Scheme

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{{Infobox Card
 
{{Infobox Card
 
  |name = Scheme
 
  |name = Scheme
 +
|cost = 3
 
  |type1 = Action
 
  |type1 = Action
 
 
  |illustrator = Julien Delval
 
  |illustrator = Julien Delval
  |text = +1 Card<br/>+1 Action<br/>At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.
+
  |text = '''+1 Card<br/>+1 Action'''<br/>This turn, you may put one of your Action cards onto your deck when you discard it from play.
 
}}
 
}}
'''Scheme''' is an [[Action]] card from [[Hinterlands]]. Often a very powerful card, it allows you to place back on top of your deck an Action that you played this turn. This allows for good consistency in what you can play each turn.
+
 
 +
'''Scheme''' is an [[Action]] card from [[Hinterlands]]. Often a very powerful card, it allows you to [[Top decker|place back on top of your deck]] an Action that you played this turn. This allows for good consistency in what you can play each turn.
 
== FAQ ==
 
== FAQ ==
 
=== Official FAQ ===
 
=== Official FAQ ===
* When you play this, you draw a card, getting +1 Action, and set up an effect to happen later in the turn, at the start of Clean-up At that time, you may optionally choose an Action card have in play.
+
* When you play this, you draw a card, get +1 Action, and set up an effect to happen later in the turn; once, when you discard an Action card from play, you can put it onto your deck.  
* If you discard that Action card from play this turn, as you normally do, you will put it on top of your deck.  
+
* The Action card can be Scheme itself, or any other Action card you have in play, which might have been played before or after you played Scheme.  
* This happens before you draw cards for next turn. The Action card you choose can be Scheme itself, or any other Action card you have in play, which might have been played before or after you played Scheme.  
+
* Scheme is cumulative; if you play two Schemes, or {{Card|Throne Room}} a Scheme, you will be able to put up to two discarded Action cards onto your deck, and so on.
* If the Action card is not discarded during Clean-up, for example due to being a Duration card from Dominion: Seaside that was played this turn, then it does not get put on top of your deck.
+
 
 
=== Other Rules clarifications ===
 
=== Other Rules clarifications ===
 +
* Unlike {{Card|Herbalist}}, Scheme still has its clean-up effect even if it is no longer in play by the time you start your clean-up phase; specifically, if you play {{Card|Procession}} on Scheme, at the start of clean-up you will be able to put two action cards from play on top of your deck, even though your Scheme has already been trashed and will not be in play itself.
 +
* Scheme cannot [[Top decker|top-deck]] a [[Traveller]] card after it has been exchanged. This is due to the [[Dark Ages#Lose Track rule|Lose Track rule]].  Similarly, a Traveller cannot be exchanged if it is top-decked with Scheme.
 +
 
== Strategy Article ==
 
== Strategy Article ==
 
''[http://dominionstrategy.com/2012/02/20/hinterlands-scheme/ Original Article] by jonts26, edited by Theory''
 
''[http://dominionstrategy.com/2012/02/20/hinterlands-scheme/ Original Article] by jonts26, edited by Theory''
Line 39: Line 43:
 
* {{Card|Possession}}: KC/KC/Scheme/Scheme/Possession is a war of attrition.  For every turn your opponent takes, you take three with his deck.  No matter how he builds his deck, there’s not much he can do to overcome the fact that you’re playing four times as many turns as he is.
 
* {{Card|Possession}}: KC/KC/Scheme/Scheme/Possession is a war of attrition.  For every turn your opponent takes, you take three with his deck.  No matter how he builds his deck, there’s not much he can do to overcome the fact that you’re playing four times as many turns as he is.
 
* {{Card|Saboteur}}: Saboteur is a weak card normally, but KC/KC/Scheme/Scheme/Saboteur just obliterates your opponent’s deck far faster than they can replace it.  A triple Saboteur every turn can overcome quite a bit.
 
* {{Card|Saboteur}}: Saboteur is a weak card normally, but KC/KC/Scheme/Scheme/Saboteur just obliterates your opponent’s deck far faster than they can replace it.  A triple Saboteur every turn can overcome quite a bit.
* Most other [[attack]]s: KC/KC/Scheme/Scheme/{{Card|Mountebank}} is not quite as deadly as Saboteur, but that will be of little comfort to your opponent.  The problem with such attacks, though, is that the attack’s presence makes the combo a bit more difficult to set up.
+
* Most other [[attack|attacks]]: KC/KC/Scheme/Scheme/{{Card|Mountebank}} is not quite as deadly as Saboteur, but that will be of little comfort to your opponent.  The problem with such attacks, though, is that the attack’s presence makes the combo a bit more difficult to set up.
 
* {{Card|Bridge}}: We all know that KC/KC/Bridge/Bridge/Bridge is game over because it reduces costs by 9 and gives enough buys to buy out all the Provinces in one turn.  Adding Scheme both helps set up the engine and makes it easier to set up the final death blow.  [http://dominion.isotropic.org/gamelog/201201/06/game-20120106-111407-0114b461.html This game] by Mean Mr Mustard (with an {{Card|Apothecary}} added in) is a good demonstration of how to set up a KC/Scheme engine.
 
* {{Card|Bridge}}: We all know that KC/KC/Bridge/Bridge/Bridge is game over because it reduces costs by 9 and gives enough buys to buy out all the Provinces in one turn.  Adding Scheme both helps set up the engine and makes it easier to set up the final death blow.  [http://dominion.isotropic.org/gamelog/201201/06/game-20120106-111407-0114b461.html This game] by Mean Mr Mustard (with an {{Card|Apothecary}} added in) is a good demonstration of how to set up a KC/Scheme engine.
 
* {{Card|Vault}}: KC/KC/Scheme/Scheme/Vault leads to a 12-card discard and a guaranteed Colony every turn.
 
* {{Card|Vault}}: KC/KC/Scheme/Scheme/Vault leads to a 12-card discard and a guaranteed Colony every turn.
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* {{Card|King's Court}}
 
* {{Card|King's Court}}
 
* {{Card|Conspirator}}: Normally, the correct way to play Scheme is to top-deck your other actions. In a Scheme/Conspirator deck you want to put back 2 Schemes every turn. This guarantees that every Conspirator you play is activated, and basically lets you buy {{Cost|4}} {{Card|Grand Market|Grand Markets}}.
 
* {{Card|Conspirator}}: Normally, the correct way to play Scheme is to top-deck your other actions. In a Scheme/Conspirator deck you want to put back 2 Schemes every turn. This guarantees that every Conspirator you play is activated, and basically lets you buy {{Cost|4}} {{Card|Grand Market|Grand Markets}}.
* {{Card|Outpost}} Scheme/Outpost needs a third card to work, but Scheme effectively neutralizes the typical drawback of Outpost by ensuring your 3 card hand has what you need in it.  {{Card|Menagerie}} and {{Card|Scrying Pool}} are particularly outstanding candidates, though any [[Villages|Village]]/[[Smithies|Smithy]] pair will do.
+
* {{Card|Outpost}}: Scheme/Outpost needs a third card to work, but Scheme effectively neutralizes the typical drawback of Outpost by ensuring your 3 card hand has what you need in it.  {{Card|Menagerie}} and {{Card|Scrying Pool}} are particularly outstanding candidates, though any [[Villages|Village]]/[[Smithies|Smithy]] pair will do.
* {{Card|Hunting Party}} Hunting Parties let you set up some really fast combos that can reliably get a {{Card|Province}} per turn, until, of course you don’t draw a Hunting Party. Then your deck with a single Gold and a ton of green can’t do much of anything. And since you really only need one Silver in your deck, there is no lost opportunity cost for picking up a scheme when you fail to hit {{Cost|5}}. Scheme turns the already reliable and fast Hunting Party stack into a true juggernaut nearly immune to greening.
+
* {{Card|Hunting Party}}: Hunting Parties let you set up some really fast combos that can reliably get a {{Card|Province}} per turn, until, of course you don’t draw a Hunting Party. Then your deck with a single Gold and a ton of green can’t do much of anything. And since you really only need one Silver in your deck, there is no lost opportunity cost for picking up a scheme when you fail to hit {{Cost|5}}. Scheme turns the already reliable and fast Hunting Party stack into a true juggernaut nearly immune to greening.
* {{Card|Remake}} – open Remake/Scheme and trim your deck super fast while still building up economy by consistently turning Estates into Silvers. Then as you transition into an engine, you already have a Scheme to help smooth it out.
+
* {{Card|Remake}}: Open Remake/Scheme and trim your deck super fast while still building up economy by consistently turning Estates into Silvers. Then as you transition into an engine, you already have a Scheme to help smooth it out.
* [[Double Tactician]] These kinds of decks, when properly set up can do some amazing things and lead to extremely fast games. But if you fail to draw a Tactician to play, you can easily find yourself playing catch up. Scheme will thoughtfully place that old Tactician right back on top for you to keep it going.
+
* [[Double Tactician]]: These kinds of decks, when properly set up can do some amazing things and lead to extremely fast games. But if you fail to draw a Tactician to play, you can easily find yourself playing catch up. Scheme will thoughtfully place that old Tactician right back on top for you to keep it going.
 
* {{Card|Golem}}: Golem/Scheme/X, once set up, will, with high probability, allow you to play the same turn every game.  Replace X with a killer attack and this is a good substitute for the abusive KC combos described above.  Alternatively, Golem/Scheme/{{Card|Counting House}} is a major improvement on just Golem/Counting House. As with all cute Golem tricks, you should be wary of the fact that Golems take a long time to get and that there may be faster options.  
 
* {{Card|Golem}}: Golem/Scheme/X, once set up, will, with high probability, allow you to play the same turn every game.  Replace X with a killer attack and this is a good substitute for the abusive KC combos described above.  Alternatively, Golem/Scheme/{{Card|Counting House}} is a major improvement on just Golem/Counting House. As with all cute Golem tricks, you should be wary of the fact that Golems take a long time to get and that there may be faster options.  
 
* {{Card|Scrying Pool}}: This card’s only weakness in an Action-heavy deck is that you might not  play it every turn.  Scheme solves that problem, and Scrying Pool returns the favor by drawing the Scheme back into hand.
 
* {{Card|Scrying Pool}}: This card’s only weakness in an Action-heavy deck is that you might not  play it every turn.  Scheme solves that problem, and Scrying Pool returns the favor by drawing the Scheme back into hand.
* {{Card|Monument}}: Want free VP every turn?
+
* {{Card|Monument}}: Want free {{VP}} every turn?
 
* {{Card|Herbalist}}: Even the lowly Herbalist gets some use, because the Herbalist returns Treasure and the Scheme returns Actions.  Pair the two up: {{Card|Gold}}/{{Card|Remodel}}, {{Card|Alchemist}}/{{Card|Potion}}. Or just return the Herbalist every turn, allowing you to return a Potion every turn, to buy up all the {{Card|Vineyard|Vineyards}}.  
 
* {{Card|Herbalist}}: Even the lowly Herbalist gets some use, because the Herbalist returns Treasure and the Scheme returns Actions.  Pair the two up: {{Card|Gold}}/{{Card|Remodel}}, {{Card|Alchemist}}/{{Card|Potion}}. Or just return the Herbalist every turn, allowing you to return a Potion every turn, to buy up all the {{Card|Vineyard|Vineyards}}.  
 
* {{Card|Trading Post}}: Trading Post is a uniquely nice early game trasher that benefits strongly from Scheme.  Ordinarily Trading Post drops precipitously in efficacy past the first few turns of the game, but Scheme can keep it relevant through the midgame.  And as you transition into another engine, the Schemes can be switched over to, say, {{Card|Laboratory|Laboratories}}.
 
* {{Card|Trading Post}}: Trading Post is a uniquely nice early game trasher that benefits strongly from Scheme.  Ordinarily Trading Post drops precipitously in efficacy past the first few turns of the game, but Scheme can keep it relevant through the midgame.  And as you transition into another engine, the Schemes can be switched over to, say, {{Card|Laboratory|Laboratories}}.
 +
* {{Card|Hermit}}: On turns when you don't buy anything, by choosing Scheme's effect to happen first, Hermit loses track of itself when the {{Card|Madman}} is gained, and given that this gaining is not contingent on Hermit self-trashing, you can essentially get infinite Madmen this way.
 +
* {{Card|Prince}}: By Princing a Scheme, you can essentially have a flexible "Prince-anything", as the Scheme's cantrip pays for the cost of playing the Action, and can change which Action you have Princed retroactively.
 +
* {{Card|Training}}: Turn your Scheme into {{Card|Treasury}} that doesn't have Victory card penalty.
 +
 
=== Antisynergies ===
 
=== Antisynergies ===
 
* {{Card|Minion}}
 
* {{Card|Minion}}
* Already reliable [[engine]]s (such as {{Card|Fishing Village}} or {{Card|Wharf}} engines]))
+
* Already reliable [[engine|engines]] (such as {{Card|Fishing Village}} or {{Card|Wharf}} engines))
 
* Action-less games
 
* Action-less games
 +
 +
== Versions ==
 +
===English versions===
 +
{| class="wikitable" style="text-align:center;"
 +
! Print !! Digital !! Text !! Release !! Date
 +
|-
 +
| {{CardVersionImage|SchemeOld|Scheme}} || {{CardVersionImage|SchemeDigitalOld|Scheme from Goko/Making Fun}} || '''+1 Card'''. '''+1 Action'''. At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck. || Hinterlands 1st Edition || October 2011
 +
|-
 +
| {{CardVersionImage|Scheme|Scheme}} || {{CardVersionImage|SchemeDigital|Scheme from Shuffle iT}} || '''+1 Card'''. '''+1 Action'''. This turn, you may put one of your Action cards onto your deck when you discard it from play. || Hinterlands [[Second Edition|2nd Edition]] || December 2016
 +
|}
 +
===Other language versions===
 +
{| class="wikitable" style="text-align:center;"
 +
! Language !! Name !! Print !! Digital !! Text !! Notes
 +
|-
 +
!Czech
 +
| Pleticha || || || ||
 +
|-
 +
!Dutch
 +
| Gekonkel || || || ||
 +
|-
 +
!Finnish
 +
| Juoni || || || ||
 +
|-
 +
!French
 +
| Complot || || || ||
 +
|-
 +
!German
 +
| Komplott || {{CardVersionImage|Scheme German-HiG|German Version by Hans im Glück}} || || '''+1 Karte<br>+1 Aktion'''<br>Zu Beginn deiner Aufräumphase darfst<br>du eine deiner ausgespielten Aktions-<br>karten wählen. Wenn du die gewählte<br>Karte in dieser Aufräumphase ablegen<br>würdest, darfst du sie stattdessen auf<br>deinen Nachziehstapel legen. || HiG translation error: "... you may choose one of your played Action cards. If you would discard the chosen card this Clean-up, you may put it on your deck."
 +
|-
 +
!Italian
 +
| Macchinazione (lit. ''machination'') || || || ||
 +
|-
 +
!Japanese
 +
| 画策 (pron. ''kakusaku'') || || || '''+1 カードを引く'''。 '''+1 アクション'''。 このターン、場のアクションカードのうち1枚を捨て札にするとき、それを山札の上に置いてもよい。 ||
 +
|-
 +
!Russian
 +
| Схема (pron. ''skhyema'') || || || ||
 +
|-
 +
!Spanish
 +
| Confabulación || || || ||
 +
|}
 +
 
== Trivia ==
 
== Trivia ==
 +
[[Image:SchemeArt.jpg|thumb|right|354px|Official card art.]]
 +
Scheme had a minor functional change when Dominion was updated for its second edition.  Previously, cards that were not discarded from play during Clean-up (such as [[Duration]]s) could be chosen by Scheme's effect; this is no longer possible.
 +
 
=== Secret History ===
 
=== Secret History ===
 
{{Quote
 
{{Quote
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|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]
 
}}
 
}}
 
+
{{Navbox Hinterlands}}
 
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{{Navbox Cards}}
 
{{Navbox Cards}}

Revision as of 17:36, 29 February 2020

Scheme
Scheme.jpg
Info
Cost $3
Type(s) Action
Kingdom card? Yes
Set HinterlandsHinterlands icon.png
Illustrator(s) Julien Delval
Card text
+1 Card
+1 Action

This turn, you may put one of your Action cards onto your deck when you discard it from play.

Scheme is an Action card from Hinterlands. Often a very powerful card, it allows you to place back on top of your deck an Action that you played this turn. This allows for good consistency in what you can play each turn.

Contents

FAQ

Official FAQ

  • When you play this, you draw a card, get +1 Action, and set up an effect to happen later in the turn; once, when you discard an Action card from play, you can put it onto your deck.
  • The Action card can be Scheme itself, or any other Action card you have in play, which might have been played before or after you played Scheme.
  • Scheme is cumulative; if you play two Schemes, or Throne RoomThrone Room.jpg a Scheme, you will be able to put up to two discarded Action cards onto your deck, and so on.

Other Rules clarifications

  • Unlike HerbalistHerbalist.jpg, Scheme still has its clean-up effect even if it is no longer in play by the time you start your clean-up phase; specifically, if you play ProcessionProcession.jpg on Scheme, at the start of clean-up you will be able to put two action cards from play on top of your deck, even though your Scheme has already been trashed and will not be in play itself.
  • Scheme cannot top-deck a Traveller card after it has been exchanged. This is due to the Lose Track rule. Similarly, a Traveller cannot be exchanged if it is top-decked with Scheme.

Strategy Article

Original Article by jonts26, edited by Theory

Scheme is, quite simply, awesome. It’s basically like the stage crew for a rock band. It’s never standing in the limelight, and really isn’t anything special on its own, but it works to let the main players do their job. Without it the band has much less time to rock out and compose killer riffs and snort coke and … I think this analogy got away from me. Anyway, Scheme is very often worth a pick up as it lends itself very well to most engines and can be used for several very clever plays.

The Reliable Engine

We’ve all had games where we play a TorturerTorturer.jpg only to draw 3 Villages dead. Well Scheme gives you all the benefits of a complex engine, while reducing the variance of shuffle luck, sometimes to zero. Being able to top-deck a VillageVillage.jpg/SmithySmithy.jpg pair or a couple of Hunting PartiesHunting Party.jpg or whatever else it is that makes your engine go is an amazingly useful ability. Almost any engine can benefit from the addition of some Schemes.

Of course, there is a balance to strike. Every time you buy a Scheme, you aren’t buying another engine component. So in a sense, Scheme sacrifices raw power for reliability. Normally this is a good thing, but it can be taken too far. If you find yourself returning way more actions than you need to draw your deck or the Schemes themselves because you don’t have enough other things to return, you’ve likely over-invested.

Scheme is therefore best when you drop to $3 and can’t afford an engine part. It is easy to buy Scheme over Silver in most engine games, but more of a dilemma picking Scheme over Fishing VillageFishing Village.jpg.

The Non-Colliding Terminals

In Big Money type decks which only buy a few actions, Scheme can, essentially, act like a second copy of whatever flavor of terminal action you’re using. Instead of WitchWitch.jpg/Big Money, you can simulate Witch/Witch/Big Money without the risk that the second “copy” of Witch will collide with the first. This, however, comes at a price. Whenever you draw your Scheme after your terminal, you only get to play the terminal once that reshuffle. Had the Scheme been an actual second copy of the action, you’d have gotten two plays. Over the course of a game, the double terminal deck gets more plays of the terminal action than the Scheme/terminal deck. So typically, you favor a second terminal over a Scheme.

However, when a card is more important to play early, where the chance of collision is higher, Scheme/terminal becomes the better option. Specific examples of terminals which benefit from a Scheme include Jack of all TradesJack of All Trades.jpg, Sea HagSea Hag.jpg, and WitchWitch.jpg.

King's Court Abuse

King's CourtKing's Court.jpg is definitely the king of Scheme combos and deserves its own section. Ordinary Schemes can be used for reliability, but King's Court takes it to the next level and pushes Scheme to the point of abusiveness. The key is that a KC Scheme lets you return three cards to the top of your deck, including the KC and the Scheme itself. So technically, you don’t even need anything else: KC/KC/Scheme/Scheme/Scheme lets you start every turn with 9 cards, guaranteed. But there’s no reason not to push the envelope. Replace that third Scheme with just about anything, and you can create ridiculous games:

  • PossessionPossession.jpg: KC/KC/Scheme/Scheme/Possession is a war of attrition. For every turn your opponent takes, you take three with his deck. No matter how he builds his deck, there’s not much he can do to overcome the fact that you’re playing four times as many turns as he is.
  • SaboteurSaboteur.jpg: Saboteur is a weak card normally, but KC/KC/Scheme/Scheme/Saboteur just obliterates your opponent’s deck far faster than they can replace it. A triple Saboteur every turn can overcome quite a bit.
  • Most other attacks: KC/KC/Scheme/Scheme/MountebankMountebank.jpg is not quite as deadly as Saboteur, but that will be of little comfort to your opponent. The problem with such attacks, though, is that the attack’s presence makes the combo a bit more difficult to set up.
  • BridgeBridge.jpg: We all know that KC/KC/Bridge/Bridge/Bridge is game over because it reduces costs by 9 and gives enough buys to buy out all the Provinces in one turn. Adding Scheme both helps set up the engine and makes it easier to set up the final death blow. This game by Mean Mr Mustard (with an ApothecaryApothecary.jpg added in) is a good demonstration of how to set up a KC/Scheme engine.
  • VaultVault.jpg: KC/KC/Scheme/Scheme/Vault leads to a 12-card discard and a guaranteed Colony every turn.

When Not to Buy

Scheme isn’t a card you always want to buy. It’s typically a great addition to any engine and can potentially boost a Big Money deck but there are some specific times when you might want to avoid them.

The one true counter: There is one card which absolutely destroys Scheme. I am referring of course to MinionMinion.jpg. Not only does it force you discard the nice things you top-decked, but because you are discarding your good cards, the pool you have to draw your new 4 card hand is weaker. Double Ouch.

Discard attacks: While not enough to completely forgo Scheme, discard attacks do discourage it a little. First, you don’t want to top-deck too many cards because you’ll just have to ditch them. This is in particular bad for KC/KC/Scheme/Scheme/X combos. Second, you might want to hold on to Schemes when you get hit, but the blind draw on them could mean you end up discarding a better card from hand than what you draw, which creates a bit of a dilemma. If there are discard attacks around, more than 3 Schemes is never going to help, unless you're top-decking a MoatMoat.jpg.

Already reliable engines: As I said before, Scheme sacrifices power for reliability. But when you have an already reliable engine, and particularly when you have engine components at the same price point, you can probably forgo Schemes altogether. Something like WharfWharf.jpg/Fishing VillageFishing Village.jpg is a good example.

Synergies/Combos

  • King's CourtKing's Court.jpg
  • ConspiratorConspirator.jpg: Normally, the correct way to play Scheme is to top-deck your other actions. In a Scheme/Conspirator deck you want to put back 2 Schemes every turn. This guarantees that every Conspirator you play is activated, and basically lets you buy $4 Grand MarketsGrand Market.jpg.
  • OutpostOutpost.jpg: Scheme/Outpost needs a third card to work, but Scheme effectively neutralizes the typical drawback of Outpost by ensuring your 3 card hand has what you need in it. MenagerieMenagerie.jpg and Scrying PoolScrying Pool.jpg are particularly outstanding candidates, though any Village/Smithy pair will do.
  • Hunting PartyHunting Party.jpg: Hunting Parties let you set up some really fast combos that can reliably get a ProvinceProvince.jpg per turn, until, of course you don’t draw a Hunting Party. Then your deck with a single Gold and a ton of green can’t do much of anything. And since you really only need one Silver in your deck, there is no lost opportunity cost for picking up a scheme when you fail to hit $5. Scheme turns the already reliable and fast Hunting Party stack into a true juggernaut nearly immune to greening.
  • RemakeRemake.jpg: Open Remake/Scheme and trim your deck super fast while still building up economy by consistently turning Estates into Silvers. Then as you transition into an engine, you already have a Scheme to help smooth it out.
  • Double Tactician: These kinds of decks, when properly set up can do some amazing things and lead to extremely fast games. But if you fail to draw a Tactician to play, you can easily find yourself playing catch up. Scheme will thoughtfully place that old Tactician right back on top for you to keep it going.
  • GolemGolem.jpg: Golem/Scheme/X, once set up, will, with high probability, allow you to play the same turn every game. Replace X with a killer attack and this is a good substitute for the abusive KC combos described above. Alternatively, Golem/Scheme/Counting HouseCounting House.jpg is a major improvement on just Golem/Counting House. As with all cute Golem tricks, you should be wary of the fact that Golems take a long time to get and that there may be faster options.
  • Scrying PoolScrying Pool.jpg: This card’s only weakness in an Action-heavy deck is that you might not play it every turn. Scheme solves that problem, and Scrying Pool returns the favor by drawing the Scheme back into hand.
  • MonumentMonument.jpg: Want free VP every turn?
  • HerbalistHerbalist.jpg: Even the lowly Herbalist gets some use, because the Herbalist returns Treasure and the Scheme returns Actions. Pair the two up: GoldGold.jpg/RemodelRemodel.jpg, AlchemistAlchemist.jpg/PotionPotion.jpg. Or just return the Herbalist every turn, allowing you to return a Potion every turn, to buy up all the VineyardsVineyard.jpg.
  • Trading PostTrading Post.jpg: Trading Post is a uniquely nice early game trasher that benefits strongly from Scheme. Ordinarily Trading Post drops precipitously in efficacy past the first few turns of the game, but Scheme can keep it relevant through the midgame. And as you transition into another engine, the Schemes can be switched over to, say, LaboratoriesLaboratory.jpg.
  • HermitHermit.jpg: On turns when you don't buy anything, by choosing Scheme's effect to happen first, Hermit loses track of itself when the MadmanMadman.jpg is gained, and given that this gaining is not contingent on Hermit self-trashing, you can essentially get infinite Madmen this way.
  • PrincePrince.jpg: By Princing a Scheme, you can essentially have a flexible "Prince-anything", as the Scheme's cantrip pays for the cost of playing the Action, and can change which Action you have Princed retroactively.
  • TrainingTraining.jpg: Turn your Scheme into TreasuryTreasury.jpg that doesn't have Victory card penalty.

Antisynergies

Versions

English versions

Print Digital Text Release Date
Scheme Scheme from Goko/Making Fun +1 Card. +1 Action. At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck. Hinterlands 1st Edition October 2011
Scheme Scheme from Shuffle iT +1 Card. +1 Action. This turn, you may put one of your Action cards onto your deck when you discard it from play. Hinterlands 2nd Edition December 2016

Other language versions

Language Name Print Digital Text Notes
Czech Pleticha
Dutch Gekonkel
Finnish Juoni
French Complot
German Komplott German Version by Hans im Glück +1 Karte
+1 Aktion

Zu Beginn deiner Aufräumphase darfst
du eine deiner ausgespielten Aktions-
karten wählen. Wenn du die gewählte
Karte in dieser Aufräumphase ablegen
würdest, darfst du sie stattdessen auf
deinen Nachziehstapel legen.
HiG translation error: "... you may choose one of your played Action cards. If you would discard the chosen card this Clean-up, you may put it on your deck."
Italian Macchinazione (lit. machination)
Japanese 画策 (pron. kakusaku) +1 カードを引く+1 アクション。 このターン、場のアクションカードのうち1枚を捨て札にするとき、それを山札の上に置いてもよい。
Russian Схема (pron. skhyema)
Spanish Confabulación

Trivia

Official card art.

Scheme had a minor functional change when Dominion was updated for its second edition. Previously, cards that were not discarded from play during Clean-up (such as Durations) could be chosen by Scheme's effect; this is no longer possible.

Secret History

An old card. The premise was always the same, but the exact mechanism has varied a little. The important thing was not to have any weirdness with one-shots or duration cards or Throne Rooms played on duration cards. That's why it only works on cards that are discarded. Sometimes Scheme could work on itself, sometimes it couldn't, depending on what phrasing seemed simpler. It ended up working on itself; you can just be planning that Scheme for a while.


Cards $2 CrossroadsCrossroads.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgGuard DogGuard Dog.jpgOasisOasis.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNomadsNomads.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpgTrailTrail.jpgWeaverWeaver.jpg $5 BerserkerBerserker.jpgCartographerCartographer.jpgCauldronCauldron.jpgHagglerHaggler.jpgHighwayHighway.jpgInnInn.jpgMargraveMargrave.jpgSoukSouk.jpgStablesStables.jpgWheelwrightWheelwright.jpgWitch's HutWitch's Hut.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
Removed cards $2 DuchessDuchess.jpg $3 OracleOracle.jpg $4 Noble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpg $5 CacheCache.jpgEmbassyEmbassy.jpgIll-Gotten GainsIll-Gotten Gains.jpgMandarinMandarin.jpg
Combos and Counters Trader/Feodum
Other concepts When gain
Dominion 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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