve, resolve it, then move on to another one, until they are all resolved. Cards which cost {{Cost|0*}} such as {{Card|Mercenary}} and the [[Cornucopia]] [[Prizes]] can be set aside with a Prince, as can cards from [[Guilds]] that cost {{Cost|2+}} or {{Cost|3+}} or {{Cost|4+}}. Cards with a {{Cost|P}} in the cost cannot be set aside with Prince. Prince plays its Action on extra turns from {{Card|Outpost}} and {{Card|Possession}}. The Action card that Prince plays is in play after it's played each turn, so it will count for things like {{Card|Peddler}}; Prince however remains set aside.
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===Other rules clarifications===
|Name=[[Donald X. Vaccarino]]
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* You ordinarily don't get to play the set-aside card on the turn when you set it aside.
|Source=[http://www.boardgamegeek.com/article/16031240#16031240 New Dominion Origins Promo (BGG)]
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** However, if you play a Prince via an effect triggered by the start of your turn (e.g. with {{Project|Piazza}} and set aside a card, you'll play the set-aside card on the same turn.  
}}
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* The start of your turn is part of your Action phase. This matters if you use Prince to play {{Card|Crown}}.
  
=== Other Rules clarifications ===
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{| class="wikitable mw-collapsible mw-collapsed"
* If the card selected for Prince is {{Card|Band of Misfits}}, you may choose a new card for Band of Misfits to emulate each turn.
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| <h3> Deprecated official FAQ (2014)</h3>
* Though {{Card|Island}} is set aside when played, since it was not Prince setting it aside at the end of your turn, the [[Lose Track rule]] dictates that Prince cannot cause Island to be played past the first time.
+
|-
* Like with {{Card|Scheme}}, a {{Card|Hermit}} that is set aside again by Prince on a turn where no cards were bought will fail to trash itself, but you will still gain a {{Card|Madman}}.
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|<ul>
* Although certain [[Reserve]] cards can be called back into play from the Tavern mat on the same turn they are put there, Prince cannot set them aside again, even though they are where Prince expects them; when they went to the Tavern mat, Prince lost track of them, and cannot do anything further with them.
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<li> Prince has you play the same cheap action every turn for the rest of the game.
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<li> The turn you play Prince, you set it aside with an Action from your hand costing {{Cost|4}} or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play.
 +
<li> If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a {{Card|Feast}} or {{Card|Mining Village}} and you trashed it, or if it's a [[Duration]] card and so it stayed in play, or if it's a {{Card|Madman}} and was returned to its pile, or if it's an {{Card|Island}} and was set aside, or if it's a card you put back on your deck with {{Card|Scheme}}. In practice you will probably not choose to set aside Prince with a card that won't work well with it, and so will play the Action you set aside every turn from that point on.
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<li> The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn.
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<li> Prince has to be set aside to do anything; using {{Card|Throne Room}} on Prince won't let you set aside two cards.  
 +
<li> The Action card you set aside has to cost up to {{Cost|4}} at the time you play Prince, but can normally cost more; for example you could play a {{Card|Highway}}, then use Prince on a {{Card|Laboratory}}.
 +
<li> You do not play the set aside Action the turn you first set it aside with Prince.
 +
<li> Playing the card each turn doesn't use up your normal Action play, and is mandatory; setting aside the Action when you discard it from play is also mandatory, you only fail to do it if the card isn't in play at that point.
 +
<li> At the end of the game, Prince and the set aside card are returned to your deck before scoring.
 +
<li> When you have multiple effects to resolve at the start of the turn - such as multiple Princes and certain Duration cards from [[Seaside]] - resolve them in any order, and that order may vary from turn to turn; choose one to resolve, resolve it, then move on to another one, until they are all resolved.
 +
<li> Cards which cost {{Cost|0*}} such as {{Card|Mercenary}} and the [[Cornucopia]] [[Prizes]] can be set aside with a Prince, as can cards from [[Guilds]] that cost {{Cost|2+}} or {{Cost|3+}} or {{Cost|4+}}.
 +
<li> Cards with a {{Cost|P}} in the cost cannot be set aside with Prince.  
 +
<li> Prince plays its Action on extra turns from {{Card|Outpost}} and {{Card|Possession}}.
 +
<li> The Action card that Prince plays is in play after it's played each turn, so it will count for things like {{Card|Peddler}}; Prince however remains set aside.
 +
</ul>
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|}
  
== Strategy Article ==
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{| class="wikitable mw-collapsible mw-collapsed"
''[http://forum.dominionstrategy.com/index.php?topic=12283.0 original article] by faust''
+
| <h5>Deprecated rules clarifications (2014 2021)</h5>
 +
|-
 +
| <ul>
 +
<li> Cards with {{Cost|P}} or {{Debt}} in the cost cannot be set aside with Prince.
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<li> If you set aside a {{Card|Band of Misfits}}, you choose each turn which card to emulate.
 +
<li> The start of your turn is part of your Action phase. This matters if you use Prince to play {{Card|Crown}} (either directly using cost reduction or indirectly through cards like {{Card|Throne Room}} or {{Card|Herald}}).
 +
<li> If a card leaves play other than by being discarded during Clean-Up, then by the [[stop-moving rule]], Prince loses track of it and cannot set it aside again.
 +
<li> Even though you can set aside any played card with {{Way|Way of the Turtle}}, it is not set aside by Prince, so Prince will lose track of it and will do nothing for the rest of the game.
 +
<li> Setting aside a 2nd Prince will mean that your first Prince will do nothing for the rest of the game.
 +
<li> Although certain [[Reserve]] cards can be called back into play from the Tavern mat on the same turn, Prince cannot set them aside again, so Prince will do nothing for the rest of the game.
 +
</ul>
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|}
  
Prince is the shiny new card that got us all excited for a while until the new expansion was announced. The eventual effect – being able to play a card every turn without using an action or card slot – is super strong, but it's a long way until you get there.
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== Strategy ==
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Prince is a very expensive card with an effect that would in principle be powerful in many [[Kingdom]]s, but in practice is rarely worth setting up. Unlike most other cards that help your deck starting from the turn after you gain them, Prince is a [[terminal]] [[stop card]] that has no benefit on the turn you play it, and delays playing another card that would help you this turn. The high price and this lengthy setup process make Prince extremely slow.  
  
=== Prince of what? ===
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The major use case for Prince is in a slow Kingdom with good [[alt-VP]] or a tendency towards a [[slog]]. In these situations, Prince competes less directly with {{Card|Province}} and is more likely to have time to pay off. A Kingdom that can exploit Prince well also has the following attributes:
 +
* An [[engine]] that without Prince has no good [[deck control]], and therefore no assurance of being able to reliably find your [[payload]]: this may mean [[terminal draw]] with no [[Village (card category)|villages]] besides Prince, or very little draw at all. In this deck, Prince is typically used to set aside a terminal draw card to ensure reliability, or a [[non-terminal]] card to act as a village enabling multiple terminal payload plays.
 +
* No good [[Big Money|money]] strategy as an alternative.
 +
* Some way to easily gain Prince or ensure it lines up with its intended target (e.g. topdecking, or [[gain-and-play]] such as with {{Event|March}} or {{Project|Innovation}}). {{Event|Transport}} is especially powerful here, as it allows you to topdeck a Prince more cheaply than you can usually buy one.
  
Let's start with the easy part – determining which cards you want Princed. Usually, once you bought a Prince, you want to set it aside as soon as possible. But if you have two potential targets, deciding which one to Prince might be difficult. Plus, if you see a kingdom full of cards you don't want Princed, you probably shouldn't go for Prince. I'll present a list of very bad to very good Prince targets.
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The strength of the available targets is also a factor when considering whether to use Prince. Good targets may include:
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* [[one-shot]]s such as {{Card|Horse}}, which you can repeatedly benefit from and are not set aside or trashed by their own effects
 +
* terminal draw, especially if you’re facing a [[handsize attack]]
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* {{Card|Throne Room}}, which provides two start-of-turn plays and can be put to flexible use with whichever Action card from your hand will provide the most benefit on each turn
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* strong Attacks like {{Card|Militia}}, especially if there’s a way to achieve this early in the game.  
  
==== The completely useless ====
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If [[cost reduction]] is present, the set of potential Prince targets is wider and contains stronger cards. However, it is usually difficult to achieve this while also [[collision|colliding]] your Prince with its best target.
[[Duration|Durations]], [[Reserve|Reserves]], [[one-shot|one-shots]]
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These cards just don't work with Prince, for technical reasons. The one exception is {{Card|Gear}}, which works as long as you never set aside any cards with it (in which case it acts as a vanilla +2 Cards).
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Prince's high and unique cost of {{Cost|8}} has several implications. For instance, it has a strong synergy with {{Card|Charm}}: playing multiple {{Card|Charm|Charms}} and then buying one Prince enables you to gain multiple {{Card|Province}}s, offering the possibility of a game-ending [[megaturn]]. Alternatively, {{Card|Swindler}} can convert your opponents’ {{Card|Province|Provinces}} into Princes. Particularly when there is a way to obtain Prince more cheaply than usual (e.g. with {{Card|Lurker}} or {{Event|Transport}}), it can provide especially potent fuel for certain [[Trash for benefit]] cards such as {{Card|Bishop}}.  
  
==== The very bad ====
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===External strategy articles===
{{Card|Ambassador}}, {{Card|Baron}}, [[Terminal draw#Targeted handsize|draw-to-X]], [[Curser|Cursers]]/[[Looter|Looters]], [[trasher|trashers]]
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''Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.''
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* [http://forum.dominionstrategy.com/index.php?topic=12283.0 faust's 2014 article]
  
Cards you probably don't want to Prince even if you can. With these, it's often better to Prince a shuffle later. This includes cards that require you to have certain cards in hand to be good, like trashers (require junk cards), but also cards you want to play a lot of early on and that lose value quickly (junkers).
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== Versions ==
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===English versions===
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{| class="wikitable" style="text-align:center;"
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! Print !! Digital !! Text !! Release !! Date
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|-
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| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|o=1|d=g}} || You may set this aside. If you do, set aside an Action card from your hand costing up to {{Cost|4}}. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.) || Prince || June 2014
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|-
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| {{CardLangVersionImage|o=2}} || {{CardLangVersionImage|d=s|o=2}} || You may set this aside. If you do, set aside an Action card from your hand costing up to {{nowrap|{{Cost|4}}.}}<br>At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.) || Prince [[2016 Errata#Formatting_changes|(2017 printing)]] || February 2017
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|-
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|  || {{CardLangVersionImage|d=s|o=3}} || You may set aside (on this) a non-Duration Action card from your hand costing up to {{nowrap|{{Cost|4}}.}} <br>At the start of each of your turns, play that card, leaving it set aside. || [[Dominion 2019 Errata and Rules Tweaks]] || [http://forum.dominionstrategy.com/index.php?topic=20909.msg885358#msg885358 February&nbsp;18&#44;&nbsp;2022]
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|-
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|  || {{CardLangVersionImage|d=t}} || style="padding:15px 0px;"| You may set aside (on this) a non-Duration non-Command Action card from your hand costing up to {{nowrap|{{Cost|4}}.}} <br> At the start of each of your turns, play that card, leaving it set aside. || {{Event|Inheritance}} related errata || [https://store.steampowered.com/news/app/1131620/view/3096792662616104755 March&nbsp;9&#44;&nbsp;2022] / [http://forum.dominionstrategy.com/index.php?topic=21326.0 June&nbsp;29&#44;&nbsp;2022]
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|}
  
==== The rather bad ====
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===Other language versions===
{{Card|Throne Room}}, [[Village (card category)|Village]]s, {{Card|Menagerie}}, [[Reaction|Reactions]]
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{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
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! Language !! Name !! Print !! Digital !! Text !! Notes
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|-
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!Dutch
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| Prins || || || ||
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|-
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!Finnish
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| Prinssi || || || ||
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|-
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!French
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| Prince || || {{CardLangVersionImage|French|d=1}} || Vous pouvez mettre cette carte de côté. Dans ce cas, mettez de côté une carte Action de votre main coûtant jusqu'à {{Cost|4}}. Au début de tous vos prochains tours, jouez cette action, en la mettant à nouveau de côté quand vous la défaussez de votre zone de jeu. (Cessez de la jouer si vous échouez à la mettre de côté.) ||
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|-
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!rowspan=4|German
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| Prinz || {{CardVersionImage|Prince German-ASS|German language Prince 2014 by ASS}} || || Du darfst diese Karte zur Seite legen. Wenn du das tust: Lege eine Aktionskarte aus deiner Hand zur Seite, die bis zu {{Cost|4}} kostet.{{Divline}}Zu Beginn deines Zuges: Spiele die zur Seite gelegte Aktionskarte. Sobald du sie ablegen musst, legst du sie stattdessen wieder zur Seite. Solltest du sie nicht ablegen müssen, legst du sie nicht wieder zur Seite. Die Wirkung der Karte „Prinz“ wird sofort aufgehoben. Sie bleibt bis zum Spielende beiseitegelegt und kommt nicht mehr zum Einsatz. || (2014)<hr>''This version<br>is listed [//wiki.dominionstrategy.com/index.php/%C3%9Cbersetzungsfehler_(German_translation_errors)#A66 here]''
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|-
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| Prinz || || {{CardLangVersionImage|German|d=1|o=1}} || Du darfst diese Karte zur Seite legen. Wenn du das tust, lege eine Aktionskarte aus deiner Hand zur Seite, die bis zu {{Cost|4}} kostet.<br>Zu Beginn von jedem deiner Züge, spiele jene Aktionskarte und lege sie wieder zur Seite, wenn du sie aus dem Spiel ablegst. (Höre auf, sie zu spielen, wenn du sie in einem Zug, in dem du sie gespielt hast, nicht zur Seite legen kannst.) || (2019)
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|-
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| Prinz || || {{CardLangVersionImage|German|d=1|o=2}} || <p>Du darfst eine Aktionskarte, die keine Dauerkarte ist und bis zu {{Cost|4}} kostet, von deiner Hand zur Seite legen (auf diese Karte).</p>Spiele sie zu Beginn jedes deiner Züge, aber lasse sie beiseite liegen. ||
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|-
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| Prinz || || {{CardLangVersionImage|German|d=1}} || <p>Du darfst eine Aktionskarte, die keine Befehls- oder Dauer&shy;karte ist und bis zu {{Cost|4}} kostet, von deiner Hand zur Seite legen (auf diese Karte).</p>Spiele sie zu Beginn jedes deiner Züge, aber lasse sie beiseite liegen. ||
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|-
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!Japanese
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| 王子 (pron. ''ōji'') || || || style="padding:15px 0px;"| これを脇に置いてもよい。脇に置いた場合、手札のコスト{{Cost|4}}以下のアクションカード1枚を脇に置く。あなたの各ターンの開始時にそれを使用し、捨て札にするときに再度脇に置く (そのターンに脇に置かない場合、使用をやめる)。||
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|-
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!rowspan=2|Polish
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| Książę || {{CardLangVersionImage|Polish|o=1}} || || Możesz odłożyć tę kartę na bok. Jeśli to zrobisz, odłóż z ręki na bok kartę Akcji kosztującą nie więcej niż {{nowrap|{{Cost|4}}.}} Na początku każdej swojej tury zagraj tę kartę Akcji i odłóż ją ponownie na bok gdy odrzucasz ją z gry (jeśli nie odłożysz jej na bok w turze, w której ją zagrywasz, to w następnej turze już jej nie zagrywasz). || (2014)
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|-
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| Książę || {{CardLangVersionImage|Polish}} || || Możesz odłożyć z ręki na bok (na tę kartę) kartę Akcji kosztującą do {{Cost|4}}, niebędącą kartą Następstwa ani Rozkazu. Na początku każdej twojej tury: zagraj ją, pozostawiając ją odłożoną na bok. || (2022)
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|-
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!Russian
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| Принц (pron. ''prints'') || || || ||
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|-
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!Spanish
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| Príncipe || || || ||
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|}
  
Cards you will probably Prince if you draw your Prince with nothing else, but where the effect just isn't great. Princing Reactions means losing the Reaction part; if you Prince a Village, you will usually end up with lots of unused actions. Throne Room can end up doing nothing, or even throning a bad card [side note: if you Prince Throne Room and throne a duration with it, you lose the Princing].
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== Trivia ==
 +
The card was leaked on BoardGameGeek[http://www.boardgamegeek.com/thread/1186675/new-dominion-origins-promo] after debuting at Origins 2014.
  
==== The rather good ====
 
[[Cantrip|Cantrips]], [[trashing attack|trashing attacks]], [[gainer|gainers]], [[+Buy]], [[sifter|sifters]], [[Terminal silver|+coins]]
 
 
Cards that are almost always nice Princed. Cantrips help you avoid terminal collision AND let you start with bigger hand size, which is already two plusses.
 
 
==== The really good ====
 
[[Terminal draw|+cards]], [[Handsize attack|Discard attacks]], {{Card|Monument}}, {{Card|Tournament}}, {{Card|Scheme}}, [[Prize|Prizes]]
 
 
These kinds of cards are exceptionally good. Starting with a bigger handsize each turn is huge. A Princed Discard is sort of the inverse effect - opponents start with lower hand size each turn. Monument gives 1 {{VP}} per turn. Scheme effectively lets you play a more expensive card each turn. On Tournament and Prizes, see below.
 
 
Note that this list does not imply that you should go for Prince whenever good Princable cards are around. The decision to make if e.g. Tournament is around is much harder than this. The following part tries to give some guidelines for deciding when to go for it.
 
 
=== When to go for Prince ===
 
 
First and foremost, Prince is an [[engine]] card. It has no place in [[big money]] games or [[slog|slogs]], simply because – similar to Throne Room/{{Card|King's Court}} – you need to line it up with an action to get anything out of it. There are rare circumstances where you might want to use it even in non-engine decks, but the general advice is, ignore it if you're not building an engine.
 
 
Even if you are going for the engine, consider carefully if you really want Prince. The main problem about Prince is that it is slow. That Prince could have been a {{Card|Province}}, and then you don't get the effect immediately, but instead need to sacrifice on action to set aside the card you want. That puts you behind a Province and roughly half a turn. If you could buy a single Province per turn before and now can buy two Provinces a turn, that may have been worth it; but more often than not, the benefit simply won't be big enough.
 
 
The following list gives scenarios where Prince can be good.
 
 
==== 1. {{Card|Colony}} games ====
 
 
There are two reasons why Prince is better in Colony games: First, Prince is made for long games, and Colony games tend to go longer. The more turns you have, the more will you be able to play your Princed cards. Second, the competition for Prince is weaker. In a Colony game, you usually don't want to go for Provinces except in the endgame, so if you hit {{Cost|8}}, you can grab a Prince without that much opportunity cost.
 
 
==== 2. [[Alt-VP]] ====
 
 
Same as above – if you don't want those Provinces anyway, ignoring them becomes easier. This point comes with a caveat though: Most Alt-VP cards ({{Card|Gardens}}, {{Card|Duke}}, {{Card|Feodum}}) support decks that don't want Prince in it. But Prince can be great with {{Card|Fairgrounds}} and {{Card|Vineyard}}, and there's always the odd engine-into-Duchy/Duke game. The {{VP}} token cards also fall in this category: Prince allows you to build better [[Golden deck|Golden decks]] for {{Card|Bishop}}, a Prince of Monuments nets you 1 {{VP}} per turn, And Prince can help play more {{Card|Goons}} per turn.
 
 
==== 3. Prince while ahead ====
 
 
If you already have a decent advantage, you may be able to cope with skipping a Province buy. Prince can give your deck additional reliability and prevent you from losing to unlucky draws.
 
 
==== 4. 2-card [[combo|combos]] ====
 
 
This is a bit of a niche use for Prince, but can be quite good. Some cards combo nicely in theory, but it just isn't worthwhile to set them up, because e.g. the one you'd need to play first is terminal. Prince can help with that. Prince a {{Card|Navigator}} and your {{Card|Herald}} engine will flow smoothly. Prince a {{Card|Scavenger}} to get the card you want on top of your deck.
 
 
==== 5. Rare components ====
 
 
This is definitely the scenario where Prince shines most. Sometimes, the engine is just not quite powerful enough. There are awesome engine components, but the only Village is {{Card|Necropolis}}? Just crown a Prince of Necropolises, and you'll start with three actions each turn. Similarly, a Prince of {{Card|Crossroads}} can make your engine work.
 
 
While +action is what you need to make the engine work most often, there are also other possibilities: Maybe you can't guarantee drawing a +buy every turn – set it aside. Princed attacks are also quite nice.
 
 
=== When to play Prince ===
 
 
Usually, you want to Prince your cards as soon as possible. If you have Prince with a decent card in hand, don't wait for a better opportunity! Another mistake that is often made is this: you have Prince and {{Card|Wishing Well}} in hand. Unless you can be pretty certain that you can draw a better action, don't play the Wishing Well! It's tempting to try and get more out of your turn, but if your Prince ends up dead, you'll curse your recklessness.
 
 
=== Countering Prince ===
 
 
Not much needs to be said here. If your opponent goes for Prince and you don't, your task is to end the game before his Prince pays off too much. Piledrive these Provinces, go for the three-pile. The longer the game, the better for the Prince player.
 
 
=== Specific interactions ===
 
 
In this last part, I'd like to pick a few special cards that have an interesting interaction with Prince.
 
 
==== Prince and Tournament ====
 
 
Prince and Tournament have a love-hate relationship. You need Provinces to activate your Tournaments, and every Prince could have been a Province. On the other hand, once you've Princed a Tournament, every hand with a Province in it wins. And, even better, once you've got those Prizes, you can Prince them and quickly get your opponent to resign. Getting Province with your first {{Cost|8}} and Prince with your second isn't a bad strategy on many Tournament boards.
 
 
==== Prince and {{Card|Black Market}} ====
 
 
No, not what you think... Princing a Black Market is of course horrible. But what Prince really likes is the Black Market deck. Often you get a good card from the Black Market, but it's not enough because you can only ever get one copy. With Prince, you can play that card every turn.
 
 
==== Prince and cost reducers ====
 
 
Prince loves cost reducers because they give the opportunity to set aside better cards. After two {{Card|Highway|Highways}}, you can set aside a Goons. Just don't spend too much time on such neat tricks. It's often better to set aside Prince this shuffle with a boring {{Cost|4}} than to wait another shuffle in hopes of getting that Prince of {{Card|Hunting Grounds}}.
 
One warning: If you Prince a {{Card|Bridge}}, keep in mind the effect that has on your Trash-for-benefit cards. You definitely look stupid when you start {{Card|Upgrade|Upgrading}} your {{Card|Copper|Coppers}} into {{Card|Estate|Estates}}.
 
 
==== Prince of {{Card|Hermit|Hermits}} ====
 
 
This can be great if the kingdom allows for it. If you don't buy anything a turn, Prince sets aside Hermit before it can trash itself. That means, if you can cobble together an engine that doesn't need to buy anything, the Prince of Hermits can give you a constant supply of {{Card|Madman|Madmen}}.
 
 
==== Other interactions ====
 
{{Card|Outpost}}: more turns mean more Princed card plays. And Prince is often enough to make those Outpost turns as good as normal turns.
 
 
{{Card|Quarry}}: Lowers the bar for Prince. Now it doesn't compete with Province anymore.
 
 
{{Card|Swindler}}: Just like {{Card|Peddler}}, the presence of Prince makes Swindler games even swingier than usual. If you manage to turn Province into Prince late-game, this can be a game-changer. And unlike Peddler, Princes will very rarely run out towards the endgame.
 
 
=== Conclusion ===
 
 
Prince is a unique card, but don't let that distract you. It's not that good. It has its uses, but you usually shouldn't just buy it without good reason.
 
 
=== Synergies/Combos ===
 
* The higher-cost cards assume there's a cost-reducer available to bring them to 4 or less
 
* Cost-reducing cards ({{Card|Bridge}}, {{Card|Princess}}, {{Card|Highway}}) are very useful with Prince, since they allow you to set aside more expensive cards.
 
* {{Card|Chapel}} is also very useful with Prince since its trashing function is optional - it gets played, and you can choose to trash 0 cards
 
* {{Card|Witch}} and other non-duration terminal draws - Like having a Wharf permanently in play and, in the case of the Witch, gives out curses in the bargain
 
* For most practical purposes, setting aside {{Card|Scheme}} will allow a player to mimic the effect of setting aside a higher cost card with Prince. The Scheme that is played by Prince will provide an extra action and an extra card to play the action while still having one action and five cards in hand afterward, and during cleanup the player can use the Scheme to return that higher cost card to the top of their deck for next turn. However, unlike setting a card aside with Prince directly, this combo with Scheme is vulnerable to {{Card|Minion}} attacks and any actions that affect the top of your deck (e.g. {{Card|Sea Hag}}, {{Card|Spy}}, {{Card|Bureaucrat}} etc.) may affect your hand one turn sooner.  Scheme can also be used to gain the effects of Prince on an alternating pair of [[Duration]] cards (topdecking each as it expires), or even swap out which card you're playing as your needs change.  For example, you could start off playing a {{Card|Witch}} each turn, and then when the {{Card|Curse|Curses}} run out, swap it for a {{Card|Hunting Grounds}}.
 
* [[Sifter|Sifters]] like {{Card|Warehouse}} help to line Prince up with the card you want, rather than just the card it happens to be drawn with.
 
 
=== Antisynergies ===
 
* [[One-shot]], [[Duration]] (except {{Card|Gear}}), [[Reserve]], [[Reaction]]
 
* {{Card|Province}} games
 
* [[Big Money]]-like decks
 
* Draw-up-to-X card such as {{Card|Library}}, {{Card|Watchtower}}, or {{Card|Jack of all Trades}} (if you set aside them, you can draw one less cards)
 
* Cards no longer useful - like  {{Card|Moneylender}}, {{Card|Chapel}}, [[curser|cursers]] (if curses run out), etc…({{Card|Island}} is extremely cheaper than Prince, and gives you 2VP!)
 
* [[Trasher|Trashers]]  whose trashing function is not optional - like {{Card|Remake}}
 
* Opponent's [[junker]] makes it difficult to connect Prince with good actions.
 
* Opponent's {{Card|Possession}}- If you are possessed and set aside harmful action like {{Card|Remake}}, {{Card|Rats}}, or etc, …
 
 
== Trivia ==
 
 
[[Image:PrinceArt.jpg|thumb|right|354px|Official card art.]]
 
[[Image:PrinceArt.jpg|thumb|right|354px|Official card art.]]
Prince is the only Kingdom card outside [[Prosperity]] with a coin cost above {{Cost|6}}, and the only Kingdom card that regularly has a cost of {{Cost|8}} during the Buy phase.
+
The Prince [[Supply]] pile is the only pile of [[Kingdom]] cards costing {{Cost|7}} or more that is not from {{Set|Prosperity}} or {{Set|Menagerie}}.
=== In other languages ===
+
* French: Prince
+
* German: Prinz
+
* Spanish: Príncipe
+
* Japanese: 王子 (pron. ''ōji'')
+
 
+
 
=== Card Art ===
 
=== Card Art ===
The expansion symbol is the logo for the Origins Game Fair.
+
The expansion symbol on the First Edition of the card was the logo for the Origins Game Fair.
 
+
=== Theme ===
 +
{{Quote
 +
|Text=
 +
Well you're a king, conquering lands and doing stuff (it's true, check the flavor paragraph for the main game). The prince is like a miniature version of you; he does one thing each turn. This helps him prepare to replace you someday. It's the circle of life.
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg388054#msg388054 Interview with Donald x.]
 +
}}
 
=== Secret History ===
 
=== Secret History ===
 
{{Quote
 
{{Quote
|Text=Jay wanted a Dominion promo sometime. No rush. I eventually got around to it. I wanted something that felt like a promo; something exotic. I tried out a few ideas I had in the file; the one that played a card every turn was easily the highlight. So I worked on that one. It was an old idea, predating the original game being published. Back then I had decided maybe I would someday do it as a unique card, to get around the issue of using Prince on Prince; then I made unique cards for Tournament but didn't do it there. There were other ways to solve the problems though; as usual it just took lots of tiny text.<br><br>
+
|Text=Jay wanted a Dominion [[promo]] sometime. No rush. I eventually got around to it. I wanted something that felt like a promo; something exotic. I tried out a few ideas I had in the file; the one that played a card every turn was easily the highlight. So I worked on that one. It was an old idea, predating {{Set|Dominion|the original game}} being published. Back then I had decided maybe I would someday do it as a unique card, to get around the issue of using Prince on Prince; then I made [[Prize|unique cards]] for {{Card|Tournament}} but didn't do it there. There were other ways to solve the problems though; as usual it just took lots of tiny text.
  
The first modern version cost {{Cost|6}} and set aside a cheaper card. And there were whatever issues with one-shots and duration cards and Throne Room. Gradually I weakened it until it cost {{Cost|8}} and only got cards costing {{Cost|4}} or less (barring {{Card|Bridge}} etc.). That was just how good playing the same card every turn turned out to be. And you can't get two cards set aside via Throne Room and you don't get to go nuts with one-shots; we had those experiences and they were worth excising, even if it took a weird wording. Setting aside a duration card was too confusing, and anyway I needed one wording that handled every bad case, including Thrones on duration cards and Scheme'd cards. The key thing is looking for cards being discarded from play; those are the normal cards.<br><br>
+
The first modern version cost {{Cost|6}} and set aside a cheaper card. And there were whatever issues with [[one-shot]]s and [[duration]] cards and {{Card|Throne Room}}. Gradually I weakened it until it cost {{Cost|8}} and only got cards costing {{Cost|4}} or less (barring {{Card|Bridge}} etc.). That was just how good playing the same card every turn turned out to be. And you can't get two cards set aside via Throne Room and you don't get to go nuts with one-shots; we had those experiences and they were worth excising, even if it took a weird wording. Setting aside a duration card was too confusing, and anyway I needed one wording that handled every bad case, including Thrones on duration cards and {{Card|Scheme}}'d cards. The key thing is looking for cards being discarded from play; those are the normal cards.
  
Some versions of Prince were duration cards, because hey, it keeps doing stuff, right? But that didn't make sense because Prince wasn't in play, and what "duration" really means is, leave this in play until it stops doing stuff (and it was better to have Prince not be in play).<br><br>
+
Some versions of Prince were duration cards, because hey, it keeps doing stuff, right? But that didn't make sense because Prince wasn't in play, and what "duration" really means is, leave this in play until it stops doing stuff (and it was better to have Prince not be in play).
  
 
As always I expect you will be able to get Prince if you want it, probably from BGG though I don't know for sure. Today Origins, tomorrow the world.
 
As always I expect you will be able to get Prince if you want it, probably from BGG though I don't know for sure. Today Origins, tomorrow the world.
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=153.0 The Secret History of the Dominion Promos]
 +
}}
 +
=== Wording ===
 +
{{Quote
 +
|Text=
 +
It was a combination of duration cards being confusing, one-shots being powerful and confusing, and needing a wording that handled everything as tersely as possible. For stuff involving duration cards there's always the complication of Thrones on them to consider (since Thrones stay out with the duration cards for tracking).
 +
 +
Always having the card sitting there seems like a good safety net even if there's no known case where things gets messed up if you don't. Let's see, I Prince {{Card|Sir Martin}}, he dies to another Knight, someone {{Card|Graverobber}}s him, I'm still playing him every turn, wait he's the +Buys one right?
 +
 +
I did briefly playtest using Prince on one-shots and durations. And cards costing $5, and being able to get two cards a turn from a Throned Prince.
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg398179#msg398179 Interview with Donald X., 2014]
 +
}}
 +
=== Did Prince need a mat? ===
 +
{{Quote
 +
|Text=
 +
If it had been in an expansion, I would have looked at how a mat could work, if it would be better. It wasn't so it was never going to have one. At the start I had to decide, can I do this with no mat; I decided that I could, and that was that.
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg388641#msg388641 Interview with Donald X.]
 
}}
 
}}
 
{{Navbox Promo}}
 
{{Navbox Promo}}
 
{{Navbox Cards}}
 
{{Navbox Cards}}
 +
[[Category:Royalty]]
 +
[[Category:One-shot]]

Latest revision as of 14:02, 14 March 2024

Prince
Prince.jpg
Info
Cost $8
Type(s) Action - Duration
Kingdom card? Yes
Set PromoPromo icon.png
Illustrator(s) Eric J Carter
Card text
You may set aside (on this) a non-Duration non-Command Action card from your hand costing up to $4.
At the start of each of your turns, play that card, leaving it set aside.

Prince is a promotional ActionDurationCommand card. It is a one-shot that turns a (cheap) Action card from your hand into a permanent effect that gets played every turn for the rest of the game.

When originally released in 2014, Prince's only type was Action; it received the Duration and Command types as part of a series of revisions and rule changes in 2022 to make it work in a more intuitive way and avoid infinite loops.

Contents

[edit] FAQ

[edit] Unofficial FAQ (2022)

  • Prince has you play the same cheap Action every turn for the rest of the game.
  • The turn you play Prince, you may set aside a non-Duration non-Command Action card from your hand costing $4 or less; then every turn after that you play the Action at the start of the turn. Command is a type that appears on cards like this; it has no meaning beyond stopping these cards from playing each other.
  • If you don't set aside an Action card, you'll discard the Prince from play during Clean-up. Otherwise, Prince will stay in play for the rest of the game.
  • When playing the set-aside card, normally this means that you follow its instructions.
  • For example, if you set aside a VillageVillage.jpg, you will get +1 Card and +2 Actions at the start of each of your turns.
  • The Action card stays set aside. If the card tries to move itself (e.g. Mining VillageMining Village.jpg), it stays set aside and it fails to move. If the card has a bonus that is conditional on moving itself (such as PixiePixie.jpg, which gives Boons only if it trashes itself), you won't get its bonus. But if the bonus is not phrased so as to be conditional on the card moving (such as Tragic HeroTragic Hero.jpg, which trashes itself and gains a Treasure), you'll get its bonus.
  • With cost-reduction, you can set aside a card that normally costs more than $4.
  • Cards costing P or D can never be set aside with Prince.
  • Playing the card each turn doesn't use up your normal Action play, and is mandatory.
  • At the end of the game, both Prince and the set-aside card are returned to your deck before scoring.
  • Prince plays its Action on extra turns from OutpostOutpost.jpg, PossessionPossession.jpg, etc.
  • If you play this with Throne RoomThrone Room.jpg, you can set aside 2 cards on this. You will play both of them at the start of each of your turns. Both the Throne RoomThrone Room.jpg and the Prince will stay in play for the rest of the game.
  • If you play a NecromancerNecromancer.jpg that plays a Throne RoomThrone Room.jpg that plays a Prince twice, the NecromancerNecromancer.jpg will stay in play for the rest of the game.

[edit] Other rules clarifications

  • You ordinarily don't get to play the set-aside card on the turn when you set it aside.
    • However, if you play a Prince via an effect triggered by the start of your turn (e.g. with PiazzaPiazza.jpg and set aside a card, you'll play the set-aside card on the same turn.
  • The start of your turn is part of your Action phase. This matters if you use Prince to play CrownCrown.jpg.

Deprecated official FAQ (2014)

  • Prince has you play the same cheap action every turn for the rest of the game.
  • The turn you play Prince, you set it aside with an Action from your hand costing $4 or less; then every turn after that you play the Action at the start of the turn, and then set it aside again when you discard it from play.
  • If you don't discard the Action then you stop playing it with Prince; Prince at that point is just set aside doing nothing for the rest of the game. That won't normally happen but will happen for example if the Action is a FeastFeast.jpg or Mining VillageMining Village.jpg and you trashed it, or if it's a Duration card and so it stayed in play, or if it's a MadmanMadman.jpg and was returned to its pile, or if it's an IslandIsland.jpg and was set aside, or if it's a card you put back on your deck with SchemeScheme.jpg. In practice you will probably not choose to set aside Prince with a card that won't work well with it, and so will play the Action you set aside every turn from that point on.
  • The set aside Action technically goes back and forth from being in play to being set aside each turn, but in practice it's easier to leave it sitting on the Prince and just announce resolving it each turn.
  • Prince has to be set aside to do anything; using Throne RoomThrone Room.jpg on Prince won't let you set aside two cards.
  • The Action card you set aside has to cost up to $4 at the time you play Prince, but can normally cost more; for example you could play a HighwayHighway.jpg, then use Prince on a LaboratoryLaboratory.jpg.
  • You do not play the set aside Action the turn you first set it aside with Prince.
  • Playing the card each turn doesn't use up your normal Action play, and is mandatory; setting aside the Action when you discard it from play is also mandatory, you only fail to do it if the card isn't in play at that point.
  • At the end of the game, Prince and the set aside card are returned to your deck before scoring.
  • When you have multiple effects to resolve at the start of the turn - such as multiple Princes and certain Duration cards from Seaside - resolve them in any order, and that order may vary from turn to turn; choose one to resolve, resolve it, then move on to another one, until they are all resolved.
  • Cards which cost $0star such as MercenaryMercenary.jpg and the Cornucopia Prizes can be set aside with a Prince, as can cards from Guilds that cost $2plus or $3plus or $4plus.
  • Cards with a P in the cost cannot be set aside with Prince.
  • Prince plays its Action on extra turns from OutpostOutpost.jpg and PossessionPossession.jpg.
  • The Action card that Prince plays is in play after it's played each turn, so it will count for things like PeddlerPeddler.jpg; Prince however remains set aside.
Deprecated rules clarifications (2014 2021)
  • Cards with P or D in the cost cannot be set aside with Prince.
  • If you set aside a Band of MisfitsBand of Misfits.jpg, you choose each turn which card to emulate.
  • The start of your turn is part of your Action phase. This matters if you use Prince to play CrownCrown.jpg (either directly using cost reduction or indirectly through cards like Throne RoomThrone Room.jpg or HeraldHerald.jpg).
  • If a card leaves play other than by being discarded during Clean-Up, then by the stop-moving rule, Prince loses track of it and cannot set it aside again.
  • Even though you can set aside any played card with Way of the TurtleWay of the Turtle.jpg, it is not set aside by Prince, so Prince will lose track of it and will do nothing for the rest of the game.
  • Setting aside a 2nd Prince will mean that your first Prince will do nothing for the rest of the game.
  • Although certain Reserve cards can be called back into play from the Tavern mat on the same turn, Prince cannot set them aside again, so Prince will do nothing for the rest of the game.

[edit] Strategy

Prince is a very expensive card with an effect that would in principle be powerful in many Kingdoms, but in practice is rarely worth setting up. Unlike most other cards that help your deck starting from the turn after you gain them, Prince is a terminal stop card that has no benefit on the turn you play it, and delays playing another card that would help you this turn. The high price and this lengthy setup process make Prince extremely slow.

The major use case for Prince is in a slow Kingdom with good alt-VP or a tendency towards a slog. In these situations, Prince competes less directly with ProvinceProvince.jpg and is more likely to have time to pay off. A Kingdom that can exploit Prince well also has the following attributes:

  • An engine that without Prince has no good deck control, and therefore no assurance of being able to reliably find your payload: this may mean terminal draw with no villages besides Prince, or very little draw at all. In this deck, Prince is typically used to set aside a terminal draw card to ensure reliability, or a non-terminal card to act as a village enabling multiple terminal payload plays.
  • No good money strategy as an alternative.
  • Some way to easily gain Prince or ensure it lines up with its intended target (e.g. topdecking, or gain-and-play such as with MarchMarch.jpg or InnovationInnovation.jpg). TransportTransport.jpg is especially powerful here, as it allows you to topdeck a Prince more cheaply than you can usually buy one.

The strength of the available targets is also a factor when considering whether to use Prince. Good targets may include:

  • one-shots such as HorseHorse.jpg, which you can repeatedly benefit from and are not set aside or trashed by their own effects
  • terminal draw, especially if you’re facing a handsize attack
  • Throne RoomThrone Room.jpg, which provides two start-of-turn plays and can be put to flexible use with whichever Action card from your hand will provide the most benefit on each turn
  • strong Attacks like MilitiaMilitia.jpg, especially if there’s a way to achieve this early in the game.

If cost reduction is present, the set of potential Prince targets is wider and contains stronger cards. However, it is usually difficult to achieve this while also colliding your Prince with its best target.

Prince's high and unique cost of $8 has several implications. For instance, it has a strong synergy with CharmCharm.jpg: playing multiple CharmsCharm.jpg and then buying one Prince enables you to gain multiple ProvinceProvince.jpgs, offering the possibility of a game-ending megaturn. Alternatively, SwindlerSwindler.jpg can convert your opponents’ ProvincesProvince.jpg into Princes. Particularly when there is a way to obtain Prince more cheaply than usual (e.g. with LurkerLurker.jpg or TransportTransport.jpg), it can provide especially potent fuel for certain Trash for benefit cards such as BishopBishop.jpg.

[edit] External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.

[edit] Versions

[edit] English versions

Print Digital Text Release Date
Prince Prince from Goko/Making Fun You may set this aside. If you do, set aside an Action card from your hand costing up to $4. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.) Prince June 2014
Prince Prince from Shuffle iT You may set this aside. If you do, set aside an Action card from your hand costing up to $4.
At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)
Prince (2017 printing) February 2017
Prince from Shuffle iT You may set aside (on this) a non-Duration Action card from your hand costing up to $4.
At the start of each of your turns, play that card, leaving it set aside.
Dominion 2019 Errata and Rules Tweaks February 18, 2022
Prince from Temple Gates Games You may set aside (on this) a non-Duration non-Command Action card from your hand costing up to $4.
At the start of each of your turns, play that card, leaving it set aside.
InheritanceInheritance.jpg related errata March 9, 2022 / June 29, 2022

[edit] Other language versions

Language Name Print Digital Text Notes
Dutch Prins
Finnish Prinssi
French Prince French language Prince from Shuffle iT Vous pouvez mettre cette carte de côté. Dans ce cas, mettez de côté une carte Action de votre main coûtant jusqu'à $4. Au début de tous vos prochains tours, jouez cette action, en la mettant à nouveau de côté quand vous la défaussez de votre zone de jeu. (Cessez de la jouer si vous échouez à la mettre de côté.)
German Prinz German language Prince 2014 by ASS Du darfst diese Karte zur Seite legen. Wenn du das tust: Lege eine Aktionskarte aus deiner Hand zur Seite, die bis zu $4 kostet.
Zu Beginn deines Zuges: Spiele die zur Seite gelegte Aktionskarte. Sobald du sie ablegen musst, legst du sie stattdessen wieder zur Seite. Solltest du sie nicht ablegen müssen, legst du sie nicht wieder zur Seite. Die Wirkung der Karte „Prinz“ wird sofort aufgehoben. Sie bleibt bis zum Spielende beiseitegelegt und kommt nicht mehr zum Einsatz.
(2014)
This version
is listed here
Prinz German language Prince from Shuffle iT Du darfst diese Karte zur Seite legen. Wenn du das tust, lege eine Aktionskarte aus deiner Hand zur Seite, die bis zu $4 kostet.
Zu Beginn von jedem deiner Züge, spiele jene Aktionskarte und lege sie wieder zur Seite, wenn du sie aus dem Spiel ablegst. (Höre auf, sie zu spielen, wenn du sie in einem Zug, in dem du sie gespielt hast, nicht zur Seite legen kannst.)
(2019)
Prinz German language Prince from Shuffle iT

Du darfst eine Aktionskarte, die keine Dauerkarte ist und bis zu $4 kostet, von deiner Hand zur Seite legen (auf diese Karte).

Spiele sie zu Beginn jedes deiner Züge, aber lasse sie beiseite liegen.
Prinz German language Prince from Shuffle iT

Du darfst eine Aktionskarte, die keine Befehls- oder Dauer­karte ist und bis zu $4 kostet, von deiner Hand zur Seite legen (auf diese Karte).

Spiele sie zu Beginn jedes deiner Züge, aber lasse sie beiseite liegen.
Japanese 王子 (pron. ōji) これを脇に置いてもよい。脇に置いた場合、手札のコスト$4以下のアクションカード1枚を脇に置く。あなたの各ターンの開始時にそれを使用し、捨て札にするときに再度脇に置く (そのターンに脇に置かない場合、使用をやめる)。
Polish Książę Polish language Prince Możesz odłożyć tę kartę na bok. Jeśli to zrobisz, odłóż z ręki na bok kartę Akcji kosztującą nie więcej niż $4. Na początku każdej swojej tury zagraj tę kartę Akcji i odłóż ją ponownie na bok gdy odrzucasz ją z gry (jeśli nie odłożysz jej na bok w turze, w której ją zagrywasz, to w następnej turze już jej nie zagrywasz). (2014)
Książę Polish language Prince Możesz odłożyć z ręki na bok (na tę kartę) kartę Akcji kosztującą do $4, niebędącą kartą Następstwa ani Rozkazu. Na początku każdej twojej tury: zagraj ją, pozostawiając ją odłożoną na bok. (2022)
Russian Принц (pron. prints)
Spanish Príncipe

[edit] Trivia

The card was leaked on BoardGameGeek[1] after debuting at Origins 2014.

Official card art.

The Prince Supply pile is the only pile of Kingdom cards costing $7 or more that is not from ProsperityProsperity.jpg or MenagerieMenagerie (expansion).jpg.

[edit] Card Art

The expansion symbol on the First Edition of the card was the logo for the Origins Game Fair.

[edit] Theme

Well you're a king, conquering lands and doing stuff (it's true, check the flavor paragraph for the main game). The prince is like a miniature version of you; he does one thing each turn. This helps him prepare to replace you someday. It's the circle of life.

[edit] Secret History

Jay wanted a Dominion promo sometime. No rush. I eventually got around to it. I wanted something that felt like a promo; something exotic. I tried out a few ideas I had in the file; the one that played a card every turn was easily the highlight. So I worked on that one. It was an old idea, predating the original gameDominion.jpg being published. Back then I had decided maybe I would someday do it as a unique card, to get around the issue of using Prince on Prince; then I made unique cards for TournamentTournament.jpg but didn't do it there. There were other ways to solve the problems though; as usual it just took lots of tiny text.

The first modern version cost $6 and set aside a cheaper card. And there were whatever issues with one-shots and duration cards and Throne RoomThrone Room.jpg. Gradually I weakened it until it cost $8 and only got cards costing $4 or less (barring BridgeBridge.jpg etc.). That was just how good playing the same card every turn turned out to be. And you can't get two cards set aside via Throne Room and you don't get to go nuts with one-shots; we had those experiences and they were worth excising, even if it took a weird wording. Setting aside a duration card was too confusing, and anyway I needed one wording that handled every bad case, including Thrones on duration cards and SchemeScheme.jpg'd cards. The key thing is looking for cards being discarded from play; those are the normal cards.

Some versions of Prince were duration cards, because hey, it keeps doing stuff, right? But that didn't make sense because Prince wasn't in play, and what "duration" really means is, leave this in play until it stops doing stuff (and it was better to have Prince not be in play).

As always I expect you will be able to get Prince if you want it, probably from BGG though I don't know for sure. Today Origins, tomorrow the world.

[edit] Wording

It was a combination of duration cards being confusing, one-shots being powerful and confusing, and needing a wording that handled everything as tersely as possible. For stuff involving duration cards there's always the complication of Thrones on them to consider (since Thrones stay out with the duration cards for tracking).

Always having the card sitting there seems like a good safety net even if there's no known case where things gets messed up if you don't. Let's see, I Prince Sir MartinSir Martin.jpg, he dies to another Knight, someone GraverobberGraverobber.jpgs him, I'm still playing him every turn, wait he's the +Buys one right?

I did briefly playtest using Prince on one-shots and durations. And cards costing $5, and being able to get two cards a turn from a Throned Prince.

[edit] Did Prince need a mat?

If it had been in an expansion, I would have looked at how a mat could work, if it would be better. It wasn't so it was never going to have one. At the start I had to decide, can I do this with no mat; I decided that I could, and that was that.


Cards $3 Black MarketBlack Market.jpgChurchChurch.jpg $4 DismantleDismantle.jpgEnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg $5 GovernorGovernor.jpgMarchlandMarchland.jpgStashStash.jpg $6 CaptainCaptain.jpg $8 PrincePrince.jpg
Events $5 SummonSummon.jpg
Combos and Counters Black Market/TacticianChancellor/Stash
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 FarmFarm.jpgNoblesNobles.jpg
Removed cards: $2 Secret ChamberSecret Chamber.jpg $3 Great HallGreat Hall.jpg $4 CoppersmithCoppersmith.jpgScoutScout.jpg $5 SaboteurSaboteur.jpgTributeTribute.jpg $6 HaremHarem.jpg
Seaside $2 HavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpg $3 AstrolabeAstrolabe.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgMonkeyMonkey.jpgSea ChartSea Chart.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 BlockadeBlockade.jpgCaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgSailorSailor.jpgSalvagerSalvager.jpgTide PoolsTide Pools.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgCorsairCorsair.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgPiratePirate.jpgSea WitchSea Witch.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Removed cards: $2 EmbargoEmbargo.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpg $4 NavigatorNavigator.jpgPirate ShipPirate Ship.jpgSea HagSea Hag.jpg $5 ExplorerExplorer.jpgGhost ShipGhost Ship.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 AnvilAnvil.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgClerkClerk.jpgInvestmentInvestment.jpgTiaraTiara.jpgMonumentMonument.jpgQuarryQuarry.jpgWorker's VillageWorker's Village.jpg $5 CharlatanCharlatan.jpgCityCity.jpgCollectionCollection.jpgCrystal BallCrystal Ball.jpgMagnateMagnate.jpgMintMint.jpgRabbleRabble.jpgVaultVault.jpgWar ChestWar Chest.jpg $6 HoardHoard.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
Removed cards: $3 LoanLoan.jpgTrade RouteTrade Route.jpg $4 TalismanTalisman.jpg $5 ContrabandContraband.jpgCounting HouseCounting House.jpgMountebankMountebank.jpgRoyal SealRoyal Seal.jpgVentureVenture.jpg $6 GoonsGoons.jpg
Cornucopia & Guilds $2 Candlestick MakerCandlestick Maker.jpgHamletHamlet.jpg $2plus FarrierFarrier.jpgStonemasonStonemason.jpg $3 MenagerieMenagerie.jpgShopShop.jpg $3plus InfirmaryInfirmary.jpg $4 AdvisorAdvisor.jpgFarmhandsFarmhands.jpgPlazaPlaza.jpgRemakeRemake.jpgYoung WitchYoung Witch.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgCarnivalCarnival.jpgFerrymanFerryman.jpgFootpadFootpad.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpgJourneymanJourneyman.jpgJoustJoust.jpg (Rewards: CoronetCoronet.jpgCourserCourser.jpgDemesneDemesne.jpgHousecarlHousecarl.jpgHuge TurnipHuge Turnip.jpgRenownRenown.jpg)• Merchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg $6 FairgroundsFairgrounds.jpg
Removed cards: $3 Fortune TellerFortune Teller.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgTaxmanTaxman.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) $5 HarvestHarvest.jpg
Hinterlands $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
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
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.jpgFieldThe Field's Gift.jpgFlameThe Flame's Gift.jpgForestThe Forest's Gift.jpgMoonThe Moon's Gift.jpgMountainThe Mountain's Gift.jpgRiverThe River's Gift.jpgSeaThe Sea's Gift.jpgSkyThe Sky's Gift.jpgSunThe Sun's Gift.jpgSwampThe Swamp's Gift.jpgWindThe 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
Menagerie $2 Black CatBlack Cat.jpgSleighSleigh.jpgSuppliesSupplies.jpg $3 Camel TrainCamel Train.jpgGoatherdGoatherd.jpgScrapScrap.jpgSheepdogSheepdog.jpgSnowy VillageSnowy Village.jpgStockpileStockpile.jpg $3star HorseHorse.jpg $4 Bounty HunterBounty Hunter.jpgCardinalCardinal.jpgCavalryCavalry.jpgGroomGroom.jpgHostelryHostelry.jpgVillage GreenVillage Green.jpg $5 BargeBarge.jpgCovenCoven.jpgDisplaceDisplace.jpgFalconerFalconer.jpgGatekeeperGatekeeper.jpgHunting LodgeHunting Lodge.jpgKilnKiln.jpgLiveryLivery.jpgMastermindMastermind.jpgPaddockPaddock.jpgSanctuarySanctuary.jpg $5star FishermanFisherman.jpg $6star DestrierDestrier.jpgWayfarerWayfarer.jpg $7star Animal FairAnimal Fair.jpg
Events: $0 DelayDelay.jpgDesperationDesperation.jpg $2 GambleGamble.jpgPursuePursue.jpgRideRide.jpgToilToil.jpg $3 EnhanceEnhance.jpgMarchMarch.jpgTransportTransport.jpg $4 BanishBanish.jpgBargainBargain.jpgInvestInvest.jpgSeize the DaySeize the Day.jpg $5 CommerceCommerce.jpgDemandDemand.jpgStampedeStampede.jpg $7 ReapReap.jpg $8 EnclaveEnclave.jpg $10 AllianceAlliance.jpgPopulatePopulate.jpg
Ways: ButterflyWay of the Butterfly.jpgCamelWay of the Camel.jpgChameleonWay of the Chameleon.jpgFrogWay of the Frog.jpgGoatWay of the Goat.jpgHorseWay of the Horse.jpgMoleWay of the Mole.jpgMonkeyWay of the Monkey.jpgMouseWay of the Mouse.jpgMuleWay of the Mule.jpgOtterWay of the Otter.jpgOwlWay of the Owl.jpgOxWay of the Ox.jpgPigWay of the Pig.jpgRatWay of the Rat.jpgSealWay of the Seal.jpgSheepWay of the Sheep.jpgSquirrelWay of the Squirrel.jpgTurtleWay of the Turtle.jpgWormWay of the Worm.jpg
Allies $2 BaubleBauble.jpgSycophantSycophant.jpgTownsfolkTownsfolk.jpg (Town CrierTown Crier.jpg / BlacksmithBlacksmith.jpg / MillerMiller.jpg / ElderElder.jpg) $3 AugursAugurs.jpg (Herb GathererHerb Gatherer.jpg / AcolyteAcolyte.jpg / SorceressSorceress.jpg / SibylSibyl.jpg) • ClashesClashes.jpg (Battle PlanBattle Plan.jpg / ArcherArcher.jpg / WarlordWarlord.jpg / TerritoryTerritory.jpg) • FortsForts.jpg (TentTent.jpg / GarrisonGarrison.jpg / Hill FortHill Fort.jpg / StrongholdStronghold.jpg) • ImporterImporter.jpgMerchant CampMerchant Camp.jpgOdysseysOdysseys.jpg (Old MapOld Map.jpg / VoyageVoyage.jpg / Sunken TreasureSunken Treasure.jpg / Distant ShoreDistant Shore.jpg) • SentinelSentinel.jpgUnderlingUnderling.jpgWizardsWizards.jpg (StudentStudent.jpg / ConjurerConjurer.jpg / SorcererSorcerer.jpg / LichLich.jpg) $4 BrokerBroker.jpgCarpenterCarpenter.jpgCourierCourier.jpgInnkeeperInnkeeper.jpgRoyal GalleyRoyal Galley.jpgTownTown.jpg $5 BarbarianBarbarian.jpgCapital CityCapital City.jpgContractContract.jpgEmissaryEmissary.jpgGalleriaGalleria.jpgGuildmasterGuildmaster.jpgHighwaymanHighwayman.jpgHunterHunter.jpgModifyModify.jpgSkirmisherSkirmisher.jpgSpecialistSpecialist.jpgSwapSwap.jpg $6 MarquisMarquis.jpg
Allies: Architects' GuildArchitects' Guild.jpgBand of NomadsBand of Nomads.jpgCave DwellersCave Dwellers.jpgCircle of WitchesCircle of Witches.jpgCity-stateCity-state.jpgCoastal HavenCoastal Haven.jpgCrafters' GuildCrafters' Guild.jpgDesert GuidesDesert Guides.jpgFamily of InventorsFamily of Inventors.jpgFellowship of ScribesFellowship of Scribes.jpgForest DwellersForest Dwellers.jpgGang of PickpocketsGang of Pickpockets.jpgIsland FolkIsland Folk.jpgLeague of BankersLeague of Bankers.jpgLeague of ShopkeepersLeague of Shopkeepers.jpgMarket TownsMarket Towns.jpgMountain FolkMountain Folk.jpgOrder of AstrologersOrder of Astrologers.jpgOrder of MasonsOrder of Masons.jpgPeaceful CultPeaceful Cult.jpgPlateau ShepherdsPlateau Shepherds.jpgTrappers' LodgeTrappers' Lodge.jpgWoodworkers' GuildWoodworkers' Guild.jpg
Plunder $2 CageCage.jpgGrottoGrotto.jpgJewelled EggJewelled Egg.jpgSearchSearch.jpgShamanShaman.jpg $3 Secluded ShrineSecluded Shrine.jpgSirenSiren.jpgStowawayStowaway.jpgTaskmasterTaskmaster.jpg $4 AbundanceAbundance.jpgCabin BoyCabin Boy.jpgCrucibleCrucible.jpgFlagshipFlagship.jpgFortune HunterFortune Hunter.jpgGondolaGondola.jpgHarbor VillageHarbor Village.jpgLanding PartyLanding Party.jpgMapmakerMapmaker.jpgMaroonMaroon.jpgRopeRope.jpgSwamp ShacksSwamp Shacks.jpgToolsTools.jpg $5 Buried TreasureBuried Treasure.jpgCrewCrew.jpgCutthroatCutthroat.jpgEnlargeEnlarge.jpgFigurineFigurine.jpgFirst MateFirst Mate.jpgFrigateFrigate.jpgLongshipLongship.jpgMining RoadMining Road.jpgPendantPendant.jpgPickaxePickaxe.jpgPilgrimPilgrim.jpgQuartermasterQuartermaster.jpgSilver MineSilver Mine.jpgTricksterTrickster.jpgWealthy VillageWealthy Village.jpg $6 Sack of LootSack of Loot.jpg $7 King's CacheKing's Cache.jpg $7star Loots (AmphoraAmphora.jpgDoubloonsDoubloons.jpgEndless ChaliceEndless Chalice.jpgFigureheadFigurehead.jpgHammerHammer.jpgInsigniaInsignia.jpgJewelsJewels.jpgOrbOrb.jpgPrize GoatPrize Goat.jpgPuzzle BoxPuzzle Box.jpgSextantSextant.jpgShieldShield.jpgSpell ScrollSpell Scroll.jpgStaffStaff.jpgSwordSword.jpg)
Events: $1 BuryBury.jpg $2 AvoidAvoid.jpgDeliverDeliver.jpgPerilPeril.jpgRushRush.jpg $3 ForayForay.jpgLaunchLaunch.jpgMirrorMirror.jpgPreparePrepare.jpgScroungeScrounge.jpg $4 MaelstromMaelstrom.jpgJourneyJourney.jpg $6 LootingLooting.jpg $10 InvasionInvasion.jpgProsperProsper.jpg
Traits: CheapCheap.jpgCursedCursed.jpgFatedFated.jpgFawningFawning.jpgFriendlyFriendly.jpgHastyHasty.jpgInheritedInherited.jpgInspiringInspiring.jpgNearbyNearby.jpgPatientPatient.jpgPiousPious.jpgRecklessReckless.jpgRichRich.jpgShyShy.jpgTirelessTireless.jpg
Promo $3 Black MarketBlack Market.jpgChurchChurch.jpg $4 DismantleDismantle.jpgEnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg $5 GovernorGovernor.jpgMarchlandMarchland.jpgStashStash.jpg $6 CaptainCaptain.jpg $8 PrincePrince.jpg
Events: $5 SummonSummon.jpg
Base Cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $4 PotionPotion.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
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