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.
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  |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.
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'''Scheme''' is an [[Action]] card from [[Hinterlands]]. It allows you to [[Top decker|place back on top of your deck]] an Action that you played this turn. This improves your deck's consistency.
 
== 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 you have in play.
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* 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.  
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* 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.  
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* 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.
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=== Other Rules clarifications ===
 
=== Other Rules clarifications ===
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 [[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.
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* 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.
 +
* Due to the [[Stop-Moving rule]], Scheme cannot [[Top decker|top-deck]] an exchanged [[Traveller]], and a [[Traveller]] cannot be exchanged if it's been topdecked with Scheme.
  
== Strategy Article ==
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== Strategy ==
''[http://dominionstrategy.com/2012/02/20/hinterlands-scheme/ Original Article] by jonts26, edited by Theory''
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Scheme is a [[cantrip]] whose [[topdeck]]ing effect is mainly useful for increasing [[engine]] reliability. Scheme is a cheap and useful addition to your deck when the guarantee of having a particular Action card in hand at the start of your turn is valuable, such as in the following cases:
 +
# Most often, the best cards to topdeck are those that will prevent you from [[dud]]ding. This will often be cards that ensure you draw, and can be either [[non-terminal draw]] such as {{Card|Hunting Party}} or {{Card|Scrying Pool}}, or a [[village (card category)|village]] to pair with your [[terminal draw]]. Other times, topdecking [[sifting]] such as {{Card|Forum}} may be a slightly indirect way of setting up a good starting hand. With multiple Schemes, it is possible to topdeck multiple key cards, including those that benefit from [[collision]] with one another, further increasing your reliability. When used in this way, Scheme is often best added in the midgame, once you have these key cards in deck. Adding additional Schemes later in the game to offset your increasing deck size (perhaps due to [[greening]]) is usually a good idea.
 +
# Guaranteeing you have a [[Reaction]] in your starting hand is another strong use for Scheme. It can allow you to consistently defend (e.g. with {{Card|Moat}}), threaten to counterattack (e.g. with {{Card|Black Cat|Black Cats}}), or activate effects such as {{Card|Village Green}} against a [[handsize attack]]. It is worth noting that, because your opponents know what cards you topdeck, they may be able to play around these Reactions.
 +
# Less commonly, Scheme can be useful to play a key card more than once per [[reshuffle|shuffle]]. This is more likely to be relevant when you are not frequently shuffling, either in the early game or in [[junk]]y decks, and most frequently includes [[thinner]]s such as {{Card|Bounty Hunter}} and [[Attack]]s such as {{Card|Witch}}. In other words, if you are able to play both Scheme and the target card at the start of your shuffle, you can topdeck the target card and play it next turn, when normally you would have to wait until your next shuffle to play it again. In this role, Scheme may be good even in the [[opening]], as a lucky collision on turn 3 can have a large payoff, and multiple copies can be used to repeatedly topdeck your target card turn after turn.
  
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.
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Sometimes the best card to topdeck will be Scheme itself. This is likely the case if your alternatives are topdecking a [[stop card]] or nothing at all. Topdecking Scheme is unlikely to cause you to dud, and effectively allows you to wait until you collide it with a good card to topdeck.
  
=== The Reliable Engine ===
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Scheme is less attractive if your engine is already very reliable without the topdecking effect, which most commonly occurs in decks with very few stop cards, likely as a result of good [[thinning]] and/or [[Peddler variant]] [[payload]]. Scheme is also susceptible to handsize attacks, most notably {{Card|Minion}}, as they can sometimes force you to discard the cards you topdecked, thereby negating the boost to reliability.
  
We’ve all had games where we play a {{Card|Torturer}} 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 {{Card|Village}}/{{Card|Smithy}} pair or a couple of {{Card|Hunting Party|Hunting Parties}} 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.
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Scheme synergizes well with a few specific effects:
 +
* Effects such as {{Card|Mastermind}} or {{Project|Citadel}} that rely heavily on having a strong Action in your starting hand are much better when you are able to pick their targets. 
 +
* {{Card|Outpost}} turns are much more dud-prone with only a three-card starting hand, so topdecking [[draw]] such as {{Card|Menagerie}} can counteract that downside.
 +
* [[Vanilla bonus tokens]], especially the +Card tokens from {{Card|Teacher}} or {{Card|Pathfinding}}, are even more effective on Scheme than other cheap cantrips, as each copy can topdeck itself.  
 +
* {{Card|King's Court}} can generate multiple Scheme effects and is itself greatly boosted in power if you can reliably find multiple copies in your starting hand, since the most important determinant of whether you will have an optimal turn is your ability to start chaining {{Card|King's Court|King's Courts}} early in order to amplify your triple-playing abilities. Even with only a single Scheme, topdecking two {{Card|King's Court|King’s Courts}} alongside a strong triple-play target both greatly increases your reliability and almost guarantees maximum chaining.
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* {{Card|Shepherd}} can be an exceptionally good topdeck target, as you can often trigger a shuffle of all [[Victory]] cards, then topdeck {{Card|Shepherd}}, ensuring you do not dud and will extract maximum draw from your {{Card|Shepherd}}.
  
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.
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===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.''
 +
* [http://dominionstrategy.com/2012/02/20/hinterlands-scheme/ jonts26's 2012 article]
  
Scheme is therefore best when you drop to {{Cost|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 {{Card|Fishing Village}}.
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== Versions ==
 +
===English versions===
 +
{| class="wikitable" style="text-align:center;"
 +
! Print !! Digital !! Text !! Release !! Date
 +
|-
 +
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|o=1|d=g}} || '''+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. || Hinterlands || October 2011
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|-
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| {{CardLangVersionImage}} || {{CardLangVersionImage|d=s}} || '''+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. || Hinterlands [[2016 Errata#Functional_card_changes|(2016 printing)]] || December 2016
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|}
  
=== The Non-Colliding Terminals ===
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===Other language versions===
 
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{| class="wikitable" style="text-align:center;"
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 {{Card|Witch}}/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.
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! Language !! Name !! Print !! Digital !! Text !! style="width:20%"|Notes
 
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|-
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 {{Card|Jack of all Trades}}, {{Card|Sea Hag}}, and {{Card|Witch}}.
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!Czech
 
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| Pleticha || || || ||
=== King's Court Abuse ===
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|-
 
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!Dutch
{{Card|King's Court}} 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:
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| Gekonkel || || || ||
 
+
|-
* {{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.
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!Finnish
* {{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.
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| Juoni || || || ||
* 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.
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|-
* {{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.
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!French
* {{Card|Vault}}: KC/KC/Scheme/Scheme/Vault leads to a 12-card discard and a guaranteed Colony every turn.
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| Complot || || || ||
 
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|-
=== When Not to Buy ===
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!German
 
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| Komplott || {{CardVersionImage|Scheme German-HiG|German language Scheme 2011 by HiG}} || || '''+1 Karte<br>+1 Aktion'''<br>Zu Beginn deiner Aufräumphase darfst du eine deiner ausgespielten Aktionskarten wählen. Wenn du die gewählte Karte in dieser Aufräumphase ablegen würdest, darfst du sie stattdessen auf deinen Nachziehstapel legen. || (2011)<hr>"&hellip;eine <s>deiner ausgespielten</s> Aktionskarte<s>n</s>, die du im Spiel hast,&hellip;"
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.
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|-
 
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!German
The one true counter: There is one card which absolutely destroys Scheme. I am referring of course to {{Card|Minion}}. 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.
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| Komplott || {{CardVersionImage|SchemeGerman2019rulebook|German language Scheme 2019 by ASS}} || {{CardVersionImage|SchemeGerman2021Digital|German language Scheme 2021 from Shuffle iT}} || '''+1 Karte<br>+1 Aktion'''<br>In diesem Zug darfst du eine Aktionskarte auf deinen Nachziehstapel legen, sobald du sie aus dem Spiel ablegst. || (2019)
 
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|-
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 {{Card|Moat}}.
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!Italian
 
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| Macchinazione (lit. ''machination'') || || || ||
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 {{Card|Wharf}}/{{Card|Fishing Village}} is a good example.
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|-
=== Synergies/Combos ===
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!Japanese
* {{Card|King's Court}}
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| 画策 (pron. ''kakusaku'') || || || '''+1 カードを引く'''<br>'''+1 アクション'''<br>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。 ||
* {{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}}.
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|-
* {{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.
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!Russian
* {{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.
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| Схема (pron. ''skhyema'') || || || ||
* {{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.
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|-
* [[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.
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!Spanish
* {{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.
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| Confabulación || || || ||
* {{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.
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|}
* {{Card|Monument}}: Want free VP every turn?
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* {{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}}.
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* {{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}}.
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=== Antisynergies ===
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* {{Card|Minion}}
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* Already reliable [[engine]]s (such as {{Card|Fishing Village}} or {{Card|Wharf}} engines))
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* Action-less games
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== 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.
 +
=== Theme ===
 +
{{Quote
 +
|Text= You know, you've got your plan, it involves a {{Card|Spice Merchant}}, you do a lot of {{Card|Spice Merchant|Spice Merchanting}}. It was a satisfying name; it seemed kind of weird since it's an abstract thing, but I couldn't do better.
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]
 +
}}
 
=== Secret History ===
 
=== Secret History ===
 
{{Quote
 
{{Quote
Line 79: Line 98:
 
|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]
 
}}
 
}}
 
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=== Why is the wording different from Herbalist? ===
 
+
{{Quote
 +
|Text=Both cards just got the best wording they could have. In neither case did I really care if you could {{Card|Throne Room|Throne}} it. By default I would like cards to be {{Card|Throne Room|Throne}}-able, but {{Card|Herbalist}}'s best wording was to have below-the-line text. Scheme went through a bunch of wordings, at various points you could {{Card|Throne Room|Throne}} it or couldn't, it could be used on itself or not. It had to be clear what happened with duration cards and trickier things like {{Card|Throne Room|Throne}} used on duration cards. In the end it worked out that you can get back Scheme and can Throne it.
 +
|Name=[[Donald X. Vaccarino]]
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|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg352851#msg352851 Interview with Donald X.]
 +
}}
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{{Navbox Hinterlands}}
 
{{Navbox Cards}}
 
{{Navbox Cards}}
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[[category:non-terminals]]
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[[category:cantrip]]
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[[category:topdecking]]
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[[category:handsize neutral]]

Latest revision as of 13:10, 22 January 2024

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. It allows you to place back on top of your deck an Action that you played this turn. This improves your deck's consistency.

Contents

[edit] FAQ

[edit] 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.

[edit] Other Rules clarifications

  • 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.
  • Due to the Stop-Moving rule, Scheme cannot top-deck an exchanged Traveller, and a Traveller cannot be exchanged if it's been topdecked with Scheme.

[edit] Strategy

Scheme is a cantrip whose topdecking effect is mainly useful for increasing engine reliability. Scheme is a cheap and useful addition to your deck when the guarantee of having a particular Action card in hand at the start of your turn is valuable, such as in the following cases:

  1. Most often, the best cards to topdeck are those that will prevent you from dudding. This will often be cards that ensure you draw, and can be either non-terminal draw such as Hunting PartyHunting Party.jpg or Scrying PoolScrying Pool.jpg, or a village to pair with your terminal draw. Other times, topdecking sifting such as ForumForum.jpg may be a slightly indirect way of setting up a good starting hand. With multiple Schemes, it is possible to topdeck multiple key cards, including those that benefit from collision with one another, further increasing your reliability. When used in this way, Scheme is often best added in the midgame, once you have these key cards in deck. Adding additional Schemes later in the game to offset your increasing deck size (perhaps due to greening) is usually a good idea.
  2. Guaranteeing you have a Reaction in your starting hand is another strong use for Scheme. It can allow you to consistently defend (e.g. with MoatMoat.jpg), threaten to counterattack (e.g. with Black CatsBlack Cat.jpg), or activate effects such as Village GreenVillage Green.jpg against a handsize attack. It is worth noting that, because your opponents know what cards you topdeck, they may be able to play around these Reactions.
  3. Less commonly, Scheme can be useful to play a key card more than once per shuffle. This is more likely to be relevant when you are not frequently shuffling, either in the early game or in junky decks, and most frequently includes thinners such as Bounty HunterBounty Hunter.jpg and Attacks such as WitchWitch.jpg. In other words, if you are able to play both Scheme and the target card at the start of your shuffle, you can topdeck the target card and play it next turn, when normally you would have to wait until your next shuffle to play it again. In this role, Scheme may be good even in the opening, as a lucky collision on turn 3 can have a large payoff, and multiple copies can be used to repeatedly topdeck your target card turn after turn.

Sometimes the best card to topdeck will be Scheme itself. This is likely the case if your alternatives are topdecking a stop card or nothing at all. Topdecking Scheme is unlikely to cause you to dud, and effectively allows you to wait until you collide it with a good card to topdeck.

Scheme is less attractive if your engine is already very reliable without the topdecking effect, which most commonly occurs in decks with very few stop cards, likely as a result of good thinning and/or Peddler variant payload. Scheme is also susceptible to handsize attacks, most notably MinionMinion.jpg, as they can sometimes force you to discard the cards you topdecked, thereby negating the boost to reliability.

Scheme synergizes well with a few specific effects:

  • Effects such as MastermindMastermind.jpg or CitadelCitadel.jpg that rely heavily on having a strong Action in your starting hand are much better when you are able to pick their targets.
  • OutpostOutpost.jpg turns are much more dud-prone with only a three-card starting hand, so topdecking draw such as MenagerieMenagerie.jpg can counteract that downside.
  • Vanilla bonus tokens, especially the +Card tokens from TeacherTeacher.jpg or PathfindingPathfinding.jpg, are even more effective on Scheme than other cheap cantrips, as each copy can topdeck itself.
  • King's CourtKing's Court.jpg can generate multiple Scheme effects and is itself greatly boosted in power if you can reliably find multiple copies in your starting hand, since the most important determinant of whether you will have an optimal turn is your ability to start chaining King's CourtsKing's Court.jpg early in order to amplify your triple-playing abilities. Even with only a single Scheme, topdecking two King’s CourtsKing's Court.jpg alongside a strong triple-play target both greatly increases your reliability and almost guarantees maximum chaining.
  • ShepherdShepherd.jpg can be an exceptionally good topdeck target, as you can often trigger a shuffle of all Victory cards, then topdeck ShepherdShepherd.jpg, ensuring you do not dud and will extract maximum draw from your ShepherdShepherd.jpg.

[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
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 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 (2016 printing) December 2016

[edit] Other language versions

Language Name Print Digital Text Notes
Czech Pleticha
Dutch Gekonkel
Finnish Juoni
French Complot
German Komplott German language Scheme 2011 by HiG +1 Karte
+1 Aktion

Zu Beginn deiner Aufräumphase darfst du eine deiner ausgespielten Aktionskarten wählen. Wenn du die gewählte Karte in dieser Aufräumphase ablegen würdest, darfst du sie stattdessen auf deinen Nachziehstapel legen.
(2011)
"…eine deiner ausgespielten Aktionskarten, die du im Spiel hast,…"
German Komplott German language Scheme 2019 by ASS German language Scheme 2021 from Shuffle iT +1 Karte
+1 Aktion

In diesem Zug darfst du eine Aktionskarte auf deinen Nachziehstapel legen, sobald du sie aus dem Spiel ablegst.
(2019)
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

[edit] 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.

[edit] Theme

You know, you've got your plan, it involves a Spice MerchantSpice Merchant.jpg, you do a lot of Spice MerchantingSpice Merchant.jpg. It was a satisfying name; it seemed kind of weird since it's an abstract thing, but I couldn't do better.

[edit] 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.

[edit] Why is the wording different from Herbalist?

Both cards just got the best wording they could have. In neither case did I really care if you could ThroneThrone Room.jpg it. By default I would like cards to be ThroneThrone Room.jpg-able, but HerbalistHerbalist.jpg's best wording was to have below-the-line text. Scheme went through a bunch of wordings, at various points you could ThroneThrone Room.jpg it or couldn't, it could be used on itself or not. It had to be clear what happened with duration cards and trickier things like ThroneThrone Room.jpg used on duration cards. In the end it worked out that you can get back Scheme and can Throne it.


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
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