Shelter

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== Strategy Article ==
 
== Strategy Article ==
Shelters will typically not alter your strategy very much; they are more tactical than strategic.  
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''[http://forum.dominionstrategy.com/index.php?topic=6369.0 original article] by werothegreat, edited by theory''
=== Synergies/Combos ===
+
* [[Engine]]s with trashing don't lose three points for trashing their Estates. They also start out with a free [[village (card category)|village]] in the form of {{Card|Necropolis}}.
+
* {{Card|Fairgrounds}}, {{Card|Menagerie}}, and {{Card|Horn of Plenty}} synergize with unique cards like Shelters.
+
  
=== Antisynergies ===
+
Shelters are the most drastic change made to Dominion by the Dark Ages expansion.  They were saved for last in the previews before release, after we saw the trash-gainer, the {{Cost|1}} card, the [[Ruin]]s and their [[Looter]]s, the upgrading cards, and [[Spoils]].  While each of those do change the game in their own ways, ranging from the subtle to the not-so-subtle, they certainly more or less fit into the game space of Dominion as we know it – at the end of the day, they are simply Kingdom cards with cool, new effects.  But Shelters change how we play Dominion at a fundamental level.
* {{Card|Baron}}. Baron's strength as an opener depends on the fact that it can discard an {{Card|Estate}} for {{Cost|4}}. With no Estates in your starting deck, Baron can't earn you money.
+
 
* {{Card|Ambassador}}. Ambassador's deck-thinning doesn't work on Shelters.
+
As we’ve known since our first game, our deck in Dominion starts off with seven {{Card|Copper}}s and three {{Card|Estate}}s – we’re so used to this concept that we plan our entire strategies around knowing this. We think about the risk of [[opening]] with two terminals, we consider whether trashing Estates is worth losing the points they give, we see the power of {{Card|Ambassador}} and {{Card|Baron}} as opening buys, and we rest easy knowing our first {{Card|Silk Road}} will be worth at least 1 point.  Shelters throw all those concepts out the window, and give us some new ones.
* {{Card|Remake}} and {{Card|Upgrade}}. Shelters cost {{Cost|1}}, so you can't trash them for {{Card|Silver}} the way you would with Estates.
+
 
* {{Card|Hunting Party}}. Since the Shelters are all differently-named cards, Hunting Parties will draw them when they would discard duplicate Estates.
+
First, they all cost {{Cost|1}}, which affects quite a few cards that depend on other cards’ costs (as you’ll see soon). Next, they all do something – you are now starting the game with cards that have text on them – get out those reading glasses.  Third, you no longer start off with 3 {{VP}}, so strategies that trash into engines no longer have to worry about a tie-breaking Estate. Finally, only one of them is a Victory card, which has ramifications to be discussed in time.
* {{Card|Jester}}. When Jester hits a Hovel or Necropolis, it has no effect, as those cannot be Gained.
+
 
 +
More broadly speaking, all opening theory related to Estates goes out the window.  For example:
 +
 
 +
*Baron gets completely neutered ({{Card|Crossroads}}, too, to a lesser extent)
 +
*Ambassador is unable to return a Shelter (since they aren’t in the Supply), so it only works on Coppers now
 +
*{{Card|Bishop}}, {{Card|Remodel}}, {{Card|Salvager}}, {{Card|Apprentice}} — all the early game “[[trash for benefit]]” cards tend to do much worse when they can only trash {{Cost|1}} cards instead of {{Cost|2}}.
 +
*{{Card|Remake}} and {{Card|Upgrade}} now give you {{Cost|2}}s instead of {{Cost|3}}s.  Whether this is a plus or minus is entirely dependent on the board: you’re probably happy to pick up more {{Card|Fool’s Gold}}s, but probably not if you’re picking up more {{Card|Secret Chamber}}s.
 +
*Cards that depend on variety get stronger: {{Card|Menagerie}} (which didn’t really need the help), and {{Card|Harvest}} (which does)
 +
 
 +
{{Card|Swindler}}, instead of trashing an Estate and replacing an Estate, will just trash it out of your deck (or replace it with a {{Card|Poor House}})
 +
Later in the game, not having those three Estates has some other effects:
 +
 
 +
*{{Card|Hunting Party}} trips over them instead of bypassing them all
 +
*{{Card|Silk Road}} is worth a lot less, but {{Card|Fairgrounds}} is worth considerably more
 +
*{{Card|Rebuild}} starts off with fewer initial Victory cards
 +
*{{Card|Fortune Teller}} discards much more
 +
*{{Card|Death Cart}} has an extra Action to trash
 +
 
 +
So, in general, cards that interact with Victory cards are weakened in Shelters games, but most cards that deal with trashing, engines or hand/deck variety are bolstered.
 +
 
 +
Let’s look at each Shelter one by one.
 +
 
 +
===Necropolis===
 +
 
 +
{{Card|Necropolis}} is easily the most useful of the Shelters, and, at first glance, would seem to be the only reason why anyone would ever want to use Shelters.  It is nice to immediately start off with a card giving +2 Actions, particularly if you are transitioning into an engine with more [[Village]]s and more Actions.  A single Necropolis doesn’t go that far if there are no other Villages on the board, but it can also help if you plan on opening with two terminal Actions.  If they collide (probability 30.3%), your odds of also drawing the Necropolis in that hand is about 30%.
 +
 
 +
===Hovel===
 +
 
 +
{{Card|Hovel}} is probably the closest we will ever come to a Dominion card that is just a [[Reaction]] and nothing else.  Being able to trash a card upon buying a Victory card is not completely new – {{Card|Farmland}} introduced us to this concept in [[Hinterlands]].  But Hovel allows you to do this when buying any Victory card, so long as the card you’re trashing is Hovel.  So what is the point of this?  It tilts towards alternative Victory cards.  In a vacuum, buying Harem becomes somewhat stronger than buying {{Card|Gold}} with its tiny bit of deck-thinning.  It allows that {{Card|Province}} buy to be just a little bit less harmful to your carefully crafted engine, as instead of adding to your deck, it is replacing a card.  Perhaps the only time you’ll want to save Hovel from trashing is in a {{Card|Gardens}} game, where every extra card counts.
 +
 
 +
Now, suppose you open {{Cost|5}}/{{Cost|2}}, and there isn’t anything to buy with {{Cost|2}}.  Your Hovel is in your hand.  Do you buy an Estate to trash the Hovel out of your deck?
 +
 
 +
This was a heavily-debated question on the forum, and it did not come to a clear consensus.  ehunt‘s explanation is quite helpful:
 +
 
 +
{{Quote
 +
|Text=Sarah and Laura play a game. On turn 2, Sarah replaces a Hovel with an Estate. Laura declines to do this, keeping the Hovel and buying nothing.
 +
 
 +
Now Sarah’s and Laura’s decks are identical (let’s say no card on the board references Estates). We can imagine their decks and draws stay identical hand for hand (except Laura draws her Hovel whenever Sarah draws her Estate). At some point, Sarah will buy a green card with her Estate in hand. Nothing happens. Laura buys a green card with her Hovel in hand; she trashes it. Now their decks are different. Sarah’s got an Estate in her deck that Laura doesn’t have.
 +
 
 +
So the question is: '''is the turn on which you expect to buy a green card with Hovel in hand late enough that you’d be willing to take a free Estate?'''
 +
|Name=ehunt
 +
|Source=[http://forum.dominionstrategy.com/index.php?topic=4508.msg100987#msg100987]
 +
}}
 +
 
 +
It’s important to point out that this might never happen.  You may in fact, never draw your Hovel with a Province-buying hand, in which case you certainly would have rather just swapped it out for an Estate early on.  But you might be guaranteed to draw your Hovel with a Province-buying hand (let’s say you have a big draw [[engine]]), and you might not want an extra dead card in the deck so early.
 +
 
 +
Note also that alternative green cards (like {{Card|Great Hall}} or {{Card|Harem}}) mean that you’ll almost certainly be drawing a green-buying hand with Hovel quite early on, in which case there’s no need to buy an Estate.  And of course, quite a few cards depend on Estate, either directly or indirectly: Baron, Crossroads, even Bishop.
 +
 
 +
Finally, the game might — or might not — be decided by that 1 {{VP}}.  On boards with [[+Buy]], it’s unlikely, so the advantage of that Estate probably won’t decide the game.  But on boards without +Buy, that 1 VP can prove quite valuable (especially as there are no starting Estates in each player’s deck).
 +
 
 +
===Overgrown Estate===
 +
 
 +
{{Card|Overgrown Estate}} has a cute little on-trash bonus, but not much else going for it.  Its main role is its Victory label, which makes it eligible for cards like Rebuild and Crossroads.  You can do tricks like {{Card|Hermit}}ing an Overgrown Estate from your discard to let you draw a card, or trashing it on your opponent’s Bishop so you can swap it out for a hopefully better card in your hand.
 +
 
 +
===Conclusion===
 +
 
 +
Bear in mind, though, that Shelters are, according to the rules, only supposed to show up in majority Dark Ages games, just like {{Card|Colony}} and {{Card|Platinum}} are only supposed to show up in majority Prosperity games.  So Shelters, while game-changing, has not upset the entire Dominion paradigm, and you can choose not to play with them if you wish.  But personally, I feel that, other than making Baron a sad panda, Shelters make for a more interesting, enjoyable Dominion experience.
  
 
== Trivia ==
 
== Trivia ==

Revision as of 16:50, 13 September 2013

Shelters are a card type from Dark Ages. In games using Kingdom cards from Dark Ages, Shelters may be used in players' starting decks instead of the EstatesEstate.jpg that starting decks usually contain. Shelters do not have a supply pile; the only ones in the game are the ones that players start with. Although they cannot be bought, Shelters have a cost of $1.

Shelter cards have a red frame—however, since every Shelter card has two types, each Shelter's frame is half red and half the color associated with its other type.

There are three differently-named Shelters; each player's deck starts with one of each.

Contents

Additional rules

The rules for playing with Shelters are described in the Dominion: Dark Ages rulebook and are reproduced here.

Preparation

  • If only Kingdom cards from Dark Ages are being used this game, the Shelter cards replace starting EstatesEstate.jpg - each player's starting deck is seven CoppersCopper.jpg, a HovelHovel.jpg, a NecropolisNecropolis.jpg, and an Overgrown EstateOvergrown Estate.jpg.
  • If a mix of Kingdom cards from Dark Ages and other sets is being used, then the use of Shelters should be determined randomly, based on the proportion of Dark Ages cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the Randomizer deck - and if it is from Dark Ages, use Shelters in place of starting Estates.
  • Do not use the same card to choose whether or not to use Shelters as you use to choose whether or not to use PlatinumPlatinum.jpg and ColonyColony.jpg (from Prosperity).
  • Using Shelters does not change the Estate Supply pile; it still contains 8 Estates for 2 players and 12 Estates for 3 or more players.

FAQ

Official FAQ

Other Rules clarifications

  • It is allowed to reveal a Shelter when playing AmbassadorAmbassador.jpg. In that case, it is not returned to the Supply (since it is not in the Supply) and opponents do not gain a copy of it.

Strategy Article

original article by werothegreat, edited by theory

Shelters are the most drastic change made to Dominion by the Dark Ages expansion. They were saved for last in the previews before release, after we saw the trash-gainer, the $1 card, the Ruins and their Looters, the upgrading cards, and Spoils. While each of those do change the game in their own ways, ranging from the subtle to the not-so-subtle, they certainly more or less fit into the game space of Dominion as we know it – at the end of the day, they are simply Kingdom cards with cool, new effects. But Shelters change how we play Dominion at a fundamental level.

As we’ve known since our first game, our deck in Dominion starts off with seven CopperCopper.jpgs and three EstateEstate.jpgs – we’re so used to this concept that we plan our entire strategies around knowing this. We think about the risk of opening with two terminals, we consider whether trashing Estates is worth losing the points they give, we see the power of AmbassadorAmbassador.jpg and BaronBaron.jpg as opening buys, and we rest easy knowing our first Silk RoadSilk Road.jpg will be worth at least 1 point. Shelters throw all those concepts out the window, and give us some new ones.

First, they all cost $1, which affects quite a few cards that depend on other cards’ costs (as you’ll see soon). Next, they all do something – you are now starting the game with cards that have text on them – get out those reading glasses. Third, you no longer start off with 3 VP, so strategies that trash into engines no longer have to worry about a tie-breaking Estate. Finally, only one of them is a Victory card, which has ramifications to be discussed in time.

More broadly speaking, all opening theory related to Estates goes out the window. For example:

  • Baron gets completely neutered (CrossroadsCrossroads.jpg, too, to a lesser extent)
  • Ambassador is unable to return a Shelter (since they aren’t in the Supply), so it only works on Coppers now
  • BishopBishop.jpg, RemodelRemodel.jpg, SalvagerSalvager.jpg, ApprenticeApprentice.jpg — all the early game “trash for benefit” cards tend to do much worse when they can only trash $1 cards instead of $2.
  • RemakeRemake.jpg and UpgradeUpgrade.jpg now give you $2s instead of $3s. Whether this is a plus or minus is entirely dependent on the board: you’re probably happy to pick up more Fool’s Gold200pxs, but probably not if you’re picking up more Secret ChamberSecret Chamber.jpgs.
  • Cards that depend on variety get stronger: MenagerieMenagerie.jpg (which didn’t really need the help), and HarvestHarvest.jpg (which does)

SwindlerSwindler.jpg, instead of trashing an Estate and replacing an Estate, will just trash it out of your deck (or replace it with a Poor HousePoor House.jpg) Later in the game, not having those three Estates has some other effects:

So, in general, cards that interact with Victory cards are weakened in Shelters games, but most cards that deal with trashing, engines or hand/deck variety are bolstered.

Let’s look at each Shelter one by one.

Necropolis

NecropolisNecropolis.jpg is easily the most useful of the Shelters, and, at first glance, would seem to be the only reason why anyone would ever want to use Shelters. It is nice to immediately start off with a card giving +2 Actions, particularly if you are transitioning into an engine with more Villages and more Actions. A single Necropolis doesn’t go that far if there are no other Villages on the board, but it can also help if you plan on opening with two terminal Actions. If they collide (probability 30.3%), your odds of also drawing the Necropolis in that hand is about 30%.

Hovel

HovelHovel.jpg is probably the closest we will ever come to a Dominion card that is just a Reaction and nothing else. Being able to trash a card upon buying a Victory card is not completely new – FarmlandFarmland.jpg introduced us to this concept in Hinterlands. But Hovel allows you to do this when buying any Victory card, so long as the card you’re trashing is Hovel. So what is the point of this? It tilts towards alternative Victory cards. In a vacuum, buying Harem becomes somewhat stronger than buying GoldGold.jpg with its tiny bit of deck-thinning. It allows that ProvinceProvince.jpg buy to be just a little bit less harmful to your carefully crafted engine, as instead of adding to your deck, it is replacing a card. Perhaps the only time you’ll want to save Hovel from trashing is in a GardensGardens.jpg game, where every extra card counts.

Now, suppose you open $5/$2, and there isn’t anything to buy with $2. Your Hovel is in your hand. Do you buy an Estate to trash the Hovel out of your deck?

This was a heavily-debated question on the forum, and it did not come to a clear consensus. ehunt‘s explanation is quite helpful:


Sarah and Laura play a game. On turn 2, Sarah replaces a Hovel with an Estate. Laura declines to do this, keeping the Hovel and buying nothing.

Now Sarah’s and Laura’s decks are identical (let’s say no card on the board references Estates). We can imagine their decks and draws stay identical hand for hand (except Laura draws her Hovel whenever Sarah draws her Estate). At some point, Sarah will buy a green card with her Estate in hand. Nothing happens. Laura buys a green card with her Hovel in hand; she trashes it. Now their decks are different. Sarah’s got an Estate in her deck that Laura doesn’t have.

So the question is: is the turn on which you expect to buy a green card with Hovel in hand late enough that you’d be willing to take a free Estate?
—ehunt, [1]


It’s important to point out that this might never happen. You may in fact, never draw your Hovel with a Province-buying hand, in which case you certainly would have rather just swapped it out for an Estate early on. But you might be guaranteed to draw your Hovel with a Province-buying hand (let’s say you have a big draw engine), and you might not want an extra dead card in the deck so early.

Note also that alternative green cards (like Great HallGreat Hall.jpg or HaremHarem.jpg) mean that you’ll almost certainly be drawing a green-buying hand with Hovel quite early on, in which case there’s no need to buy an Estate. And of course, quite a few cards depend on Estate, either directly or indirectly: Baron, Crossroads, even Bishop.

Finally, the game might — or might not — be decided by that 1 VP. On boards with +Buy, it’s unlikely, so the advantage of that Estate probably won’t decide the game. But on boards without +Buy, that 1 VP can prove quite valuable (especially as there are no starting Estates in each player’s deck).

Overgrown Estate

Overgrown EstateOvergrown Estate.jpg has a cute little on-trash bonus, but not much else going for it. Its main role is its Victory label, which makes it eligible for cards like Rebuild and Crossroads. You can do tricks like HermitHermit.jpging an Overgrown Estate from your discard to let you draw a card, or trashing it on your opponent’s Bishop so you can swap it out for a hopefully better card in your hand.

Conclusion

Bear in mind, though, that Shelters are, according to the rules, only supposed to show up in majority Dark Ages games, just like ColonyColony.jpg and PlatinumPlatinum.jpg are only supposed to show up in majority Prosperity games. So Shelters, while game-changing, has not upset the entire Dominion paradigm, and you can choose not to play with them if you wish. But personally, I feel that, other than making Baron a sad panda, Shelters make for a more interesting, enjoyable Dominion experience.

Trivia

Secret History

Shelters: Tom Lehmann suggested replacing starting Estates with something else, to make the environment feel more Dark Ages-y. I thought this was a great idea. Ruins obv. doesn't work, because some people would make out, unless we picked specific ones. And Curse isn't very interesting. But I could just make up three new cards, which is what I did. NecropolisNecropolis.jpg shakes up early turns, since you can stomach more in the way of terminal actions; Overgrown EstateOvergrown Estate.jpg gives you a little prize if you crack it open eventually; and HovelHovel.jpg tempts you into buying a victory card when you might not have.



Hovel is the only one that changed. Originally it was an action you could trash by discarding your hand. It turned out that trashing it turn 1-2 usually seemed like the correct play, even if you drew it with four Coppers. So that was no good. Hovel as printed has nice flavor going for it; you move out of your old Hovel and into a nice Duchy.


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)
Dominion Card types
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