Triggered effects

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The default time in Dominion at which a card has an effect is when it is played. If an Action or Treasure card's text doesn't state specifically when the instructions on it are to be carried out, it is when the card is played. Since cards are played one at a time in Dominion (even Treasure cards), there is never any ambiguity about what order to resolve these effects in: play one card, resolving its effects; then play the next card, resolving its effects. Similarly, Events by default are resolved when you buy them.

Many cards, however, and several Events and Landmarks, have effects at specifically-stated other times. This page is an index of the various situations that can cause a card's abilities to be triggered. This can be interpreted as data for a flow chart: For example, if you are buying a card, look at the list of "when you buy a card" triggers to see if any of those effects apply, and if they do, execute them; then you can see if any of the effects triggered by buying a card themselves trigger other effects, and so on. It is often the case that a single trigger can activate multiple cards' abilities simultaneously, and then the abilities must be resolved one at a time using the rules below.

Some effects that take place at times other than when a card is played are thought of as being "set up" by playing a card; even though the effect itself takes place later, the act of playing the card is what causes it to happen. For example, playing the same card twice will cause the later effect to take place twice, and moving the card out of play will not prevent the set-up effect from taking place. Similarly, some Events "set up" effects for later when bought. Such effects are in general not listed here. Other effects are caused by a card being in a particular location, such as the play area, regardless of how or why it got there.

Cards in italics have been removed.

Contents

Official Rules

  • If multiple cards resolve at the same time on your turn (for example, Duration cards that do something “at the start of your next turn”), you choose what order to resolve them.
  • A card that affects multiple players during your turn still resolves in player order, affecting you first if it affects all players and then proceeding clockwise.

Other rules clarifications

  • If an effect causes you to gain or draw multiple cards, you always in principle gain or draw them one at a time, resolving any on-gain or on-draw abilities of one before moving on to the next. However, if you are instructed to trash or discard multiple cards, unless that effect is explicitly sequential, they are trashed or discarded at the same time. For example, StewardSteward.jpg can trash 2 cards; if you choose that option, you may not trash one card, resolve an on-trash effect (such as Market SquareMarket Square.jpg's), then trash the other card. Both cards must be trashed simultaneously, and on-trash effects resolved with afterwards. Conversely, RemakeRemake.jpg trashes two cards, but it instructs you specifically to trash them one at a time.
  • At the end of the game, your discard pile, your hand, cards you have in play, cards you've set aside, and cards you've put on mats all count as part of your deck.

Punctual effects

These are abilities that are executed at a single point in time: you fully resolve the card's ability by following the instructions on the card in order, and then move on to the next ability to be resolved.

At the beginning of the game

Grouped cards:

Specific cards:

These do not happen in any particular order, and should all be completely resolved before the first turn begins. For example, if the Bane for Young WitchYoung Witch.jpg is Black MarketBlack Market.jpg, then you must prepare a Black Market deck; conversely if Young WitchYoung Witch.jpg is in the Black MarketBlack Market.jpg, you must add a Bane pile.

At the start of your turn

  • HavenHaven.jpg: Put the set-aside card into your hand.
  • LighthouseLighthouse.jpg: +$1
  • Fishing VillageFishing Village.jpg: +1 Action and +$1
  • CaravanCaravan.jpg: +1 Card
  • Merchant ShipMerchant Ship.jpg: +$2
  • TacticianTactician.jpg: If you discarded any cards, +5 Cards, +1 Buy, +1 Action.
  • WharfWharf.jpg: +2 Cards and +1 Buy
  • Horse TradersHorse Traders.jpg: If you set this aside, +1 Card and return this to your hand.
  • TeacherTeacher.jpg: You may call this, to move your +1 Card, +1 Action, +1 Buy, or +$1 token to an Action Supply pile you have no tokens on.
  • RatcatcherRatcatcher.jpg: You may call this, to trash a card from your hand.
  • AmuletAmulet.jpg: Choose one: +$1; or trash a card from your hand; or gain a SilverSilver.jpg.
  • Caravan GuardCaravan Guard.jpg: +$1
  • DungeonDungeon.jpg: +2 Cards, then discard 2 cards.
  • GearGear.jpg: Put the set aside cards into your hand.
  • GuideGuide.jpg: You may call this, to discard your hand and draw 5 cards.
  • TransmogrifyTransmogrify.jpg: You may call this, to trash a card from your hand, and gain a card to your hand costing up to $1 more than it.
  • Bridge TrollBridge Troll.jpg: +1 Buy
  • Haunted WoodsHaunted Woods.jpg: +3 Cards
  • Swamp HagSwamp Hag.jpg: +$3
  • HirelingHireling.jpg: +1 Card
  • EnchantressEnchantress.jpg: +2 Cards
  • ArchiveArchive.jpg: Put one of the set aside cards into your hand.
  • GuardianGuardian.jpg: +$1
  • Ghost TownGhost Town.jpg: +1 Card and +1 Action
  • Secret CaveSecret Cave.jpg: If you discarded 3 cards, +$3.
  • GhostGhost.jpg: Play the set aside Action twice.
  • CobblerCobbler.jpg: Gain a card to your hand costing up to $4.
  • CryptCrypt.jpg: Put one of the set aside Treasures into your hand.
  • Den of SinDen of Sin.jpg: +2 Cards
  • RaiderRaider.jpg: +$3
  • Lost in the WoodsLost in the Woods.jpg: You may discard a card to receive a Boon.
  • Cargo ShipCargo Ship.jpg: Put the set aside card into your hand.
  • ResearchResearch.jpg: Put the set aside cards into your hand.
  • KeyKey.jpg: +$1
  • CathedralCathedral.jpg: Trash a card from your hand.
  • City GateCity Gate.jpg: +1 Card, then put a card from your hand onto your deck.
  • FairFair.jpg: +1 Buy.
  • SilosSilos.jpg: Discard any number of CoppersCopper.jpg, revealed, and draw that many cards.
  • Sinister PlotSinister Plot.jpg: Add a token here, or remove your tokens here for +1 Card each.
  • PiazzaPiazza.jpg: Reveal the top card of your deck. If it's an Action, play it.
  • BarracksBarracks.jpg: +1 Action.
  • Crop RotationCrop Rotation.jpg: You may discard a Victory card for +2 Cards.
  • Village GreenVillage Green.jpg: +1 Card and +2 Actions.
  • BargeBarge.jpg: +3 Cards and +1 Buy.
  • GatekeeperGatekeeper.jpg: +$3
  • MastermindMastermind.jpg: You may play an Action card from your hand three times.
  • DelayDelay.jpg: Play the set aside Action.
  • ReapReap.jpg: Play the set aside GoldGold.jpg.
  • ConjurerConjurer.jpg: Put this into your hand.
  • HighwaymanHighwayman.jpg: Discard this from play and +3 Cards.
  • Crafters' GuildCrafters' Guild.jpg: You may spend 2 Favors to gain a card costing up to $4 onto your deck.
  • Cave DwellersCave Dwellers.jpg: You may spend a Favor, to discard a card then draw a card. Repeat as desired.
  • Crafters' GuildCrafters' Guild.jpg: You may spend 2 Favors to gain a card costing up to $4 onto your deck.
  • PrincePrince.jpg (1E): Play the set aside Action.
  • PrincePrince.jpg (2E): Play the set aside Action, leaving it there.
  • SummonSummon.jpg: Play the set aside Action.
  • ChurchChurch.jpg: Put the set aside cards into your hand, then you may trash a card from your hand.
  • CaptainCaptain.jpg: Play a non-Duration, non-Command Action card from the Supply costing up to $4, leaving it there.

Playing a card

When you play a card, first

These effects take place "first", before other effects triggered by playing a card.

For any type of played card…

If the played card is an Action

If the played card is an Attack

  • MoatMoat.jpg: Another player may reveal this from their hand, to be unaffected by the Attack.
  • Secret ChamberSecret Chamber.jpg: Another player may reveal this from their hand. If they do, they draw 2 cards, then puts 2 cards from their hand on top of their deck.
  • DiplomatDiplomat.jpg: Another player may reveal this from their hand of 5 or more cards to draw 2 cards then discard 3.
  • Horse TradersHorse Traders.jpg: Another player may set this aside from their hand.
  • BeggarBeggar.jpg: Another player may discard this to gain two SilversSilver.jpg, putting one onto their deck.
  • UrchinUrchin.jpg: If the played card is another Attack, you may trash this, to gain a MercenaryMercenary.jpg.
  • Caravan GuardCaravan Guard.jpg: Another player may play this from their hand.

When you play a card

These effects take place after the card enters the play area but before you resolve any of its own on-play abilities.

If the played card is an Action

  • EnchantressEnchantress.jpg: If it's the first time you played an Action card this turn, you get +1 Card and +1 Action instead of following its instructions.
  • CitadelCitadel.jpg: If it's the first time you played an Action this turn, replay it afterwards.
  • Ways: You may perform the Way instead of following this card's instructions.

If the played card is a SilverSilver.jpg

  • MerchantMerchant.jpg: If it's the first Silver you're played this turn, +$1.
  • SaunaSauna.jpg: You may trash a card from your hand.

If the played card is a Treasure

  • HighwaymanHighwayman.jpg: If it's the first time you played a Treasure this turn, it does nothing.

On-play effects

The vast majority of Action and Treasure cards have on-play effects of some kind. On-play effects of cards always take place after the "when you play a card" effects of other cards.

Since most cards have on-play effects of their own, we do not list them all here. However, some cards have an effect that modifies the on-play ability of another card:

Directly after you finish playing an Action card

When you buy a card

Remember that buying a card happens before gaining it, so all these effects happen before you gain the relevant card, and before any of its on-gain effects happen.

When you buy any card:

  • EmbargoEmbargo.jpg: For each Embargo token on that pile, gain a CurseCurse.jpg.
  • TalismanTalisman.jpg: If the card is a non-Victory card costing $4 or less, gain a copy of it.
  • GoonsGoons.jpg: +1VP.
  • HoardHoard.jpg: If it is a Victory card, gain a GoldGold.jpg.
  • HagglerHaggler.jpg: Gain a cheaper non-Victory card.
  • HovelHovel.jpg: If that card is a Victory card, you may trash this from your hand.
  • Merchant GuildMerchant Guild.jpg (1E): +1 Coffers
  • Haunted WoodsHaunted Woods.jpg: Put your hand on top of your deck in any order.
  • Swamp HagSwamp Hag.jpg: Gain a CurseCurse.jpg.
  • PlanPlan.jpg: If that card has your Trashing token on its pile, you may trash a card from your hand.
  • CharmCharm.jpg: If that card is the next card you've bought this turn, you may also gain a differently named card with the same cost.
  • TaxTax.jpg: Take the D from its pile.
  • BasilicaBasilica.jpg: If you have $2 or more left, take 2VP from here.
  • ColonnadeColonnade.jpg: If that card is an Action card, and you have a copy of it in play, take 2VP from here.
  • Defiled ShrineDefiled Shrine.jpg: If it's CurseCurse.jpg, take the VP from this.

When you buy this card:

  • MintMint.jpg: Trash all Treasures you have in play.
  • Noble BrigandNoble Brigand.jpg: Each other player reveals the top 2 cards of their deck, trashes a revealed SilverSilver.jpg or GoldGold.jpg you choose, and discards the rest. If they didn’t reveal a Treasure, they gain a CopperCopper.jpg. You gain the trashed cards.
  • FarmlandFarmland.jpg: Trash a card from your hand and gain a card costing exactly $2 more than the trashed card.
  • StonemasonStonemason.jpg: You may overpay for this. If you do, gain 2 Action cards each costing the amount you overpaid.
  • DoctorDoctor.jpg: You may overpay for this. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
  • MasterpieceMasterpiece.jpg: You may overpay for this. For each $1 you overpaid, gain a SilverSilver.jpg.
  • HeraldHerald.jpg: You may overpay for this. For each $1 you overpaid, put a card from your discard pile onto your deck.
  • MessengerMessenger.jpg: If this is your first buy in a turn, gain a card costing up to $4, and each other player gains a copy of it.
  • PortPort.jpg: Gain another Port.
  • ForumForum.jpg: +1 Buy.
  • Animal FairAnimal Fair.jpg: Instead of paying this card's cost, you may trash an Action card from your hand.

Events have on-buy effects by default, and are not listed separately here.

Gaining

When you would gain

When you would gain a card:

  • PossessionPossession.jpg: The player to your right gains that card instead.
  • TraderTrader.jpg (1st edition): You may reveal this from your hand, to instead gain a SilverSilver.jpg.

When you would gain this:

  • Nomad CampNomad Camp.jpg: Gain this onto your deck (instead of to your discard pile).
  • GuardianGuardian.jpg: Gain this to your hand (instead of to your discard pile).
  • Ghost TownGhost Town.jpg: Gain this to your hand (instead of to your discard pile).
  • Night WatchmanNight Watchman.jpg: Gain this to your hand (instead of to your discard pile).
  • Den of SinDen of Sin.jpg: Gain this to your hand (instead of to your discard pile).

When you gain

When you gain any card:

  • Trade RouteTrade Route.jpg: Move the Coin token from that card's pile to the Trade Route mat.
  • WatchtowerWatchtower.jpg: You may reveal this from your hand, to either trash that card, or put it on top of your deck.
  • Royal SealRoyal Seal.jpg: You may put that card onto your deck.
  • TraderTrader.jpg (errata): You may reveal this from your hand, to exchange that card with a SilverSilver.jpg.
  • DuplicateDuplicate.jpg: If that card costs up to $6, you may call this, to gain a copy of it.
  • Travelling FairTravelling Fair.jpg: You may put that card onto your deck.
  • LabyrinthLabyrinth.jpg: If it's the 2nd card you gained during your turn, take 2VP from here.
  • ChangelingChangeling.jpg: If that card costs $3 or more, you may exchange it for a Changeling.
  • Cargo ShipCargo Ship.jpg: You may set that card aside face up (on this).
  • Exile: You may discard all other copies of the gained card from here.
  • SleighSleigh.jpg: You may discard this, to put that card into your hand or onto your deck.
  • SheepdogSheepdog.jpg: You may play this from your hand.
  • FalconerFalconer.jpg: If that card has 2 or more types (Action, Attack, etc.), you may play this from your hand.
  • LiveryLivery.jpg: If that card costs $4 or more, gain a HorseHorse.jpg.
  • Way of the SealWay of the Seal.jpg: You may put that card onto your deck.
  • BaubleBauble.jpg: You may put that card onto your deck.
  • Architects' GuildArchitects' Guild.jpg: You may spend 2 Favors to gain a cheaper non-Victory card.
  • Band of NomadsBand of Nomads.jpg: If that cards costs $3 or more, you may spend a Favor, for +1 Card, or +1 Action, or +1 Buy.

When you gain an Action card:

When you gain a Treasure card:

When you gain a Victory card:

When you gain an Attack card:

  • SkirmisherSkirmisher.jpg: Each other player discards down to 3 cards in hand.

When you gain another specific card:

  • DuchessDuchess.jpg: If that card is a DuchyDuchy.jpg, you may gain a Duchess.
  • Fool's GoldFool's Gold.jpg: If that card is a ProvinceProvince.jpg, another player may trash this from their hand to gain a GoldGold.jpg onto their deck.
  • Mountain PassMountain Pass.jpg: If that card is the first ProvinceProvince.jpg gained this game, after this turn, each player bids once, up to 40D, ending with you. High bidder gets +8VP and takes the D they bid.

When you gain this:

When another player gains

These effects happen after "when you gain" effects. This means that, if they gain a Haunted CastleHaunted Castle.jpg, they attack you before you get to react with FalconerFalconer.jpg or Black CatBlack Cat.jpg.

When another player gains a Victory card

When another player gains any card

  • Fool's GoldFool's Gold.jpg: If that card is a ProvinceProvince.jpg, you may trash this from your hand to gain a GoldGold.jpg onto your deck.
  • FalconerFalconer.jpg: If that card has 2 or more types (Action, Attack, etc.), you may play this from your hand.
  • InvestInvest.jpg: If you Invested in a copy of that card, and that card is still in Exile, +2 Cards.

Trashing

When you trash

When you trash any card:

  • TombTomb.jpg: +1VP.
  • PriestPriest.jpg: +$2.
  • SewersSewers.jpg: If it wasn't with this, you may trash a card from your hand.

When you trash one of your cards:

When you trash this:

Turn phases

At the start of your Buy phase

At the end of your Buy phase

At the start of Clean-up

  • EncampmentEncampment.jpg: If this is set aside, return it to the Supply.
  • ImproveImprove.jpg: You may trash an Action card you would discard from play this turn, to gain a card costing exactly $1 more than it.
  • Walled VillageWalled Village.jpg: If you have this and no more than one other Action card in play, you may put this on top of your deck.

Discarding your hand during Clean-up

  • Coastal HavenCoastal Haven.jpg: You may spend any number of Favors to keep that many cards in hand for next turn (you still draw 5).

Discarding from play

When you discard an Action card from play:

  • SchemeScheme.jpg: If you choose that card with this, put it onto your deck.
  • PrincePrince.jpg (1E): If that card was played by Prince this turn, set it aside again.

When you discard another card from play:

  • HornHorn.jpg: Once per turn, if that card is a Border GuardBorder Guard.jpg, you may put it onto your deck.

When you discard this from play:

Drawing your hand during Clean-up

When you would draw your hand:

  • OutpostOutpost.jpg: Only draw 3 cards (instead of 5).

When you draw your hand: These must take place after OutpostOutpost.jpg's effect, as they draw cards in addition to the 3 Outpost tells you to draw.

End of turn

At the end of your turn:

  • PossessionPossession.jpg: Return the set-aside cards to your discard pile.
  • SaveSave.jpg: Put the set aside card into your hand.
  • BathsBaths.jpg: If you haven't gained any cards this turn, take 2VP from here.
  • Island FolkIsland Folk.jpg: If the previous turn wasn't yours, you may spend 5 Favors to take another turn.

At the end of this turn:

After this turn

These happen after checking for the end of the game.

  • DonateDonate.jpg: Put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.
  • Mountain PassMountain Pass.jpg: If you are the first player to gain a ProvinceProvince.jpg this turn, each player bids once, up to 40D, ending with you. High bidder gets +8VP and takes the D they bid.

Extra turns happen after DonateDonate.jpg and Mountain PassMountain Pass.jpg.

  • OutpostOutpost.jpg: Take an extra turn.
  • PossessionPossession.jpg: The player to your left takes an extra turn, during which you can see all cards they can and make all decisions for them. Any cards or D they would gain on that turn, you gain instead, and any cards of theirs that are trashed are set aside and put in their discard pile at end of turn.
  • MissionMission.jpg: Take an extra turn, during which which you can't buy cards.
  • Seize the DaySeize the Day.jpg: Take an extra turn.
  • VoyageVoyage.jpg: Take an extra turn, during which which you can only play 3 cards from your hand.

Miscellaneous

When you would make any decision

  • PossessionPossession.jpg: The player to your right makes the decision for you.

When you discard this other than during a Clean-up phase

When you shuffle

  • Star ChartStar Chart.jpg: You may pick one of the cards to go on top.
  • Order of MasonsOrder of Masons.jpg: You may pick up to 2 cards per Favor you spend to put into your discard pile.

When you shuffle this

  • StashStash.jpg: You may look through your remaining deck, and may put this anywhere in the shuffled cards.

When you would get coins

When you would draw a card

When you make a choice

  • ElderElder.jpg: You may choose an extra (different) option.

When you would begin a turn

  • LichLich.jpg: Skip that turn.

When you reveal this during an Action phase

After the game ends

  • FleetFleet.jpg: There is an extra round of turns just for players with this.

When scoring

A number of Landmarks have effects at this time, and are not listed separately here.

  • Plateau ShepherdsPlateau Shepherds.jpg: Pair up your Favors with cards you have costing $2, for 2VP each.

Persistent effects

The cards listed below have effects that persist over some extended period of time, rather than being resolved at a specific, unique point in time. Many of them have the effect of setting up a trigger for a punctual event as listed above, which can be triggered any number of times as long as whatever factor conditions the persistent effect remains active. Others cause more general changes to gameplay while they obtain, such as changing the costs or other characteristics of cards.

While cards are in play

While this is in play:

While you have this is in play:

  • LighthouseLighthouse.jpg: When another player plays an Attack card, it doesn’t affect you.
  • TalismanTalisman.jpg: When you buy a non-Victory card costing $4 or less, gain a copy of it.
  • Royal SealRoyal Seal.jpg: When you gain a card, you may put that card on top of your deck.
  • GoonsGoons.jpg: When you buy a card, +1VP.
  • HoardHoard.jpg: When you buy a Victory card, gain a GoldGold.jpg.
  • PrincessPrincess.jpg: Cards cost $2 less.
  • HagglerHaggler.jpg: When you buy a card, gain a cheaper non-Victory card.
  • UrchinUrchin.jpg: When you play another Attack card, you may first trash this, to gain a Mercenary.
  • Merchant GuildMerchant Guild.jpg (1E): When you buy a card, +1 Coffers.
  • Bridge TrollBridge Troll.jpg: If it is your turn, cards cost $1 less.
  • GroundskeeperGroundskeeper.jpg: When you gain a Victory card, +1VP.
  • TrackerTracker.jpg: When you gain a card, you may put that card onto your deck.
  • SaunaSauna.jpg: When you play a SilverSilver.jpg, you may trash a card from your hand.

While another card is in play:

Turns

During your turns

  • InheritanceInheritance.jpg (errata): EstateEstate.jpgs are also Actions with "Play the card with your Estate token, leaving it there."
  • CapitalismCapitalism.jpg: Actions with +$ amounts in their text are also Treasures.
  • CanalCanal.jpg: Cards cost $1 less.
  • FishermanFisherman.jpg: If your discard pile is empty, this costs $3 less.
  • DestrierDestrier.jpg: This costs $1 less for each card you've gained this turn.
  • WayfarerWayfarer.jpg: This has the same cost as the last other card gained this turn, if any.
  • Coffers: You may remove tokens from this for +$1 each.

During your Action phase

  • Villagers: You may remove tokens from this for +1 Action each.

During your Buy phase

For the rest of this turn

  • BridgeBridge.jpg: All cards cost $1 less.
  • CoppersmithCoppersmith.jpg: CopperCopper.jpg produces an extra $1.
  • ContrabandContraband.jpg: You can't buy the named card.
  • Travelling FairTravelling Fair.jpg: When you gain a card, you may put it on top of your deck.
  • DeludedDeluded.jpg: You can't buy Actions this turn.
  • EnviousEnvious.jpg: Silver and Gold make $1 this turn.
  • InventorInventor.jpg: All cards cost $1 less.
  • PriestPriest.jpg: When you trash a card, +$2.
  • Snowy VillageSnowy Village.jpg: Ignore any +Actions you get.
  • LiveryLivery.jpg: When you gain a card costing $4 or more, gain a HorseHorse.jpg.
  • Way of the ChameleonWay of the Chameleon.jpg: Each time this card would give you +Cards, you get +$ instead, and vice-versa.
  • Way of the SealWay of the Seal.jpg: When you gain a card, you may put it onto your deck.
  • BaubleBauble.jpg: When you gain a card, you may put it onto your deck.
  • ElderElder.jpg: When the played card gives you a choice of abilities (e.g. "choose one"), you may choose an extra (different) option.
  • SkirmisherSkirmisher.jpg: When you gain an Attack card, each other player discards down to 3 cards in hand.

For this entire turn

  • PossessionPossession.jpg: The player to your right can see all cards they can and make all decisions for your. Any cards or D your would gain this turn, they gain instead, and any cards of yours that are trashed are set aside and put in your discard pile at end of turn.
  • MissionMission.jpg: You can't buy cards.
  • VoyageVoyage.jpg: You can only play 3 cards from your hand.

Until your next turn

  • Haunted WoodsHaunted Woods.jpg: When any other player buys a card, they put their hand on top of their deck in any order.
  • Swamp HagSwamp Hag.jpg: When any other player buys a card, they gain a CurseCurse.jpg.
  • EnchantressEnchantress.jpg: The first time each other player plays an Action card on their turn, they get +1 Card and +1 Action instead of following its instructions.
  • GuardianGuardian.jpg: When another player plays an Attack card, it doesn't affect you.
  • GatekeeperGatekeeper.jpg: When another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.
  • HighwaymanHighwayman.jpg: The first Treasure each other player plays on their turn does nothing.

Longer

While your token is on a supply pile

While a card is in Exile

  • InvestInvest.jpg: When another player gains or Invests in a copy of that card, +2 Cards.

For the rest of the game

  • EmbargoEmbargo.jpg: When a player buys a card from a pile with an Embargo token on it, they gain a CurseCurse.jpg.
    • This in principle could also be considered a "while a token is on a Supply pile" effect; but, unlike the tokens listed above, it's not possible to move an Embargo token off a Supply pile once placed.
  • HirelingHireling.jpg: At the start of each of your turns, +1 Card.
  • ChampionChampion.jpg: When another player plays an Attack card, it doesn't affect you, and when you play an Action, +1 Action.
  • InheritanceInheritance.jpg (1st edition): Your EstateEstate.jpgs gain the abilities and types of the card with your Estate token.
  • PrincePrince.jpg (1E): At the start of each of your turns, play the set-aside Action if you set it aside.
  • PrincePrince.jpg (2E): At the start of each of your turns, play the set-aside Action card, leaving it set aside.

Several Landmarks have persistent effects that last for the entire game. They are not listed separately here.

Deck archetypes Big MoneyComboEngineRushSlog
Strategic concepts CollisionCounterCyclingDeadDuchy dancingEndgameGreeningMegaturnMirrorOpeningOpportunity costPenultimate Province RulePayloadPinPiledrivingReshuffleSilver testStop cardSplit advantageStrictly betterSynergyTerminalityTerminal spaceThree-pile endingTurn advantageVictory pointVillage idiot
Rules Blue dog ruleCostDeckGameplayMaterialsNo Visiting ruleStop-Moving rule (previously Lose Track rule) • Supply (Kingdom) • Triggered effectsTurn
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