Tournament

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{{Cardbox|
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{{Infobox Card
  |Card = Tournament
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  |name = Tournament
  |Cost = {{Cost|4}}
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  |cost = 4
  |Set = Cornucopia
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  |type1 = Action
|Type = Action
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  |illustrator = Taylor Bennett
 
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  |text = '''+1 Action'''<br/>Each player may reveal a Province from their hand. If you do, discard it and gain any Prize (from the Prize pile) or a Duchy, onto your deck. If no-one else does, '''+1 Card''' and +{{Cost|1}}.
  |Illustrator = Taylor Bennett
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  |Text = +1 Action<br />
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Each player may reveal a {{Card|Province}} from his hand.<br/>If you do, discard it and gain a [[Prizes | Prize]] (from the Prize pile) or a {{Card|Duchy}}, putting it on top of your [[deck]].<br/>If no-one else does, +1 Card, +{{Cost|1}}.
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}}
 
}}
{{About|the card '''Tournament'''|Dominion tournaments|Tournaments}}
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{{About|the card Tournament|Dominion tournaments|Tournaments}}
  
'''Tournament''' is an [[Action]] card from [[Cornucopia]]. In the absence of {{card|Province}}s, it is a [[cantrip]] which also gives +{{cost|1}}; a reasonable {{cost|4}}-cost card. If other players reveal Provinces, the card becomes weaker, giving only +1 Action; however, if you have a Province, you can gain a [[Prize]], a unique card which cannot be gained any other way!
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'''Tournament''' is an [[Action]] card from [[Cornucopia]]. Depending on whether players have {{Card|Province|Provinces}}, it can be a [[Peddler variant]], [[non-terminal]] [[stop card]], and [[gainer]] of {{Card|Duchy|Duchies}} and [[Prize]]s, unique cards which cannot be gained any other way.
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Tournament was [[removed]] from the [[second edition]] of {{set|Cornucopia & Guilds}} due to its overly complex and occasionally frustrating nature; it was replaced by the very similar but less complex {{card|Joust}}.
  
 
== FAQ ==
 
== FAQ ==
 
=== Official FAQ ===
 
=== Official FAQ ===
*First you get +1 Action. Then each player, including you, may reveal a {{Card|Province}} card from his hand. Then, if you revealed a Province, discard that card, and you gain a [[Prizes | Prize]] of your choice, or a {{Card|Duchy}}, putting whatever card you took on top of your deck.
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* First you get +1 Action.  
*If there were no cards in your deck, it becomes the only card in your deck.  
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* Then each player, including you, may reveal a Province card from their hand.  
*There are five Prizes, set out at the start of the game; see Preparation. You can only take a Prize from the Prize pile.  
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* Then, if you revealed a Province, discard it, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck.  
*You can take any Prize from the Prize pile; you do not have to take the top one.  
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* There are five Prizes, set out at the start of the game.  
*You can take a Duchy instead, whether or not the Prizes have run out. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing.  
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* You cannot take Prizes from the trash or from other players; you can only take Prizes that no-one has taken yet this game.  
*After gaining your card or not, if no other player revealed a Province, you draw a card and get +{{Cost|1}}.  
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* You can take any Prize from the Prize pile; you do not have to take the top one.  
*So this card will play out one of four ways:
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* You can take a Duchy instead, whether or not the Prizes have run out.  
# if you do not reveal a Province and no-one else does either, you will get +1 Action +1 Card +{{Cost|1}};
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* You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing.  
# if you reveal a Province and no one else does, you will gain a Prize or a Duchy and draw it, as well as get +1 Action +{{Cost|1}};
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* After gaining your card or not, if no other player revealed a Province, you draw a card and get +{{Cost|1}}.  
# if you reveal a Province and so does someone else, you will get +1 Action and gain a Prize or a Duchy, which will be on top of your deck;
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* So this card will play out one of four ways:  
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# if you do not reveal a Province and no-one else does either, you will get +1 Action +1 Card +{{Cost|1}};  
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# if you reveal a Province and no-one else does, you will gain a Prize or a Duchy onto the top of your deck, as well as get +1 Action +1 Card +{{Cost|1}}; the card drawn will always be the Prize or Duchy just placed on top of your deck;  
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# if you reveal a Province and so does someone else, you will get +1 Action and gain a Prize or a Duchy, which will be on top of your deck;  
 
# if you do not reveal a Province but someone else does, you will just get +1 Action.
 
# if you do not reveal a Province but someone else does, you will just get +1 Action.
*When you gain a Prize, take whichever remaining Prize you want. You can look through the Prizes that players have not gained yet whenever you want.
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* You can look through the Prizes that players have not gained yet at any time.
  
 
=== Other Rules clarifications ===
 
=== Other Rules clarifications ===
== Strategy Article ==
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== Strategy ==
''[http://dominionstrategy.com/2011/06/07/cornucopia-tournament-prizes/ Original article] by theory.''
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Tournament is a [[Peddler variant]] that is often centralizing because it provides access to the [[Prize]] pile. In most [[Kingdom]]s, exclusive access to at least one of the Prizes is highly desirable, so it's almost always important to contest them by gaining Tournament and aiming to [[collision|collide]] it early with a {{Card|Province}}.  
  
Without {{card|Province}}s, Tournament is basically one of those nice cheap non-terminals that (usually) can’t hurt your deck.  Not quite as delicious as {{card|Caravan}}, but generally preferable to {{card|Spy}} or {{card|Pawn}}. Works with {{card|Conspirator}}, lowers the price of {{card|Peddler}}, blah blah blah.
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In the early game, before anyone has a {{Card|Province}}, Tournament is equivalent to a {{Card|Peddler}}, which makes it a useful card in the [[opening]]. However, other cards may be better for quickly establishing [[deck control]] or allowing you to buy an early {{Card|Province}}, so it can often be preferable to add Tournament later. It is rare for Tournament to be entirely skippable, but this may sometimes happen if a [[rush (strategy)|rush]] is available, e.g. {{Card|Groom}} and {{Card|Gardens}}. Beyond the early game, Tournament often turns into a [[stop card]] that generates no {{Cost}} as an opponent can reveal a {{Card|Province}} when you play it, meaning that it will be a weaker card later in the game, especially in [[multiplayer]] games or if there is a way for your opponent to ensure they reliably have {{Card|Province}} in hand such as with {{Event|Save}}. This means it's usually best to avoid taking too many copies even if they are useful at first.  
  
Of course, it’s actually worse than all of them in the sense that your Tournaments stop drawing in the late game, but hopefully then you have Provinces and can make up for it by getting [[Prizes]] or {{card|Duchy|Duchies}}. The problem I see is that people tend to forget that the risk of a parried Tournament is only worth however much value you can extract out of Prizes and Duchies. Winning a Tournament doesn’t in and of itself do much for you; in the late game, I’ve seen the Prizes and Duchies all run out, and then your Tournaments are basically just empty cards.  So overinvesting in Tournaments is not such a great idea.
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To make full use of Tournament, you need a {{Card|Province}} and some way of colliding the two. Getting the first opportunity to gain a Prize can give you a decisive advantage for the rest of the game, so achieving this is typically a high priority. Even though doing so often involves some luck, it is important to position yourself as well as possible to gain Prizes. Good [[deck control]], including strong [[draw]] and [[thinning]], helps with both affording {{Card|Province}} and achieving collision, so it is generally even more important than usual. {{Card|Gear}} and {{Card|Church}} are especially noteworthy: in addition to providing deck control and transferring {{Card|Province}} or Tournament between hands, they can also help you [[Glossary#S|spike]] {{Cost|8}} to afford {{Card|Province}} in the first place. Despite the importance of deck control, in Tournament games it is also often worthwhile to add strong payload cards early on, even where you might otherwise delay this in favor of further solidifying deck control and [[build]]ing your [[engine]] more. However, if you can rely predominantly on draw and/or [[sifter|sifting]], allowing you to use your existing {{Card|Copper|Coppers}} and Tournaments for {{Cost}} rather than adding extra stop cards for payload, this is generally preferable, because it makes the collision of Tournament and {{Card|Province}} much easier afterwards. On the way to affording a {{Card|Province}}, it's usually best to add one or two copies of Tournament to ensure you can quickly gain a Prize once you have the {{Card|Province}}.  
  
So how do you get Prizes?  First, get a Province, ASAP.  Then, draw it with your Tournament, ASAP.  Behind this facetious tautology lurks two actual nuggets of advice: first, the fastest way to activate a Tournament may not be to open Tournament. It’s easy to buy a Tournament later on, when you need it; it’s not so easy to vault yourself up to Province so quickly. Cards like {{card|Moneylender}}, {{card|Militia}}, {{card|Baron}}, {{card|Smithy}} can all help you get to {{cost|8}} prematurely; Tournament does not.
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Once you have a {{Card|Province}}, [[topdeck]]ing and sifting effects like {{Card|Courtyard}} or {{Card|Dungeon}} can be helpful to increase your chance of using it to activate Tournament. Saving a card between turns, e.g. with {{Card|Haven}}, can also work well; setting {{Card|Province}} aside does have the disadvantage of guaranteeing that it won't be in your hand during your opponent's turn to block their Tournaments from drawing, but blocking them is typically less important than gaining Prizes yourself. If you do have {{Card|Province}} in hand during an opponent's turn, revealing it in response to their Tournament play is almost always worthwhile, as it has minimal downside and may impede their turn significantly. However, when you are facing a [[handsize attack|discard attack]] (which is possible in any Tournament game given the availability of {{Card|Followers}}) it may often be preferable to discard {{Card|Province}} even if you had hoped to block their Tournaments.
  
And second, you better have some draw set up, or at least heavy trashing, or else you might get the Province first but the Prizes last. Draw differs from trashing in that heavy trashing tends to lead to Tournament-parrying all around; it is much more likely your opponent also has a Province in his 5-card hand if he has been trashing heavily than if he relies on a draw strategy.  With enough draw, you can actually use the same Province multiple times; this ordinarily comes in {{card|Tactician}} games where you can repeatedly fish for Prizes with the same Province and drain them before your opponent has a chance at one.
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The choice of which card to gain with Tournament depends greatly on both the nature of the Kingdom and the stage of the game. You will often be able to [[gain-and-play]] your choice, which can mean the decision is somewhat situational, but some of the Prizes tend to be stronger than others in most Kingdoms. Generally, the relevance of a given Prize is tied to the exclusivity of its effect—if the Kingdom offers a comparable alternative, the Prize is less likely to be a priority.
  
Incidentally, this also suggests that you should not bother when you are getting swamped with {{card|Curse}}s. Passing up {{card|Mountebank}} for the Tournament race is not a good idea; even if you get to the Province, you will never, ever get to draw them together.
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There are five Prizes to choose from:
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* {{Card|Followers}} is often the best Prize because it is a strong [[Attack]]. The [[handsize attack]] can be particularly useful for impeding your opponent's efforts to win their own Prizes, or to more generally encourage [[dud]]s. The [[curser|Cursing]] is especially devastating if [[trashing]] is weak or missing from the Kingdom, though it is worth noting that because it also gains an {{Card|Estate}} it can junk you as much as your opponents; in some scenarios, these can be useful fodder for [[trash-for-benefit]] effects, and they sometimes provide a helpful {{VP}} swing in the endgame. When deciding whether to gain {{Card|Followers}} or another Prize it is also important to consider the impact of being attacked yourself if you leave the card to your opponent.
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* {{Card|Trusty Steed}} can be a very good Prize, most frequently because it can be played like a {{Card|Lost City}}, providing both a [[village (card category)|village]] effect and draw; this can give you a decisive advantage if those effects are otherwise hard to come by. Due to these effects, {{Card|Trusty Steed}} is also good at maintaining deck control, so it can be important to help you get another Prize quickly. Indeed, taking it first may sometimes enable you to get a second Prize on the same turn if you have a second Tournament in hand and playing Trusty Steed will allow you to redraw the {{Card|Province}}. Aside from its {{Card|Lost City}} mode, {{Card|Trusty Steed}} offers useful flexibility: if you already have one of these effects in abundance, it can be used to generate {{Cost}} or as a {{Card|Silver}} gainer instead.
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* {{Card|Princess}} is a strong payload card and is especially worthwhile if you have very good deck control, enabling you to use its [[cost reduction]] every turn and in conjunction with gainers. In particular, it may be extremely desirable if there are no other sources of [[+Buy]], in which case it gives you a lot of flexibility to outmaneuver your opponent in the endgame or to possibly gain two {{Card|Province|Provinces}} per turn.
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* {{Card|Diadem}} is usually weak compared to the other Prizes but can be worthwhile in certain specific circumstances. First, its ability to convert a surplus of [[terminal space]] into {{Cost}} can occasionally be a worthwhile form of payload, e.g. if you are using a lot of villages for effects other than +Actions, or if you have a {{Card|Champion}} in play. Second, it is a unique [[Treasure]], which makes it significantly better than a {{Card|Duchy}} for scoring with {{Landmark|Keep}}.
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* {{Card|Bag of Gold}} is a weaker Prize but can be a worthwhile addition when a good [[trash-for-benefit]] effect (such as {{Card|Apprentice}} or {{Card|Remodel}}) is available and you don't already have a good way to continuously provide fodder for it. Occasionally it can also be appealing as a way to add payload to your deck, particularly if the alternatives for doing so are not very good but you have [[overdraw]], so you can reliably play {{Card|Bag of Gold}} and draw the {{Card|Gold|Golds}} you gain.
  
You should also keep in mind the dynamic of the game.  In Province games, your first Prize isn’t going to come until you’ve probably got one or two Provinces, and your opponent probably has one or two as well.  This is the stage of the game where people stop improving their deck and start buying green cards. With rare exceptions, do not view Prizes as components of an upcoming engine, but rather as a final helper along the way as you stagger to the finish line. Many times I have seen a player activate his Tournament with only two Provinces left and take a Prize that does little good for him, only to lose by the Duchies his opponent has taken in lieu of Prizes.  Prizes don’t score: green does.
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If the game is almost over because only a few {{Card|Province|Provinces}} remain, it may be worthwhile to gain a {{Card|Duchy}} instead of a Prize. As unique cards, Prizes themselves are also occasionally relevant for effects that care about the variety of cards in your deck. For example, they score extra {{VP}} with {{Landmark|Museum}} or {{Card|Fairgrounds}} but cause a {{VP}} penalty with {{Landmark|Wolf Den}}. In such Kingdoms, however, the on-play effect of the Prize will usually be of far greater importance than its direct scoring potential.
  
As far as {{card|Colony}} games go, in a fast-paced game I tend to just skip the Provinces and take the brunt of the Prizes. This is especially true if my fast-paced deck is due to factors that do not contribute to Tournaments: {{card|Venture}}/{{card|Loan}}/{{card|Bank}} really isn’t going to benefit much from a Tournament, and nor would it be likely to trigger one any time soon. On the other hand, in slower games, and in mega-draw games, I’m happy to pick up a Province on the way.  This is because the dynamic is totally different; in Province games, as mentioned earlier, you’re probably already in green mode by the time you get Prizes.  In Colony games, your deck is still improving, which allows for you to build your deck around {{card|Diadem}}, or boost your deck with multiple buys from {{card|Princess}}.
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===External strategy articles===
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''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''
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* [http://dominionstrategy.com/2011/06/07/cornucopia-tournament-prizes/ theory's 2011 article]
  
=== Synergies/Combos ===
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== Versions ==
* Big draw or heavy [[trashing]]
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===English versions===
* {{card|Conspirator}}
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{| class="wikitable" style="text-align:center;"
* {{card|Envoy}}, but only in an [[engine]]
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! Print !! Digital !! Text !! Release !! Date
* {{card|Militia}} may make the opponent choose between discarding a Province or another card
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|-
* {{card|Fairgrounds}}, {{card|Menagerie}}, {{card|Harvest}} like variety
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| {{CardVersionImage|TournamentOld|Tournament}} || {{CardVersionImage|TournamentDigitalOld|Tournament from Goko/Making Fun}} || '''+1 Action'''<br>Each player may reveal a {{Card|Province}} from his hand.<br>If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.<br>If no-one else does, +1&nbsp;Card, {{nowrap|+{{Cost|1}}.}} || Cornucopia || June 2011
* Opponents' {{card|Rabble}}s, {{card|Fortune Teller}}s actually help you in the late-game
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|-
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| {{CardVersionImage|Tournament|Tournament}} || {{CardVersionImage|TournamentDigital|Tournament from Shuffle iT}} || '''+1 Action'''<br>Each player may reveal a Province from their hand. If you do, discard it and gain any Prize (from the Prize pile) or a Duchy, onto your deck. If no-one else does, '''+1&nbsp;Card''' and {{nowrap|+{{Cost|1}}.}} || Guilds & Cornucopia [[Second Edition#Formatting_changes|(2017 printing)]] || March 2018
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|}
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===Other language versions===
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{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
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! Language !! Name !! Print !! Digital !! Text !! Notes
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|-
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!Czech
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| Turnaj || || || ||
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|-
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!Dutch
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| Toernooi || || || ||
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|-
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!Finnish
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| Turnajaiset || || || ||
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|-
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!French
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| Tournoi || || {{CardVersionImage|TournamentFrench2021Digital|French language Tournament 2021 from Shuffle iT}} || '''+1 Action'''<br>Tous les joueurs peuvent dévoiler une Province de leur main.<br>Si vous le faites, défaussez-la et recevez sur votre pioche un Prix (de la pile des Prix) ou un Duché. Si personne d'autre ne le fait, '''+1&nbsp;Carte''' et {{nowrap|+{{Cost|1}}.}} ||
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|-
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!rowspan=2|German
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| Turnier || {{CardVersionImage|Tournament German-ASS|German language Tournament 2014 by ASS}} || || '''+1 Aktion'''<br>Alle Spieler dürfen eine Provinz ablegen.<br>Wenn du das tust: Nimm einen Preis vom Preisstapel oder ein Herzogtum vom Vorrat. Lege die neue Karte sofort auf den Nachziehstapel.<br>Wenn das kein Mitspieler tut: '''+1&nbsp;Karte,''' {{nowrap|+{{Cost|1}}}} || (2014)<hr>translation error:<br>"&hellip;Provinz <s>ablegen</s> aus ihrer Hand aufdecken."<hr>''one or more other<br>versions listed [//wiki.dominionstrategy.com/index.php/%C3%9Cbersetzungsfehler_(German_translation_errors)#H26 here]''
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|-
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| Turnier || {{CardVersionImage|TournamentGerman2019rulebook|German language Tournament 2019 by ASS}} || {{CardVersionImage|TournamentGerman2021Digital|German language Tournament 2021 from Shuffle iT}} || '''+1 Aktion'''<br>Jeder Spieler darf eine Provinz aus seiner Hand aufdecken. Wenn du das tust: Lege deine Provinz ab, nimm eine beliebige Preiskarte (vom Preis-Stapel) oder ein Herzogtum und lege die genommene Karte auf deinen Nachziehstapel. Wenn kein Mitspieler eine Provinz aufgedeckt hat: '''+1&nbsp;Karte''' und {{nowrap|+{{Cost|1}}.}} || (2019)<hr>"...<s>und lege die genommene Karte</s> auf deinen Nachzieh&shy;stapel."
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|-
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!Italian
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| Torneo || || || ||
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|-
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!Japanese
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| 馬上槍試合 (pron. ''bajōyarijiai'') || || || '''+1 アクション'''<br>プレイヤーは全員、手札の属州1枚を公開してもよい。あなたが公開した場合、それを捨て札にし、(褒賞の山から)褒賞カード1枚か、公領1枚を山札の上に獲得する。他のプレイヤーが誰も公開しなかった場合、'''+1 カードを引く'''、{{nowrap|+{{Cost|1}}。}} ||
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|-
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!Polish
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| Turniej Rycerski (lit. ''knights' tournament'') || {{CardLangVersionImage|Polish}} || || '''+1 Akcja'''<br>Każdy gracz może odkryć ze swojej ręki kartę Prowincji. Jeśli ty to zrobisz odrzuć tę kartę i dodaj kartę Nagrody (ze stosu nagród) lub Powiat, kładąc dodaną kartę na wierzchu swojej talii. Jeśli odkryjesz kartę Prowincji, a nie zrobi tego nikt inny, +1&nbsp;karta, {{nowrap|+{{Cost|1}}.}} || (2011)<hr>BARD translation error: "&hellip;If you reveal Province and no one else does, +1&nbsp;Card, {{nowrap|+{{Cost|1}}.}}"
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|-
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!Russian
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| Турнир (pron. ''turnir'') || || || ||
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|-
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!Spanish
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| Torneo || || || ||
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|}
  
=== Antisynergies ===
 
* [[Curser]]s
 
* Fast-paced games
 
* {{card|Colony}}
 
 
== Trivia ==
 
== Trivia ==
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[[Image:TournamentArt.jpg|thumb|right|354px|Official card art.]]
 
=== Secret History ===
 
=== Secret History ===
 
{{Quote
 
{{Quote
|Text=Long ago, when working on what at the time was going to be the 4th expansion, with a player interaction theme, I hit on the idea of caring about whether or not people had bought Provinces. I made two cards with this concept. The first turned into Trade Route, and migrated into Prosperity when I split up the player interaction cards (every set needed those cards). The second soon became {{Cost|4}}, "Each player may reveal a Province from his hand. If you do, +3 Cards. If no-one else does, +3 Cards." So you got 0, 3, or 6 cards, depending. I moved it into Alchemy, then moved it from there to Prosperity, where revealing a Province was an extra-cute condition.
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|Text=
<br/><br/>
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Long ago, when working on what at the time was going to be the 4th expansion, with a player interaction theme, I hit on the idea of caring about whether or not people had bought {{Card|Province}}s. I made two cards with this concept. The first turned into {{Card|Trade Route}}, and migrated into [[Prosperity]] when I split up the player interaction cards (every set needed those cards). The second soon became {{Cost|4}}, "Each player may reveal a {{Card|Province}} from his hand. If you do, +3 Cards. If no-one else does, +3 Cards." So you got 0, 3, or 6 cards, depending. I moved it into [[Alchemy]], then moved it from there to [[Prosperity]], where revealing a {{Card|Province}} was an extra-cute condition.
It had a certain charm, but was a dud for some people. The problem was, a lot of the time, it was Smithy. It just didn't play differently enough from Smithy to be interesting. So it left Prosperity and was consigned to the limbo of promising ideas to work on later.
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<br/><br/>
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It had a certain charm, but was a dud for some people. The problem was, a lot of the time, it was {{Card|Smithy}}. It just didn't play differently enough from {{Card|Smithy}} to be interesting. So it left [[Prosperity]] and was consigned to the limbo of promising ideas to work on later.
When I started working on Cornucopia, I tried it again, as something that fit the hand theme. The dull part was the card-drawing, so I had to replace that. The version I tried cost {{Cost|5}}, and was, "Each player may reveal a Province card from his hand. If you do, gain a Treasure. If no-one else does, gain an Action card." It's fun to just say "gain an Action card," no qualifiers, but it doesn't work. We played one game with this and Possession. I got six Possessions and lost. Possession was typically not as good as Workshop, as everyone crammed their decks full of VP cards. Another insane thing was using it to gain copies of itself and Golems, then using the Golems to dig it up and do this more. You would have turns where you gained a pile of cards and then played them all. Anyway these games are fun once, but that's that. I killed the card again.
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<br/><br/>
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When I started working on [[Cornucopia]], I tried it again, as something that fit the hand theme. The dull part was the card-drawing, so I had to replace that. The version I tried cost {{Cost|5}}, and was, "Each player may reveal a {{Card|Province}} card from his hand. If you do, gain a Treasure. If no-one else does, gain an Action card." It's fun to just say "gain an Action card," no qualifiers, but it doesn't work. We played one game with this and {{Card|Possession}}. I got six {{Card|Possession}}s and lost. {{Card|Possession}} was typically not as good as {{Card|Workshop}}, as everyone crammed their decks full of {{VP}} cards. Another insane thing was using it to gain copies of itself and {{Card|Golem}}s, then using the {{Card|Golem}}s to dig it up and do this more. You would have turns where you gained a pile of cards and then played them all. Anyway these games are fun once, but that's that. I killed the card again.
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So a while later, I was working on the set, and realized I could push variety by actually adding more cards to the game. I had cards that cared if you had variety, and some cards helped you get that variety, but nothing increased the total amount of variety possible.
 
So a while later, I was working on the set, and realized I could push variety by actually adding more cards to the game. I had cards that cared if you had variety, and some cards helped you get that variety, but nothing increased the total amount of variety possible.
<br/><br/>
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The first thing to try was a Black Market variant. Black Market came up a lot as a card that was cool with this expansion. Why not make a new one? And I could fix all of the problems Black Market had. Instead of buying a card in your Action phase, it would gain you a card directly. Instead of having to build a Black Market Deck, it would just come with one pre-built. Then that deck could be new cards, which was nice too, especially for a small expansion, although it could only be five cards, because that's how much space there was.
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The first thing to try was a {{Card|Black Market}} variant. {{Card|Black Market}} came up a lot as a card that was cool with this expansion. Why not make a new one? And I could fix all of the problems {{Card|Black Market}} had. Instead of buying a card in your Action phase, it would gain you a card directly. Instead of having to build a Black Market Deck, it would just come with one pre-built. Then that deck could be new cards, which was nice too, especially for a small expansion, although it could only be five cards, because that's how much space there was.
<br/><br/>
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Tournament's province-revealing mechanic was perfect for this. And so it came to pass. I made a Black Market variant, that came with the cards you gained from it, that gained you the cards directly, via revealing a Province. There were still some things to work out though.
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Tournament's {{Card|Province}}-revealing mechanic was perfect for this. And so it came to pass. I made a Black Market variant, that came with the cards you gained from it, that gained you the cards directly, via revealing a {{Card|Province}}. There were still some things to work out though.
<br/><br/>
+
 
You got your Prize for revealing Province yourself, so that it wouldn't happen right away, and it went on your deck, so you'd draw it before the game was over. What did you get if they didn't stop you? At first it was a Silver, which was obviously bad. Steve Wampler suggested that it be something involving drawing a card, so that you'd get your Prize that turn if you had Province and no-one else did. I went with Peddler - +1 Action +1 Card +{{Cost|1}}. That had the problem though of, if someone revealed Province, you didn't get +1 Action, and couldn't play another card. You'd have turns where you stared at your hand, deciding whether or not to risk playing Tournament. That was no fun, so, you always get the +1 Action.
+
You got your Prize for revealing {{Card|Province}} yourself, so that it wouldn't happen right away, and it went on your deck, so you'd draw it before the game was over. What did you get if they didn't stop you? At first it was a {{Card|Silver}}, which was obviously bad. Steve Wampler suggested that it be something involving drawing a card, so that you'd get your Prize that turn if you had {{Card|Province}} and no-one else did. I went with {{Card|Peddler}} - +1 Action +1 Card +{{Cost|1}}. That had the problem though of, if someone revealed {{Card|Province}}, you didn't get +1 Action, and couldn't play another card. You'd have turns where you stared at your hand, deciding whether or not to risk playing Tournament. That was no fun, so, you always get the +1 Action.
<br/><br/>
+
 
Another thing was the booby prize. Originally it was Silver. That was unimpressive, but was there for a bit before turning into Duchy.
+
Another thing was the booby prize. Originally it was {{Card|Silver}}. That was unimpressive, but was there for a bit before turning into {{Card|Duchy}}.
<br/><br/>
+
 
Originally you didn't discard the Province you revealed, but winning multiple Tournaments in a turn was too much. It's still possible of course, just harder.
+
Originally you didn't discard the {{Card|Province}} you revealed, but winning multiple Tournaments in a turn was too much. It's still possible of course, just harder.
 
|Name=[[Donald X. Vaccarino]]
 
|Name=[[Donald X. Vaccarino]]
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]. This is continued in the [[Prizes#Secret History | secret history of Prizes]].
 
|Source=[http://forum.dominionstrategy.com/index.php?topic=120.0 The Secret History of the Cornucopia Cards]. This is continued in the [[Prizes#Secret History | secret history of Prizes]].
 +
}}
 +
=== Retrospective ===
 +
{{Quote
 +
|Text=Aside from being so complex that it has a 2x2 payoff grid and then requires you to read five other cards to know the whole story, I think of Tournament as a slam dunk, the kind of card every set is desperate to have. I did not expect any complaints about the rich-get-richer aspect of it; there is so much rich-get-richer in Dominion.
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[http://forum.dominionstrategy.com/index.php?topic=63.msg1027#msg1027 Which is the card you hate the most?]
 +
}}
 +
{{Quote
 +
|Text=Tournament is the champ of making people resign; that has to count against it. For me its biggest problem is just being so over-the-top complex. And lots of people love it too.
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[https://discord.com/channels/212660788786102272/257241961482813440/775870663793573898 Dominion Discord, 2020]
 +
}}
 +
{{Quote
 +
|Text=I still like the premise. Tournament has a way way better love/hate ratio than e.g. {{Card|Possession}}. And I mean it's fun, there, I said it.
 +
 +
Tournament as implemented is crazy complex - consider a 2x2 payoff grid, now read 5 more cards. The two concepts should have been on different cards. And then the Prizes themselves are of course imbalanced.
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg888120#msg888120 Interview with Donald X.]
 +
}}
 +
=== Second Edition removal ===
 +
{{Quote|Text=I thought there was no chance I'd replace this. All the playtesters wanted it gone. But well, it's a love-hate card, I wanted to preserve it for the love part. Then it turned out that the playtesters didn't hate the Black Market angle, where you get cards no-one else does; they hated Followers and blocking and how snowbally it is. I could address all of those things with a new card. And the original was also ludicrously complex, making you consider a 2x2 payoff grid. Just those words, "2x2 payoff grid," should make it clear how over-the-top complex it was. Plus I already wanted to change a bunch of the Prizes. So I went for it.
 +
|Name=[[Donald X. Vaccarino]]
 +
|Source=[https://forum.dominionstrategy.com/index.php?topic=21897.0 The Secret History of Cornucopia & Guilds 2E]
 
}}
 
}}
  
 +
{{Navbox Cornucopia}}
 
{{Navbox Cards}}
 
{{Navbox Cards}}
 +
[[category:non-terminals]]
 +
[[category:peddler (card archetype)]]
 +
[[category:cantrip]]
 +
[[category:gainers]]
 +
[[category:alt VP]]
 +
[[category:discard for benefit]]
 +
[[category:opponent interaction]]
 +
[[category:virtual coin]]

Latest revision as of 20:24, 21 February 2024

Tournament
Tournament.jpg
Info
Cost $4
Type(s) Action
Kingdom card? Yes
Set CornucopiaCornucopia icon.png
Illustrator(s) Taylor Bennett
Card text
+1 Action
Each player may reveal a Province from their hand. If you do, discard it and gain any Prize (from the Prize pile) or a Duchy, onto your deck. If no-one else does, +1 Card and +$1.
This article is about the card Tournament. For Dominion tournaments, see Tournaments.

Tournament is an Action card from Cornucopia. Depending on whether players have ProvincesProvince.jpg, it can be a Peddler variant, non-terminal stop card, and gainer of DuchiesDuchy.jpg and Prizes, unique cards which cannot be gained any other way.

Tournament was removed from the second edition of Cornucopia & GuildsGuilds & Cornucopia.jpg due to its overly complex and occasionally frustrating nature; it was replaced by the very similar but less complex JoustJoust.jpg.

Contents

[edit] FAQ

[edit] Official FAQ

  • First you get +1 Action.
  • Then each player, including you, may reveal a Province card from their hand.
  • Then, if you revealed a Province, discard it, and you gain a Prize of your choice, or a Duchy, putting whatever card you took on top of your deck.
  • There are five Prizes, set out at the start of the game.
  • You cannot take Prizes from the trash or from other players; you can only take Prizes that no-one has taken yet this game.
  • You can take any Prize from the Prize pile; you do not have to take the top one.
  • You can take a Duchy instead, whether or not the Prizes have run out.
  • You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing.
  • After gaining your card or not, if no other player revealed a Province, you draw a card and get +$1.
  • So this card will play out one of four ways:
  1. if you do not reveal a Province and no-one else does either, you will get +1 Action +1 Card +$1;
  2. if you reveal a Province and no-one else does, you will gain a Prize or a Duchy onto the top of your deck, as well as get +1 Action +1 Card +$1; the card drawn will always be the Prize or Duchy just placed on top of your deck;
  3. if you reveal a Province and so does someone else, you will get +1 Action and gain a Prize or a Duchy, which will be on top of your deck;
  4. if you do not reveal a Province but someone else does, you will just get +1 Action.
  • You can look through the Prizes that players have not gained yet at any time.

[edit] Other Rules clarifications

[edit] Strategy

Tournament is a Peddler variant that is often centralizing because it provides access to the Prize pile. In most Kingdoms, exclusive access to at least one of the Prizes is highly desirable, so it's almost always important to contest them by gaining Tournament and aiming to collide it early with a ProvinceProvince.jpg.

In the early game, before anyone has a ProvinceProvince.jpg, Tournament is equivalent to a PeddlerPeddler.jpg, which makes it a useful card in the opening. However, other cards may be better for quickly establishing deck control or allowing you to buy an early ProvinceProvince.jpg, so it can often be preferable to add Tournament later. It is rare for Tournament to be entirely skippable, but this may sometimes happen if a rush is available, e.g. GroomGroom.jpg and GardensGardens.jpg. Beyond the early game, Tournament often turns into a stop card that generates no $ as an opponent can reveal a ProvinceProvince.jpg when you play it, meaning that it will be a weaker card later in the game, especially in multiplayer games or if there is a way for your opponent to ensure they reliably have ProvinceProvince.jpg in hand such as with SaveSave.jpg. This means it's usually best to avoid taking too many copies even if they are useful at first.

To make full use of Tournament, you need a ProvinceProvince.jpg and some way of colliding the two. Getting the first opportunity to gain a Prize can give you a decisive advantage for the rest of the game, so achieving this is typically a high priority. Even though doing so often involves some luck, it is important to position yourself as well as possible to gain Prizes. Good deck control, including strong draw and thinning, helps with both affording ProvinceProvince.jpg and achieving collision, so it is generally even more important than usual. GearGear.jpg and ChurchChurch.jpg are especially noteworthy: in addition to providing deck control and transferring ProvinceProvince.jpg or Tournament between hands, they can also help you spike $8 to afford ProvinceProvince.jpg in the first place. Despite the importance of deck control, in Tournament games it is also often worthwhile to add strong payload cards early on, even where you might otherwise delay this in favor of further solidifying deck control and building your engine more. However, if you can rely predominantly on draw and/or sifting, allowing you to use your existing CoppersCopper.jpg and Tournaments for $ rather than adding extra stop cards for payload, this is generally preferable, because it makes the collision of Tournament and ProvinceProvince.jpg much easier afterwards. On the way to affording a ProvinceProvince.jpg, it's usually best to add one or two copies of Tournament to ensure you can quickly gain a Prize once you have the ProvinceProvince.jpg.

Once you have a ProvinceProvince.jpg, topdecking and sifting effects like CourtyardCourtyard.jpg or DungeonDungeon.jpg can be helpful to increase your chance of using it to activate Tournament. Saving a card between turns, e.g. with HavenHaven.jpg, can also work well; setting ProvinceProvince.jpg aside does have the disadvantage of guaranteeing that it won't be in your hand during your opponent's turn to block their Tournaments from drawing, but blocking them is typically less important than gaining Prizes yourself. If you do have ProvinceProvince.jpg in hand during an opponent's turn, revealing it in response to their Tournament play is almost always worthwhile, as it has minimal downside and may impede their turn significantly. However, when you are facing a discard attack (which is possible in any Tournament game given the availability of FollowersFollowers.jpg) it may often be preferable to discard ProvinceProvince.jpg even if you had hoped to block their Tournaments.

The choice of which card to gain with Tournament depends greatly on both the nature of the Kingdom and the stage of the game. You will often be able to gain-and-play your choice, which can mean the decision is somewhat situational, but some of the Prizes tend to be stronger than others in most Kingdoms. Generally, the relevance of a given Prize is tied to the exclusivity of its effect—if the Kingdom offers a comparable alternative, the Prize is less likely to be a priority.

There are five Prizes to choose from:

  • FollowersFollowers.jpg is often the best Prize because it is a strong Attack. The handsize attack can be particularly useful for impeding your opponent's efforts to win their own Prizes, or to more generally encourage duds. The Cursing is especially devastating if trashing is weak or missing from the Kingdom, though it is worth noting that because it also gains an EstateEstate.jpg it can junk you as much as your opponents; in some scenarios, these can be useful fodder for trash-for-benefit effects, and they sometimes provide a helpful VP swing in the endgame. When deciding whether to gain FollowersFollowers.jpg or another Prize it is also important to consider the impact of being attacked yourself if you leave the card to your opponent.
  • Trusty SteedTrusty Steed.jpg can be a very good Prize, most frequently because it can be played like a Lost CityLost City.jpg, providing both a village effect and draw; this can give you a decisive advantage if those effects are otherwise hard to come by. Due to these effects, Trusty SteedTrusty Steed.jpg is also good at maintaining deck control, so it can be important to help you get another Prize quickly. Indeed, taking it first may sometimes enable you to get a second Prize on the same turn if you have a second Tournament in hand and playing Trusty Steed will allow you to redraw the ProvinceProvince.jpg. Aside from its Lost CityLost City.jpg mode, Trusty SteedTrusty Steed.jpg offers useful flexibility: if you already have one of these effects in abundance, it can be used to generate $ or as a SilverSilver.jpg gainer instead.
  • PrincessPrincess.jpg is a strong payload card and is especially worthwhile if you have very good deck control, enabling you to use its cost reduction every turn and in conjunction with gainers. In particular, it may be extremely desirable if there are no other sources of +Buy, in which case it gives you a lot of flexibility to outmaneuver your opponent in the endgame or to possibly gain two ProvincesProvince.jpg per turn.
  • DiademDiadem.jpg is usually weak compared to the other Prizes but can be worthwhile in certain specific circumstances. First, its ability to convert a surplus of terminal space into $ can occasionally be a worthwhile form of payload, e.g. if you are using a lot of villages for effects other than +Actions, or if you have a ChampionChampion.jpg in play. Second, it is a unique Treasure, which makes it significantly better than a DuchyDuchy.jpg for scoring with KeepKeep.jpg.
  • Bag of GoldBag of Gold.jpg is a weaker Prize but can be a worthwhile addition when a good trash-for-benefit effect (such as ApprenticeApprentice.jpg or RemodelRemodel.jpg) is available and you don't already have a good way to continuously provide fodder for it. Occasionally it can also be appealing as a way to add payload to your deck, particularly if the alternatives for doing so are not very good but you have overdraw, so you can reliably play Bag of GoldBag of Gold.jpg and draw the GoldsGold.jpg you gain.

If the game is almost over because only a few ProvincesProvince.jpg remain, it may be worthwhile to gain a DuchyDuchy.jpg instead of a Prize. As unique cards, Prizes themselves are also occasionally relevant for effects that care about the variety of cards in your deck. For example, they score extra VP with MuseumMuseum.jpg or FairgroundsFairgrounds.jpg but cause a VP penalty with Wolf DenWolf Den.jpg. In such Kingdoms, however, the on-play effect of the Prize will usually be of far greater importance than its direct scoring potential.

[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
Tournament Tournament from Goko/Making Fun +1 Action
Each player may reveal a ProvinceProvince.jpg from his hand.
If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.
If no-one else does, +1 Card, +$1.
Cornucopia June 2011
Tournament Tournament from Shuffle iT +1 Action
Each player may reveal a Province from their hand. If you do, discard it and gain any Prize (from the Prize pile) or a Duchy, onto your deck. If no-one else does, +1 Card and +$1.
Guilds & Cornucopia (2017 printing) March 2018

[edit] Other language versions

Language Name Print Digital Text Notes
Czech Turnaj
Dutch Toernooi
Finnish Turnajaiset
French Tournoi French language Tournament 2021 from Shuffle iT +1 Action
Tous les joueurs peuvent dévoiler une Province de leur main.
Si vous le faites, défaussez-la et recevez sur votre pioche un Prix (de la pile des Prix) ou un Duché. Si personne d'autre ne le fait, +1 Carte et +$1.
German Turnier German language Tournament 2014 by ASS +1 Aktion
Alle Spieler dürfen eine Provinz ablegen.
Wenn du das tust: Nimm einen Preis vom Preisstapel oder ein Herzogtum vom Vorrat. Lege die neue Karte sofort auf den Nachziehstapel.
Wenn das kein Mitspieler tut: +1 Karte, +$1
(2014)
translation error:
"…Provinz ablegen aus ihrer Hand aufdecken."
one or more other
versions listed here
Turnier German language Tournament 2019 by ASS German language Tournament 2021 from Shuffle iT +1 Aktion
Jeder Spieler darf eine Provinz aus seiner Hand aufdecken. Wenn du das tust: Lege deine Provinz ab, nimm eine beliebige Preiskarte (vom Preis-Stapel) oder ein Herzogtum und lege die genommene Karte auf deinen Nachziehstapel. Wenn kein Mitspieler eine Provinz aufgedeckt hat: +1 Karte und +$1.
(2019)
"...und lege die genommene Karte auf deinen Nachzieh­stapel."
Italian Torneo
Japanese 馬上槍試合 (pron. bajōyarijiai) +1 アクション
プレイヤーは全員、手札の属州1枚を公開してもよい。あなたが公開した場合、それを捨て札にし、(褒賞の山から)褒賞カード1枚か、公領1枚を山札の上に獲得する。他のプレイヤーが誰も公開しなかった場合、+1 カードを引く+$1
Polish Turniej Rycerski (lit. knights' tournament) Polish language Tournament +1 Akcja
Każdy gracz może odkryć ze swojej ręki kartę Prowincji. Jeśli ty to zrobisz odrzuć tę kartę i dodaj kartę Nagrody (ze stosu nagród) lub Powiat, kładąc dodaną kartę na wierzchu swojej talii. Jeśli odkryjesz kartę Prowincji, a nie zrobi tego nikt inny, +1 karta, +$1.
(2011)
BARD translation error: "…If you reveal Province and no one else does, +1 Card, +$1."
Russian Турнир (pron. turnir)
Spanish Torneo

[edit] Trivia

Official card art.

[edit] Secret History

Long ago, when working on what at the time was going to be the 4th expansion, with a player interaction theme, I hit on the idea of caring about whether or not people had bought ProvinceProvince.jpgs. I made two cards with this concept. The first turned into Trade RouteTrade Route.jpg, and migrated into Prosperity when I split up the player interaction cards (every set needed those cards). The second soon became $4, "Each player may reveal a ProvinceProvince.jpg from his hand. If you do, +3 Cards. If no-one else does, +3 Cards." So you got 0, 3, or 6 cards, depending. I moved it into Alchemy, then moved it from there to Prosperity, where revealing a ProvinceProvince.jpg was an extra-cute condition.

It had a certain charm, but was a dud for some people. The problem was, a lot of the time, it was SmithySmithy.jpg. It just didn't play differently enough from SmithySmithy.jpg to be interesting. So it left Prosperity and was consigned to the limbo of promising ideas to work on later.

When I started working on Cornucopia, I tried it again, as something that fit the hand theme. The dull part was the card-drawing, so I had to replace that. The version I tried cost $5, and was, "Each player may reveal a ProvinceProvince.jpg card from his hand. If you do, gain a Treasure. If no-one else does, gain an Action card." It's fun to just say "gain an Action card," no qualifiers, but it doesn't work. We played one game with this and PossessionPossession.jpg. I got six PossessionPossession.jpgs and lost. PossessionPossession.jpg was typically not as good as WorkshopWorkshop.jpg, as everyone crammed their decks full of VP cards. Another insane thing was using it to gain copies of itself and GolemGolem.jpgs, then using the GolemGolem.jpgs to dig it up and do this more. You would have turns where you gained a pile of cards and then played them all. Anyway these games are fun once, but that's that. I killed the card again.

So a while later, I was working on the set, and realized I could push variety by actually adding more cards to the game. I had cards that cared if you had variety, and some cards helped you get that variety, but nothing increased the total amount of variety possible.

The first thing to try was a Black MarketBlack Market.jpg variant. Black MarketBlack Market.jpg came up a lot as a card that was cool with this expansion. Why not make a new one? And I could fix all of the problems Black MarketBlack Market.jpg had. Instead of buying a card in your Action phase, it would gain you a card directly. Instead of having to build a Black Market Deck, it would just come with one pre-built. Then that deck could be new cards, which was nice too, especially for a small expansion, although it could only be five cards, because that's how much space there was.

Tournament's ProvinceProvince.jpg-revealing mechanic was perfect for this. And so it came to pass. I made a Black Market variant, that came with the cards you gained from it, that gained you the cards directly, via revealing a ProvinceProvince.jpg. There were still some things to work out though.

You got your Prize for revealing ProvinceProvince.jpg yourself, so that it wouldn't happen right away, and it went on your deck, so you'd draw it before the game was over. What did you get if they didn't stop you? At first it was a SilverSilver.jpg, which was obviously bad. Steve Wampler suggested that it be something involving drawing a card, so that you'd get your Prize that turn if you had ProvinceProvince.jpg and no-one else did. I went with PeddlerPeddler.jpg - +1 Action +1 Card +$1. That had the problem though of, if someone revealed ProvinceProvince.jpg, you didn't get +1 Action, and couldn't play another card. You'd have turns where you stared at your hand, deciding whether or not to risk playing Tournament. That was no fun, so, you always get the +1 Action.

Another thing was the booby prize. Originally it was SilverSilver.jpg. That was unimpressive, but was there for a bit before turning into DuchyDuchy.jpg.

Originally you didn't discard the ProvinceProvince.jpg you revealed, but winning multiple Tournaments in a turn was too much. It's still possible of course, just harder.

[edit] Retrospective

Aside from being so complex that it has a 2x2 payoff grid and then requires you to read five other cards to know the whole story, I think of Tournament as a slam dunk, the kind of card every set is desperate to have. I did not expect any complaints about the rich-get-richer aspect of it; there is so much rich-get-richer in Dominion.


Tournament is the champ of making people resign; that has to count against it. For me its biggest problem is just being so over-the-top complex. And lots of people love it too.


I still like the premise. Tournament has a way way better love/hate ratio than e.g. PossessionPossession.jpg. And I mean it's fun, there, I said it. Tournament as implemented is crazy complex - consider a 2x2 payoff grid, now read 5 more cards. The two concepts should have been on different cards. And then the Prizes themselves are of course imbalanced.

[edit] Second Edition removal

I thought there was no chance I'd replace this. All the playtesters wanted it gone. But well, it's a love-hate card, I wanted to preserve it for the love part. Then it turned out that the playtesters didn't hate the Black Market angle, where you get cards no-one else does; they hated Followers and blocking and how snowbally it is. I could address all of those things with a new card. And the original was also ludicrously complex, making you consider a 2x2 payoff grid. Just those words, "2x2 payoff grid," should make it clear how over-the-top complex it was. Plus I already wanted to change a bunch of the Prizes. So I went for it.


Cards $2 HamletHamlet.jpg $3 Fortune TellerFortune Teller.jpgMenagerieMenagerie.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgRemakeRemake.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) • Young WitchYoung Witch.jpg $5 HarvestHarvest.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpg $6 FairgroundsFairgrounds.jpg
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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