Rebuild

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{{Infobox Card
 
{{Infobox Card
 
  |name = Rebuild
 
  |name = Rebuild
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|cost = 5
 
  |type1 = Action
 
  |type1 = Action
 
  |illustrator = Kurt Miller  
 
  |illustrator = Kurt Miller  
  |text = +1 Action<br />Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to {{Cost|3}} more than it.
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  |text = '''+1 Action'''<br>Name a card. Reveal cards from your deck until you reveal a Victory card you did not name. Discard the rest, trash the Victory card, and gain a Victory card costing up to {{Cost|3}} more than it.
 
+
 
}}
 
}}
  
'''Rebuild''' is an [[Action]] card from [[Dark Ages]]. It is a unique [[trasher#Remodelers|remodeler]] which trashes only [[Victory]] cards and gains you only [[Victory]] cards: it can turn {{Card|Estate|Estates}} into {{Card|Duchy|Duchies}}, Duchies into {{Card|Province|Provinces}}, and Provinces into {{Card|Colony|Colonies}}, thus expanding the value of your Victory cards in the same way that {{Card|Mine}} expands the value of your [[Treasure]] cards. Despite its simple appearance, it has rapidly developed a reputation as one of the most powerful {{Cost|5}}-cost cards.
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'''Rebuild''' is an [[Action]] card from [[Dark Ages]]. It is a unique [[trasher#Remodelers|remodeler]] which trashes only [[Victory]] cards and gains you only [[Victory]] cards: it can turn {{Card|Estate|Estates}} into {{Card|Duchy|Duchies}}, Duchies into {{Card|Province|Provinces}}, and Provinces into {{Card|Colony|Colonies}}.
 
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== FAQ ==
 
== FAQ ==
=== Official FAQ ===
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=== Official FAQ (2020) ===
 
* You can name any card, whether or not it is being used this game or is a Victory card.  
 
* You can name any card, whether or not it is being used this game or is a Victory card.  
 
* Then reveal cards from your deck until you reveal a Victory card that is not what you named.  
 
* Then reveal cards from your deck until you reveal a Victory card that is not what you named.  
* If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards.
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* If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards.  
 
* If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens.  
 
* If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens.  
* If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to {{Cost|3}} more than the trashed card.  
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* If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to {{Cost|3}} more than the trashed card.
* The card you gain comes from the Supply and is put into your discard pile.
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=== Other rules clarifications ===
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== Strategy ==
  
=== Other Rules clarifications ===
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Rebuild is a [[Trasher#Remodelers|Remodel variant]] that can only trash and gain [[Victory]] cards, and as such is mostly used in a fairly specific type of deck. Because Rebuild cannot gain useful [[engine]] components or [[payload]], does not effectively remove starting junk ({{Card|Estate|Estates}}) from your deck, is ineffective if you draw your deck, and is itself a [[stop card]], Rebuild should be viewed as a payload card that benefits from the support of a deck specifically built around it, as Rebuild often does not contribute much to more general engines with more standard payload.
== Strategy Article ==
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This article is written by werothegreat, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=6213 forum] and later on the [http://dominionstrategy.com/2013/04/15/dark-ages-rebuild/ blog], edited by Theory. Additional discussion of Rebuild [[mirror]]s is happening at http://forum.dominionstrategy.com/index.php?topic=8398.0 .  
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Rebuild is a powerful card.  Some powerful cards make games stretch on, almost interminably, like {{Card|Goons}} and {{Card|Mountebank}}.  Others, like {{Card|Tournament}} or {{Card|Wharf}}, can make a game go by in a few minutes. Rebuild is one of the latter.
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Many Rebuild-based decks have a simple goal: convert the 3 starting {{Card|Estate|Estates}} into {{Card|Province|Provinces}}, then [[milling|mill]] the rest of the {{Card|Province}} pile, ending the game before your opponents’ engines start functioning and scoring sufficiently. In some senses, this is similar to a [[rush (strategy)|rush]], except instead of your win condition centering on a fast [[Three-pile ending|pileout]], it centers on quickly emptying the {{Card|Province}} pile and reducing the amount of {{VP}} available in the [[Supply]] for your opponent when they’re ready to [[greening|green]]. Rebuild is often much slower in [[Kingdom]]s with [[Shelters]], as you only start with one Victory card in {{Card|Overgrown Estate}}.  
  
So what does Rebuild do?  Like {{Card|Rats}} and most other [[Dark Ages]] cards, the point of the card is not immediately apparent from its wording. Rebuild essentially upgrades your [[Victory]] cards, as long as they are in your deck. Generally, this means going from {{Card|Estate}} to {{Card|Duchy}} to {{Card|Province}} (and sometimes {{Card|Colony}}). This process, like that of Rats, tends to be very quick, and a player who can get a couple Rebuilds going before the other will have a marked advantage, barring other game-changing cards.
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A simple approach to Rebuild is to simply buy it as soon as possible, then play it whenever you draw it, ignoring all other Kingdom cards and aiming to play Rebuild 6 times to upcycle your {{Card|Estate|Estates}} into {{Card|Province|Provinces}} for a total of 18 {{VP}}, and then another 5 times to end the game by [[milling]] the remainder of the {{Card|Province|Provinces}}. There are two main concerns with this approach:
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# This approach is heavily dependent on shuffle luck: a Rebuild drawn at the top of a shuffle might give you some lucky [[cycling]] past your {{Card|Copper|Coppers}} as it [[dig]]s for your Victory cards, or it might make all of your other Rebuilds miss the shuffle. Or you might draw all your Victory cards in your starting hand with your Rebuild, and thus be unable to Rebuild any of them. The simple approach is therefore better when you can:
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#* Simply have a lot of Rebuilds in your deck. E.g., with {{Event|Ferry}}, Rebuilds are very cheap and can be gained in bulk very easily and quickly.
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#* Have some [[deck control]] to better control your shuffles. [[Sifting|Sifters]] such as {{Card|Dungeon}} are often good for this, as they allow you to both find your Rebuilds and discard Victory cards.
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# This approach isn’t usually that fast. Playing Rebuild 11 times is a lot, and is unrealistic with many Kingdoms offering moderately fast engines that set the time limit for a Rebuild-playing deck to be successful. This might be less of a concern if any of the following are true:
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#* The engine or [[money strategies|money]] alternative is slow or not potent. In the case of money, this usually means a lack of fast enablers such as {{Card|Spices}}. In the case of the engine, this usually means there’s no good trashing available, and the engine is thus slow to get started. Kingdoms without [[alt-VP]] or {{Card|Colony|Colonies}} are also good for Rebuild, as engines do not have an alternative to {{Card|Province|Provinces}}.
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#* There is support in the Kingdom for playing Rebuilds consistently and quickly. This may mean either of the solutions suggested previously (many copies of Rebuild, or deck control), or specific effects such as {{Event|March}}.
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#* You have a method of affording {{Card|Province|Provinces}}, thus reducing the number of Rebuild plays required and increasing the amount of {{VP}} your opponent needs to outscore you. {{Card|Patron}} is a notable synergy for generating the economy necessary for this, as it can gain [[Coffers]] when revealed and discarded by Rebuild.  
  
=== When should I buy Rebuild? ===
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If Rebuild is a strategy worth going for, it is often worth getting it as soon as possible, and buying several of them. This can often mean opening {{Card|Silver}}/{{Card|Silver}}.
  
As soon as possible, and you should probably get two. Since Rebuild gives +1 Action, there’s no need to fear terminal collision (drawing two in one hand and being able to only play one). I like to break cards into two groups: those you should get early, and those you can wait to get.  The former group includes Rebuild, along with {{Card|Mine}}, {{Card|Goons}}, {{Card|Monument}}, and most Attack cards – cards whose effect you want as often as possible for as long as possible.
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There are a few tactical considerations when playing with Rebuild. First, naming a specific Victory card to not trash allows you to control your shuffles if you are [[deck tracking]] and aware of where particular Victory cards are and which ones you currently have. Second, it’s usually wise to Rebuild your Victory cards equally, avoiding situations where, for example, you have 1 {{Card|Province}}, 1 {{Card|Duchy}}, and 1 {{Card|Estate}}. This makes it easier to control which card gets trashed, and makes it less likely your opponent can “cut off” your {{Card|Estate|Estates}} by taking all the {{Card|Duchy|Duchies}} in the late game. Third, if you can afford a {{Card|Duchy}} in the late midgame or later, this improves your final {{VP}} amount to 24 {{VP}} without increasing the number of Rebuild plays required to end the game, as you can Rebuild the {{Card|Duchy}} instead of milling one of your {{Card|Province|Provinces}}. Buying an {{Card|Estate}} is not usually worth considering for similar reasons, because doing so will increase the number of Rebuild plays needed to win.
  
=== Okay, I’ve got a Rebuild (or two) in my deck - now what? ===
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===External strategy articles===
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''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''
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* [http://dominionstrategy.com/2013/04/15/dark-ages-rebuild/ werothegreat's 2013 article]
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* [http://forum.dominionstrategy.com/index.php?topic=8398.0 ragingduckd's 2013 article on Rebuild mirror matches]
  
Rebuild’s wording allows you to name a card that you don’t want to see trashed, and then Rebuild will hunt through your deck for a Victory card that is not that. In many situations, you’ll want to name Province, as you want to upgrade your Estates and Duchies, as doing so will increase your point total. But, like with the {{Card|Remodel}} trick, trashing a Province to gain another Province can be quite effective in emptying the pile if you already have a significant lead - in those cases, simply name Estate, to ensure that your Duchies and Provinces are the ones getting trashed, thus emptying the Province pile.
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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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| {{CardVersionImage|RebuildOld|Rebuild}} || {{CardLangVersionImage|o=1|d=g}} || '''+1 Action'''<br> Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to {{Cost|3}} more than it. || Dark Ages || August 2012
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|-
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| {{CardLangVersionImage}} || {{CardLangVersionImage|d=s}} || '''+1 Action'''<br> Name a card. Reveal cards from your deck until you reveal a Victory card you did not name. Discard the rest, trash the Victory card, and gain a Victory card costing up to {{Cost|3}} more than it. || Dark Ages [[Second Edition#Formatting_changes|(2017 printing)]] || September 2017
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|}
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===Other language versions===
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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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!Czech
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| Obnova || {{CardLangVersionImage|Czech}} || || '''+1 akce'''<br>Řekni název karty. Ukazuj karty z vršku svého dobíracího balíčku, dokud neukážeš kartu vítězných bodů, která není jmenovanou kartou. Ostatní ukázané karty odlož. Tuto kartu vítězných bodů zahoď na smetiště a vezmi si kartu vítězných bodů, která je až {{Cost|3}} dražší. ||
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|-
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!Dutch
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| Wederopbouw || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=s}} || '''+1 Actie'''<br>Noem de titel van een kaart. Toon kaarten<br>van je trekstapel totdat je een overwinnings-<br>kaart toont die niet de genoemde kaart is.<br>Leg de andere getoonde kaarten af. Vernietig<br>de betreffende overwinnigskaart en pak<br>een overwinningskaart die ten hoogste {{Coin|3}}<br> meer kost dan de vernietigde kaart. || (2012)
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|-
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!Finnish
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| Kunnostus || || || ||
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|-
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!French
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| Reconstruction || || || ||
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|-
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!rowspan=2|German
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| Neubau ||{{CardLangVersionImage|German|German language Rebuild 2012 by HiG}}|| || '''+1 Aktion'''<br>Benenne eine Karte. Decke so lange Karten von deinem Nachzieh&shy;stapel auf, bis eine Punkte&shy;karte, die nicht die benannte Karte ist, offen liegt. Entsorge diese Punkte&shy;karte und nimm dir eine Punkte&shy;karte, die bis zu {{Cost|3}} mehr kostet. Lege die übrigen aufgedeckten Karten ab. || translation error - false timing of discard instruction<br>(2012)
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|-
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| Neubau ||{{CardVersionImage|RebuildGerman2019rulebook|German language Rebuild 2019 by ASS}}|| {{CardLangVersionImage|German|d=1}} ||'''+1 Aktion'''<br>Nenne eine Karte. Decke so lange Karten von deinem Nachzieh&shy;stapel auf, bis du eine nicht von dir genannte Punkte&shy;karte aufgedeckt hast. Lege den Rest ab, entsorge jene Punkte&shy;karte und nimm eine Punkte&shy;karte, die bis zu {{Cost|3}} mehr als jene Karte kostet. || (2019)
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|-
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!Japanese
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| 建て直し (pron. ''tatenaoshi'') || ||  || style="padding:15px 0px;"| '''+1 アクション'''<br> カード1枚を指定する。指定しなかった勝利点カード1枚が公開されるまで、山札を上から公開する。他のカードを捨て札にし、その勝利点カードを廃棄し、それよりコストが最大{{Cost|3}}高い勝利点カード1枚を獲得する。 ||
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|-
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!Korean
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| 재건축 (pron. ''jaegeonchug'') || || || ||
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|-
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!Russian
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| Перестройка (pron. ''pyeryestroyka'') || || || ||
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|-
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!Spanish
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| Reconstruir<hr>{{Card|Remake}} is ''Reconstrucción'' (noun), and Rebuild is ''Reconstruir'' (verb) || {{CardLangVersionImage|Spanish}} || || '''+1 Acción'''<br>Nombra una carta. Revela las cartas superiores de tu mazo hasta revelar una carta de Victoria que no sea la carta que nombraste. Descarta el resto de cartas. Elimina la carta de Victoria y gana una carta de Victoria con un coste máximo de {{Cost|3}} más que la carta eliminada. ||
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|}
  
Remember that you only start (normally) with three Victory cards in your deck – if you Rebuild them fully, you’ll only have three Provinces. Therefore, you need to help your Rebuild out by throwing a couple Duchies (or, if you’re having trouble fielding {{Cost|5}}, Estates) its way. Just one or two can help you get the better end of the Province split.
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== Trivia ==
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[[Image:RebuildArt.jpg|thumb|right|354px|Official card art.]]
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Donald X. has stated he [http://forum.dominionstrategy.com/index.php?topic=5799.msg671880#msg671880 does not play with Rebuild].
  
Also note that Rebuild will discard your [[Action]]s and [[Treasure]]s, so don’t develop an attachment to them.  Just think of it as express cycling.  In fact, Rebuild’s nature means that you won’t need as many Treasures.  Most decks are oriented around the need to field {{Cost|8}} (or $11) every turn in order to get Provinces (or Colonies).  You’ll be getting Provinces through your Rebuilds, so, like a {{Card|Duke}} deck, your deck should be oriented to field {{Cost|5}}, so you can pick up Rebuilds and Duchies.
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Rebuild is one of the available backgrounds in [[Dominion Online]].
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=== Rebuild's Power ===
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[[Donald X]] has since acknowledged how powerful a card Rebuild is:
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{{Quote
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|Text=Rebuild was the last card I added to Dark Ages, and Dark Ages was finished after [[Guilds]]. So it was the last card. The playtesting group was drifting off, and for sure it got less playtesting than anything else.
  
=== Is there anything else I can do to help my Rebuild? ===
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Initially, it didn't give +1 Action. No-one won a game with it, despite the playtesting practice of some players having to commit to buying it. Obv. you don't learn anything if no-one buys the card (other than, this doesn't make a good first impression).
  
You can use Rebuild as a supplement to an engine, or you can make Rebuild the centerpiece of your strategy.
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I added the +1 Action and some people actually won games with it. It seemed okay and there it is.
  
For the latter, remember that your two objectives are:
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In retrospect the card is clearly too powerful for how interesting it is. Which is to say, the most powerful cards should make for lots of interesting gameplay and different situations; {{Card|Chapel}} for example may be strong, but the games play out differently depending on the rest of the cards. With Rebuild the rest of the cards are too unlikely to get involved in your Rebuild deck.
  
* Play Rebuild as often as possible, and
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For casual players it probably isn't a problem, unless one of them reads online about how to use Rebuild. For serious players you will probably have more fun just not playing with Rebuild after you've had the experience. I would rather that not be the case, but well at least there are 34 other kingdom cards in Dark Ages.
* Throw extra Victory cards into the mix.
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So you want to look for cards that will help you do that. To further the first objective, look for sifting cards, particularly non-terminal ones, such as {{Card|Cellar}} and {{Card|Warehouse}}. {{Card|Sage}} is moderately useful, but will get caught on Duchies and Provinces too often in the mid/late game.  Rebuild is a great target for {{Card|Throne Room}} and {{Card|King's Court}}.  But the very best way to play Rebuild as often as possible is to just buy lots of Rebuilds, which is what you should be doing with your {{Cost|5}} hands when the Duchies run out (and they will run out).
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...
  
For the second objective, look for cards that either specifically gain Victory cards, like {{Card|Followers}} or {{Card|Count}}, cards that gain cards of any type, like {{Card|Workshop}} or {{Card|Armory}}, or cheaper cards that field enough coin to procure Duchies, such as {{Card|Horse Traders}}.  Cards like {{Card|Mandarin}} are too expensive, as you want to focus your {{Cost|5}} buys on Rebuild and then Duchies. Count, on the other hand, works very well with Rebuild because it has the awesome power to just straight up gain Duchies.  You’ll be getting your {{Cost|5}} investment back in spades if you pick up a Count on a Rebuild board.
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Evaulating / testing alternate versions of Rebuild is beyond the scope for me. As always feel free to play whatever variants you want. You may find people willing to simulate different Rebuild variants at [[Dominion Strategy Forum|dominionstrategy.com]].
  
If you elect to have Rebuild complement your engine, be mindful of the order in which you play your cards. In general, you’ll want to play Rebuild first, as cantrips and drawers will bring your Victory cards into your hand, where you don’t want them to be.  Sifters, on the other hand, should be played first, as they will let you discard those Victory cards.  {{Card|Embassy}} is the best of both worlds here, but at {{Cost|5}}, it’s interfering with your Rebuild and Duchy buys.
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I guess I can tell you that, if at the last minute I had thought oops Rebuild is too strong, I probably would have put in a different card that had gone by the name Rebuild - cost {{Cost|4}}, {{Card|Remodel}} one of the top three cards of your deck (discard the other two), putting the gained card on top of your deck. That card got a lot of testing and was fine, there was just a point when it seemed like people didn't like it enough and probably I could do better.
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|Name=[[Donald X. Vaccarino]]
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|Source=[http://boardgamegeek.com/article/14094365#14094365 Is Rebuild Too Powerful?]}}
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=== Secret History ===
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{{Quote
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|Text=A late addition. I had an empty slot, and noticed that all of the large expansions gave you answers to the question, how do I deal with these dead victory cards? Intrigue has victory cards that aren't dead; Seaside lets you set them aside with Island, and, if you're crafty, Native Village; Prosperity has {{VP}} tokens; Hinterlands pushes card filtering. So I tried this out. Originally it didn't give +1 Action, but that version could not compete.
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|Name=[[Donald X. Vaccarino]]
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|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]
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}}
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=== Relevant outtakes ===
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{{Quote
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|Text=
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There was a Remodel that put the card into your hand. Originally it didn't give +1 Action; then it did and was crazy.
  
=== When should I not go for a Rebuild strategy? ===
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There was a Remodel for {{Cost|4}} that Remodel'd one of the top 3 cards of your deck, putting the new card on top. I thought it was a keeper, but in one set of surveys it became clear that it was a dud for several playtesters.
  
When a more powerful strategy is available, which will be rarely. An Attack that should give you pause with a Rebuild strategy should be {{Card|Saboteur}}, which can undo your Rebuilding, or worse, destroy your Rebuilds, but most players ignore that card often enough for you to not worry too much about it.  While Rebuild is fast, there are some faster strategies out there.  A well-made engine that can buy Provinces outright will outstrip a Rebuilder that has to trash precious Victory points.  Mountebank can fill your deck with enough junk to prevent you from seeing your Rebuilds, and you should never ignore it in favor of getting the early Rebuild.  A competent Goons player can easily outstrip a Rebuilder; while the discard Attack should not concern the Rebuilder, a Goons player will not be helping the Rebuilder empty the Provinces, and a good Goons player will be able to accrue enough points to be guaranteed a win against a player using Victory cards alone.  Now this is not to say that you should ignore Rebuild in these cases; you should instead shift focus to the more powerful card, but feel free to pick up a Rebuild as a supplement.
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Another Remodel turned one card into two different cards that each cost exactly {{Cost|2}} more. I did {{Card|Develop}} instead.
  
=== My opponent is Rebuilding like crazy - what do I do? ===
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Another late card was a treasure-victory card, worth {{Cost|1}} plus {{Cost|1}} per nontreasure in your hand, and worth 1 {{VP}} per 10 cards in the trash. The {{VP}} part was crazy, and I replaced this with a treasure worth {{Cost|1}} per different card type in your hand. It was cute in all-Dark Ages games and not so great otherwise. It flirted with staying in the set, then I replaced it with Rebuild.
 
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Well, typically the best thing to do is mirror the Rebuild, and hope you can get a few more Duchies into your deck than your opponent.  If, for some reason, you don’t want to do that, there are a couple things you can do.  Attacks are conventionally the easiest way to slow a player down, but Cursing/Looting will do little against a Rebuilder, except possibly make his Rebuilding less frequent.  Discard or Top-decking Attacks will usually help the Rebuilder (see below), so don’t try those.
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To counter a Rebuilder, you have to keep in mind how the Rebuilding goes down.  Rebuild works stepwise – Estate to Duchy to Province.  If you remove a step by emptying the Duchy pile, suddenly Rebuild is neutered.  Also realize that a Rebuilder is not gaining as many points as a player buying Victory cards outright – Rebuilding a Duchy into a Province only gains you 3 points.  Those other points are being thrown into the trash pile, where a Graverobber can handily nick them.
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Now, Graverobbing the leavings of a Rebuilder may not be enough; the best way to knock one down is in the literal fashion: with Saboteur or [[Knights]].  Rogue would simply be a Graverobber here, as its Attack only activates when there’s nothing in the trash to find.  If the trash is full of Duchies, you won’t be Attacking your opponent.  Only the first few turns will you be able to – the point when they’re turning Estates into Duchies.
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Saboteur is probably the best Attack to use against Rebuild.  Why?  Saboteur has no upper limit, so it can hit Provinces.  Saboteur is doing exactly the opposite of what a Rebuilder is trying to do – downgrading cards.  And a Rebuilder’s deck is going to be full of Rebuilds and Victory cards – perfect targets for the typically mediocre Saboteur.  This will be most potent when the Duchy pile has run out, making Provinces drop 5 points down to an Estate, or 6 points to a non-Victory card; one such play can win you the game.  As such, Saboteur should be a mid-game buy – you’ll want to get your own Rebuilds first while helping to empty the Duchy pile.  Now, you won’t want to just pursue Saboteur – even here, you should be trying to Rebuild yourself, but that Saboteur can spell the difference between victory and defeat.  And if you can hit your opponent’s Rebuilds, they are now dead in the water without a strategy.
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Knights can also be helpful here, but they cannot hit Provinces, and can’t go hunting like Saboteur can, so they may just uselessly discard Coppers.  Now be mindful that you need to be a fairly skilled player to pull off Sabotaging a Rebuilder - a novice player would most likely have too much trouble creating an economy while going for Saboteur, which is death when the other player really doesn’t need to add to their economy.  The other options are to either fill the Rebuilder's deck with junk quickly enough with either Mountebank or Cultist that they can’t find their Rebuilds often enough, or to pursue a Victory token strategy, typically with Goons, that can amass enough points to have no need of Provinces.
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To review:
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* Rebuild is a very fast card that can dominate boards.
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* In general, name Province.
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* If going for a pure Rebuild strategy, only spend {{Cost|5}} on Rebuilds and Duchies.
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* A skilled player can use Saboteur to counter a Rebuilder.
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=== Specific interactions ===
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Now let’s discuss specific interactions with other cards.  Bear in mind that if you’re going for a pure Rebuild strategy, any card costing {{Cost|5}} will get in the way of you buying Rebuilds and Duchies, and should most likely be ignored.
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[[Shelters]]: According to Donald X, Rebuild was the last card to be added to the Dark Ages set, and, like {{Card|Ironmonger}}, seems oddly ill-fitted to the expansion, as both cards suffer when Shelters are used.  Using Shelters replaces your starting Estates, leaving your starting deck with a single Victory card in it, and Overgrown Estate only costs {{Cost|1}} – that’s not enough to Rebuild it into a Duchy – thus you have to make an extra step on your way to Provinces (or, happenstance forbid, Colonies).  This is not to say that you should ignore Rebuild in a Shelters game – just be mindful that you’ll need to buy a few more Duchies (or Estates) to make it worthwhile.
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{{Card|Colony|Colonies}}: Rebuild, unlike most other cards, takes neither a boost nor a slump when Colonies are used.  True, it now requires an extra play of Rebuild to get your Victory cards to their highest potential, but Colony games tend to be longer anyway.  Rebuild can even be helpful in Colony games, as you need not outfit your deck with the necessary funds to procure Colonies – just Rebuild up to that. Be aware, however, that although Provinces are now a stepping stone up to Colonies, they still count as an ending condition when they’re all gone, so be mindful of the size of the pile.
+
 
+
Kingdom Victory cards:  Rebuild is certainly a convenient way to acquire alternate Victory cards, but don’t look to it as a means to beef up their point totals.  Since Rebuild essentially replaces cards, most of the variable point Victory cards will not get any mileage out of Rebuild.  Better to just buy them outright, particularly Silk Road, which would prefer to keep your starting Estates.
+
 
+
So does Rebuild actually combo with any kingdom Victory card?  Yes, actually.
+
 
+
{{Card|Tunnel}}: Just name Tunnel.  Your Estates will turn into Tunnels, and then you’ll be swimming in Gold as the Tunnels just fly by.
+
 
+
{{Card|Feodum}}: Unlike the other counting kingdom Victory cards, Feodum’s point total will actually increase with Rebuild – when you trash a Feodum, you get three Silvers, increasing every Feodum you have by one Victory point.  Just remember to at least hang on to some Feoda.
+
 
+
{{Card|Duke}}: Name Duchy or Duke every time.  Your Estates will turn into Duchies, allowing you to focus your {{Cost|5}} buys on Dukes, whose pile will quickly empty as your Rebuild finds them.  Or let them turn into Dukes, and buy Duchies.  Either way.  Just be mindful of that emptying, or you’ll start to lose Dukes and/or Duchies.  Remember – you don’t have to play a card in your hand.
+
 
+
Other standout interactions:
+
 
+
{{Card|Baron}}: Rebuild takes away your Estates, so Baron can’t make money for you (sad face), but then Baron gives you more Estates, which you can turn into Duchies (happy face).
+
 
+
{{Card|Tournament}}/{{Card|Explorer}}: Rebuild can help you get to those precious Provinces more quickly, allowing you to get the full potential out of these cards.  Once you’ve Rebuilt an Estate into a Duchy, make sure to name Estate to ensure your next Rebuild will hit that Duchy.
+
 
+
{{Card|Trade Route}}: Don’t you hate that niggling desire to buy an Estate to make your Trade Routes better?  Rebuild helps you get around that by quickly getting the token off of Duchies, and usually Provinces as well.
+
 
+
Rebuild as a defense: Rebuild can be an excellent way to counter a lot of Attacks.  Any Attack that forces you to place cards on top of your deck can be countered by putting Victory cards there for Rebuild to hit.  And Spying Attacks that like to leave Victory cards on top are very effectively neutered by Rebuild.  And while {{Card|Wandering Minstrel}} and {{Card|Farming Village}} snag on Ruins, and {{Card|Scrying Pool}} snags on Curses, Rebuild discards them all (along with everything else).
+
 
+
=== Synergies/Combos ===
+
* {{Card|Warehouse}}, {{Card|Cellar}}
+
* {{Card|Baron}}, {{Card|Count}}
+
* {{Card|Duke}}, {{Card|Feodum}}, {{Card|Tunnel}}
+
* Everything else from the article
+
 
+
=== Antisynergies ===
+
* {{Card|Scout}}
+
* [[Alt-VP]]
+
* {{Card|Saboteur}} and maybe [[Knights]]
+
* VP chip cards: {{Card|Goons}}, {{Card|Monument}}, {{Card|Bishop}}
+
* Fast junkers: {{Card|Mountebank}}, {{Card|Cultist}}
+
 
+
== Trivia ==
+
=== Secret History ===
+
{{Quote
+
|Text=A late addition. I had an empty slot, and noticed that all of the large expansions gave you answers to the question, how do I deal with these dead victory cards? Intrigue has victory cards that aren't dead; Seaside lets you set them aside with Island, and, if you're crafty, Native Village; Prosperity has VP tokens; Hinterlands pushes card filtering. So I tried this out. Originally it didn't give +1 Action, but that version could not compete.
+
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}
+
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]
 
+
}}
 +
{{Navbox Dark Ages}}
 
{{Navbox Cards}}
 
{{Navbox Cards}}
 +
[[category:non-terminals]]
 +
[[category:remodelers]]
 +
[[category:seeker]]
 +
[[category:handsize negative]]

Latest revision as of 06:00, 18 January 2024

Rebuild
Rebuild.jpg
Info
Cost $5
Type(s) Action
Kingdom card? Yes
Set Dark AgesDark Ages icon.png
Illustrator(s) Kurt Miller
Card text
+1 Action
Name a card. Reveal cards from your deck until you reveal a Victory card you did not name. Discard the rest, trash the Victory card, and gain a Victory card costing up to $3 more than it.

Rebuild is an Action card from Dark Ages. It is a unique remodeler which trashes only Victory cards and gains you only Victory cards: it can turn EstatesEstate.jpg into DuchiesDuchy.jpg, Duchies into ProvincesProvince.jpg, and Provinces into ColoniesColony.jpg.

Contents

[edit] FAQ

[edit] Official FAQ (2020)

  • You can name any card, whether or not it is being used this game or is a Victory card.
  • Then reveal cards from your deck until you reveal a Victory card that is not what you named.
  • If you run out of cards, shuffle your discard pile and continue, without shuffling in the revealed cards.
  • If you run out of cards with no cards left in your discard pile, stop there, discard everything, and nothing more happens.
  • If you did find a Victory card that was not what you named, you discard the other revealed cards, trash the Victory card, and gain a Victory card costing up to $3 more than the trashed card.

[edit] Other rules clarifications

[edit] Strategy

Rebuild is a Remodel variant that can only trash and gain Victory cards, and as such is mostly used in a fairly specific type of deck. Because Rebuild cannot gain useful engine components or payload, does not effectively remove starting junk (EstatesEstate.jpg) from your deck, is ineffective if you draw your deck, and is itself a stop card, Rebuild should be viewed as a payload card that benefits from the support of a deck specifically built around it, as Rebuild often does not contribute much to more general engines with more standard payload.

Many Rebuild-based decks have a simple goal: convert the 3 starting EstatesEstate.jpg into ProvincesProvince.jpg, then mill the rest of the ProvinceProvince.jpg pile, ending the game before your opponents’ engines start functioning and scoring sufficiently. In some senses, this is similar to a rush, except instead of your win condition centering on a fast pileout, it centers on quickly emptying the ProvinceProvince.jpg pile and reducing the amount of VP available in the Supply for your opponent when they’re ready to green. Rebuild is often much slower in Kingdoms with Shelters, as you only start with one Victory card in Overgrown EstateOvergrown Estate.jpg.

A simple approach to Rebuild is to simply buy it as soon as possible, then play it whenever you draw it, ignoring all other Kingdom cards and aiming to play Rebuild 6 times to upcycle your EstatesEstate.jpg into ProvincesProvince.jpg for a total of 18 VP, and then another 5 times to end the game by milling the remainder of the ProvincesProvince.jpg. There are two main concerns with this approach:

  1. This approach is heavily dependent on shuffle luck: a Rebuild drawn at the top of a shuffle might give you some lucky cycling past your CoppersCopper.jpg as it digs for your Victory cards, or it might make all of your other Rebuilds miss the shuffle. Or you might draw all your Victory cards in your starting hand with your Rebuild, and thus be unable to Rebuild any of them. The simple approach is therefore better when you can:
    • Simply have a lot of Rebuilds in your deck. E.g., with FerryFerry.jpg, Rebuilds are very cheap and can be gained in bulk very easily and quickly.
    • Have some deck control to better control your shuffles. Sifters such as DungeonDungeon.jpg are often good for this, as they allow you to both find your Rebuilds and discard Victory cards.
  2. This approach isn’t usually that fast. Playing Rebuild 11 times is a lot, and is unrealistic with many Kingdoms offering moderately fast engines that set the time limit for a Rebuild-playing deck to be successful. This might be less of a concern if any of the following are true:
    • The engine or money alternative is slow or not potent. In the case of money, this usually means a lack of fast enablers such as SpicesSpices.jpg. In the case of the engine, this usually means there’s no good trashing available, and the engine is thus slow to get started. Kingdoms without alt-VP or ColoniesColony.jpg are also good for Rebuild, as engines do not have an alternative to ProvincesProvince.jpg.
    • There is support in the Kingdom for playing Rebuilds consistently and quickly. This may mean either of the solutions suggested previously (many copies of Rebuild, or deck control), or specific effects such as MarchMarch.jpg.
    • You have a method of affording ProvincesProvince.jpg, thus reducing the number of Rebuild plays required and increasing the amount of VP your opponent needs to outscore you. PatronPatron.jpg is a notable synergy for generating the economy necessary for this, as it can gain Coffers when revealed and discarded by Rebuild.

If Rebuild is a strategy worth going for, it is often worth getting it as soon as possible, and buying several of them. This can often mean opening SilverSilver.jpg/SilverSilver.jpg.

There are a few tactical considerations when playing with Rebuild. First, naming a specific Victory card to not trash allows you to control your shuffles if you are deck tracking and aware of where particular Victory cards are and which ones you currently have. Second, it’s usually wise to Rebuild your Victory cards equally, avoiding situations where, for example, you have 1 ProvinceProvince.jpg, 1 DuchyDuchy.jpg, and 1 EstateEstate.jpg. This makes it easier to control which card gets trashed, and makes it less likely your opponent can “cut off” your EstatesEstate.jpg by taking all the DuchiesDuchy.jpg in the late game. Third, if you can afford a DuchyDuchy.jpg in the late midgame or later, this improves your final VP amount to 24 VP without increasing the number of Rebuild plays required to end the game, as you can Rebuild the DuchyDuchy.jpg instead of milling one of your ProvincesProvince.jpg. Buying an EstateEstate.jpg is not usually worth considering for similar reasons, because doing so will increase the number of Rebuild plays needed to win.

[edit] External strategy articles

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

[edit] Versions

[edit] English versions

Print Digital Text Release Date
Rebuild Rebuild from Goko/Making Fun +1 Action
Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to $3 more than it.
Dark Ages August 2012
Rebuild Rebuild from Shuffle iT +1 Action
Name a card. Reveal cards from your deck until you reveal a Victory card you did not name. Discard the rest, trash the Victory card, and gain a Victory card costing up to $3 more than it.
Dark Ages (2017 printing) September 2017

[edit] Other language versions

Language Name Print Digital Text Notes
Czech Obnova Czech language Rebuild +1 akce
Řekni název karty. Ukazuj karty z vršku svého dobíracího balíčku, dokud neukážeš kartu vítězných bodů, která není jmenovanou kartou. Ostatní ukázané karty odlož. Tuto kartu vítězných bodů zahoď na smetiště a vezmi si kartu vítězných bodů, která je až $3 dražší.
Dutch Wederopbouw +1 Actie
Noem de titel van een kaart. Toon kaarten
van je trekstapel totdat je een overwinnings-
kaart toont die niet de genoemde kaart is.
Leg de andere getoonde kaarten af. Vernietig
de betreffende overwinnigskaart en pak
een overwinningskaart die ten hoogste $3
meer kost dan de vernietigde kaart.
(2012)
Finnish Kunnostus
French Reconstruction
German Neubau German language Rebuild 2012 by HiG +1 Aktion
Benenne eine Karte. Decke so lange Karten von deinem Nachzieh­stapel auf, bis eine Punkte­karte, die nicht die benannte Karte ist, offen liegt. Entsorge diese Punkte­karte und nimm dir eine Punkte­karte, die bis zu $3 mehr kostet. Lege die übrigen aufgedeckten Karten ab.
translation error - false timing of discard instruction
(2012)
Neubau German language Rebuild 2019 by ASS German language Rebuild from Shuffle iT +1 Aktion
Nenne eine Karte. Decke so lange Karten von deinem Nachzieh­stapel auf, bis du eine nicht von dir genannte Punkte­karte aufgedeckt hast. Lege den Rest ab, entsorge jene Punkte­karte und nimm eine Punkte­karte, die bis zu $3 mehr als jene Karte kostet.
(2019)
Japanese 建て直し (pron. tatenaoshi) +1 アクション
カード1枚を指定する。指定しなかった勝利点カード1枚が公開されるまで、山札を上から公開する。他のカードを捨て札にし、その勝利点カードを廃棄し、それよりコストが最大$3高い勝利点カード1枚を獲得する。
Korean 재건축 (pron. jaegeonchug)
Russian Перестройка (pron. pyeryestroyka)
Spanish Reconstruir
RemakeRemake.jpg is Reconstrucción (noun), and Rebuild is Reconstruir (verb)
Spanish language Rebuild +1 Acción
Nombra una carta. Revela las cartas superiores de tu mazo hasta revelar una carta de Victoria que no sea la carta que nombraste. Descarta el resto de cartas. Elimina la carta de Victoria y gana una carta de Victoria con un coste máximo de $3 más que la carta eliminada.

[edit] Trivia

Official card art.

Donald X. has stated he does not play with Rebuild.

Rebuild is one of the available backgrounds in Dominion Online.

[edit] Rebuild's Power

Donald X has since acknowledged how powerful a card Rebuild is:

Rebuild was the last card I added to Dark Ages, and Dark Ages was finished after Guilds. So it was the last card. The playtesting group was drifting off, and for sure it got less playtesting than anything else.

Initially, it didn't give +1 Action. No-one won a game with it, despite the playtesting practice of some players having to commit to buying it. Obv. you don't learn anything if no-one buys the card (other than, this doesn't make a good first impression).

I added the +1 Action and some people actually won games with it. It seemed okay and there it is.

In retrospect the card is clearly too powerful for how interesting it is. Which is to say, the most powerful cards should make for lots of interesting gameplay and different situations; ChapelChapel.jpg for example may be strong, but the games play out differently depending on the rest of the cards. With Rebuild the rest of the cards are too unlikely to get involved in your Rebuild deck.

For casual players it probably isn't a problem, unless one of them reads online about how to use Rebuild. For serious players you will probably have more fun just not playing with Rebuild after you've had the experience. I would rather that not be the case, but well at least there are 34 other kingdom cards in Dark Ages.

...

Evaulating / testing alternate versions of Rebuild is beyond the scope for me. As always feel free to play whatever variants you want. You may find people willing to simulate different Rebuild variants at dominionstrategy.com.

I guess I can tell you that, if at the last minute I had thought oops Rebuild is too strong, I probably would have put in a different card that had gone by the name Rebuild - cost $4, RemodelRemodel.jpg one of the top three cards of your deck (discard the other two), putting the gained card on top of your deck. That card got a lot of testing and was fine, there was just a point when it seemed like people didn't like it enough and probably I could do better.

[edit] Secret History

A late addition. I had an empty slot, and noticed that all of the large expansions gave you answers to the question, how do I deal with these dead victory cards? Intrigue has victory cards that aren't dead; Seaside lets you set them aside with Island, and, if you're crafty, Native Village; Prosperity has VP tokens; Hinterlands pushes card filtering. So I tried this out. Originally it didn't give +1 Action, but that version could not compete.

[edit] Relevant outtakes

There was a Remodel that put the card into your hand. Originally it didn't give +1 Action; then it did and was crazy.

There was a Remodel for $4 that Remodel'd one of the top 3 cards of your deck, putting the new card on top. I thought it was a keeper, but in one set of surveys it became clear that it was a dud for several playtesters.

Another Remodel turned one card into two different cards that each cost exactly $2 more. I did DevelopDevelop.jpg instead.

Another late card was a treasure-victory card, worth $1 plus $1 per nontreasure in your hand, and worth 1 VP per 10 cards in the trash. The VP part was crazy, and I replaced this with a treasure worth $1 per different card type in your hand. It was cute in all-Dark Ages games and not so great otherwise. It flirted with staying in the set, then I replaced it with Rebuild.


Cards $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
Combos and Counters Apprentice/Market SquareBeggar/GardensBishop/FortressDonate/Market SquareHermit/Market SquareLurker/Hunting GroundsMasterpiece/FeodumProcession/FortressTrader/Feodum
Other concepts When trashLooter
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
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
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