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Type Large Expansion
Icon Adventures icon.png
Cards 400
304 (30 sets)
Other Card(s)
Additional Material(s)  
  • 6 Tavern mats
  • 60 Tokens
Release April 2015
Cover artist Lorraine Schleter
Official Rulebook PDF

Adventures is the ninth expansion to Dominion, released April 2015. It is a large expansion, with 400 cards, including 30 sets of new Kingdom cards. It adds more of the popular Duration cards, and introduces Events, as well as Reserve and Traveller cards, and a variety of tokens used to track the effects of various card and Event abilities.


[edit] Contents

[edit] Kingdom cards

There are 12 copies of PortPort.jpg.

[edit] Upgrade cards

[edit] Events

[edit] Additional materials



There is 1 set of 10 tokens in each of the 6 player colors.

  • +1 Action token
  • +1 Buy token
  • +1 Card token
  • +$1 token
  • $2 cost token
  • Trashing token
  • $1 token
  • –1 Card token
  • Journey token
  • EstateEstate.jpg token

[edit] Flavor text

Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying "Gone Adventuring." Then you put up another sign, saying "Beware of Dog," in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.

[edit] Cards gallery

[edit] Kingdom cards

Coin of the Realm.jpgPage.jpgPeasant.jpgRatcatcher.jpgRaze.jpgAmulet.jpgCaravan Guard.jpgDungeon.jpgGear.jpgGuide.jpgDuplicate.jpgMagpie.jpgMessenger.jpgMiser.jpgPort.jpgRanger.jpgTransmogrify.jpgArtificer.jpgBridge Troll.jpgDistant Lands.jpgGiant.jpgHaunted Woods.jpgLost City.jpgRelic.jpgRoyal Carriage.jpgStoryteller.jpgSwamp Hag.jpgTreasure Trove.jpgWine Merchant.jpgHireling.jpg

[edit] Traveller upgrades

[edit] Page progression

Treasure Hunter.jpgWarrior.jpgHero.jpgChampion.jpg

[edit] Peasant progression


[edit] Events

Alms.jpgBorrow.jpgQuest.jpgSave.jpgScouting Party.jpgTravelling Fair.jpgBonfire.jpgExpedition.jpgFerry.jpgPlan.jpgMission.jpgPilgrimage.jpgBall.jpgRaid.jpgSeaway.jpgTrade.jpgLost Arts.jpgTraining.jpgInheritance.jpgPathfinding.jpg

[edit] Impact

Despite having fewer cards total than Dark Ages, Adventures added the most unique cards of any set at that time, due to Travellers and Events. Though it has some simple cards, its complexity can be quite daunting to newer players, what with Reserves, Events, Travellers, and tokens. It has also led to the discovery of some extremely fast combo strategies (such as Royal Carriage/Bridge), as well as a new baseline in fast Big Money strategies in GearGear.jpg. All in all, the reaction to the set so far has been positive, particularly with the introduction of Events.

Structurally, Adventures was conceived in part as a sequel to Seaside, with its focus on card abilities that affect multiple turns: it reintroduces Duration cards; introduces Reserve cards, a variant on the Duration theme; and tracks long-term effects with a mat and tokens as some Seaside cards do. Adventures also introduces cards with unusual combinations of types that could have been used before but never were; these include the first TreasureAttack, AttackDuration, and DurationReaction cards. Following somewhat in Dark Ages' footsteps, the set also introduced some cards that broke previous written and unwritten rules, including permanent Durations, non-Supply cards with non-zero costs, a Treasure that gives +Action, a card that can be played when it's not your turn, and a card that turns $ into another resource.

[edit] Durations

Seaside, serving as the introduction to Durations, for the most part stuck with fairly simple cards of this type, with half of them having solely vanilla effects. With Adventures, the boundaries of what can be done with Duration cards are explored. Some, like AmuletAmulet.jpg and DungeonDungeon.jpg, are simply Duration variants of existing cards, while others are more exotic, like Bridge TrollBridge Troll.jpg and Haunted WoodsHaunted Woods.jpg. Durations are what most players liked most about Seaside, and Adventures effectively doubles their number, making it twice as likely that orange will be seen in any given Kingdom.

[edit] Reserves

The ability to set a card aside to call upon on any future turn dramatically expands a player's options every turn. Not only do players have all the cards in their hand to choose from now, but all the cards on their Tavern mat, as well. While Reserve cards can often be rather slow, and can suffer from the same problem as Durations with missing the reshuffle, they can have quite powerful effects when called, and their slowness allows them to be cheaper than conventional cards with similar effects.

[edit] Events

Events are the most substantial innovation Adventures introduces, drastically increasing the amount of options players have in a game of Dominion without taking up one of the Kingdom card slots in the supply. Therefore two games with the same Kingdom can play very differently depending on what Events are available. Some, like AlmsAlms.jpg and BorrowBorrow.jpg, can completely change opening turns; others, like Lost ArtsLost Arts.jpg and PathfindingPathfinding.jpg, can add tokens to piles to make some truly powerful cards; others still are just plain weird, yet still compelling, such as InheritanceInheritance.jpg.

[edit] Big Money

Adventures has a number of cards that facilitate Big Money strategies:

Other cards may play well with Big Money, but more playtime is needed to judge.

[edit] Engines

Adventures has a number of cards that facilitate engine strategies:

Other cards may play well with engines, but more playtime is needed to judge.

[edit] Theme

There are also 20 Events, 11 of which use tokens: BorrowBorrow.jpg, FerryFerry.jpg, PlanPlan.jpg, PilgrimagePilgrimage.jpg, BallBall.jpg, RaidRaid.jpg, SeawaySeaway.jpg, Lost ArtsLost Arts.jpg, TrainingTraining.jpg, InheritanceInheritance.jpg, PathfindingPathfinding.jpg

[edit] Trivia

Official box art.

Adventures was the first expansion released after Donald X. stated he would no longer release expansions on a regular basis, making this the first "occasional" expansion. It is also the last expansion originally published under the first edition.

Donald X has stated that Adventures started off as a "treasure chest" set that revisited themes from every previous expansion, but the only theme that both stood out and did not require the repeated inclusion of old tokens or other components was Duration cards. He has also stated that, in retrospect, Adventures could have been a spin-off game.

The Adventures box art is one of the available backgrounds in Dominion Online.

[edit] In other languages

  • Dutch: Avonturen
  • Finnish: Seikkailut
  • French: Aventures
  • German: Abenteuer (note: identical to the German name for VentureVenture.jpg)
  • Japanese: 冒険 (pron. bōken)
  • Polish: W nieznane! (lit. into the unknown; note: as referred to in Polish Empires rulebook)
  • Russian: Приключения (pron. priklyucheniya, lit. adventure)

[edit] Development timetable

I started Adventures in May 2014. The last changes (actually just wording tweaks) were November 2014. I was working on the rulebook in November.

[edit] Teaser

The weekend before previews, Donald X. posted a teaser of "bits of information about the expansion that don't actually tell you any cards."

Some things you will find in Dominion: Adventures:

[edit] Release

Adventures was the first expansion whose US edition was made in country, by Hasbro. Unfortunately, the initial print run was beset with a number of problems, such as miscut or damaged cards, as well as other changes, such as more flexible cards and a lack of gloss on the box, mat, and tokens; all of this led to a perceived drop in quality of the physical components of the set relative to previous products, though the actual gameplay of the set was well-received.

[edit] Secret History

At some point, you've gotta call it a day. I mean what about the people with storage solutions? And well. As I have said repeatedly, there are good reasons to switch from expansions to spin-offs. You run out of simple things to do. You already have endless variety with 8 expansions. There are things you can do in spin-offs that you can't do in expansions.

All that still stands. But I made a spin-off, and then took the Dominion part out; it's Kingdom Builder. And I made another spin-off, and took the Dominion part out; it's Temporum. At some point it was clear: even if I managed to make some spin-offs, I wasn't just going to crank out an endless series of them. So eventually I would make another Dominion expansion. The publishers and fans would want it, and I wouldn't be able to say, here's another spin-off instead. And one day in May 2014, I had nothing else going on, and it seemed like, well, maybe it's time to see what's left to do. And there was stuff to do, so I did it.

Some people talk about a "treasure chest" expansion - more cards for each existing expansion. It doesn't really work. It's not much of a product if it requires you to own the other sets, so everything you'd need has to be included. Including all that stuff is not great - so much for VP tokens, coin tokens, stuff that costs PotionPotion.jpg, stuff handing out Ruins. At the same time some mechanics just don't scream out their expansion - "choose one" for example shows up in a bunch of sets, it doesn't just say, oh this is an Intrigue card. In fact of all of the mechanics in the expansions, the only one that seemed satisfying to revisit and which didn't require components (except rulebook space) was duration cards.

So, how about some new duration cards? There was plenty left to do there, and some of those cards could even be simple. So I made some up.

Another source of early inspiration was the idea of someday making an online-only promo. It would have to be something you simply couldn't do physically. I came up with an obvious card idea I liked - a card which, each time you played it, gained +1 of something of your choice. Gradually individual copies of the card would become distinct and more powerful. Later I realized, wait, I could do something like that physically, by having piles of cards to upgrade into. And that sounded cool. So, new duration cards, this upgrading thing, okay, a starting point. And I had my lists of old ideas never tried, and tried a few promising ones.

Initially I was thinking of the set as a full-on Seaside sequel. And what else did Seaside have? It had mats and tokens. I looked at what the possibilities were for these components. For mats one thing stood out: a mat you put cards on, where they would wait until you were ready to use them. I had done one of those in Dark Ages, and it had been great, but hadn't made the set because you know, it needed the mat. For tokens, again connected to the online-only card concept, I thought, what about modifying cards? I couldn't modify individual cards, but I could modify piles - your cards from that pile are better. It had to be just your cards, because people are stingy. So, 6 copies of each token, in 6 colors to handle 6 players.

So I made cards for the mat, initially the Castle mat, and cards that produced tokens, initially one-shot kingdom cards (plus a few other kinds of uses for tokens). And a good time was had by all.

I was playtesting irl, but it seemed good to also have some external playtesters. My old playtesters mostly just played online, which wouldn't be possible this time, but a few had physical copies. So I let some of them know. I also looked on for people who might playtest. I already had Matthew Engel, who had playtested PrincePrince.jpg. Now there were two things I wanted out of new people: playing ability, and owning the physical game. As it happened there had recently been a tournament, and there was a thread talking about a meet-up in Chicago. I looked for people who did well in the tournament who also said they had a copy of the game in the Chicago thread, and invited three people. So somehow, being willing to go to Chicago upped your chances of me asking you to playtest.

Wei-Hwa Huang alerted Doug Zongker to the existence of the new set, and Doug offered to program the set on isotropic for us. This was fantastic; you get way more testing done online, since it goes so fast and you can do it whenever. Since we could play online, I invited a few more people from dominionstrategy, this time based just on playing ability.

The mat worked great, the tokens were exciting, the new duration cards compelling. One day, real-life playtester Kevin White said, man the tokens took a while to get. You buy the one-shot, eventually shuffle it in and draw it, then play it and finally you have the token. Couldn't they be faster? Now they could have just been when-gain one-shots, a concept I tried out previously in Hinterlands. But if you trash a card when you gain it, well, why have the card? It's not doing anything except limiting how many times you can do this. You could just buy the token directly. That immediately sounded awesome. And then, if you can buy tokens directly, why not pay for other things? And thus the set got Events. And I needed new kingdom cards to replace the ones that turned into Events, and I needed more Events so there would be lots of Events.

Initially I had no flavor concept beyond, maybe it's Seaside-ish. Later I had to actually focus the set's flavor. I tried a "castle" theme, because of the Castle mat, but it just felt like generic Dominion. Then I tried Adventures and well these stories aren't all interesting. I changed the Castle mat to a Tavern mat to tie in with adventures in its mild way. And I made some cards specifically to pursue the Adventures flavor. Dominion doesn't have a lot of "top-down" cards but it did get a few this time.

The set ballooned. With 20 Events and 8 upgrades eating up 60 cards, the options are to have fewer kingdom cards than usual, or more. I'm weak; I went for more. So the final set is 400 cards plus the mats and tokens.

* Outtakes *

I tried some old ideas that it seemed time to try. For a while there was a card that trashed another card for a mix of +1's equal to its cost. Then it didn't include +Card. Then I tried a mix of +Cards and +Actions, and then a straight, trash for +Buys card. Maybe there is something there, but not in this expansion. There was "Discard X SilverSilver.jpgs, +2X Cards." It somewhat survives as StorytellerStoryteller.jpg. I tried a Throne RoomThrone Room.jpg that replays a card in play. It's dead unless there's a card giving +1 Action or better. That seemed insurmountable. Then I tried it again briefly in the DiscipleDisciple.jpg slot. I had a draw-up-to-7 card that let you discard cards first. It was totally fine but we rarely bought it and other stuff seemed more worth doing. Near the beginning there was a super-LookoutLookout.jpg - +3 Cards +1 Action, trash a card, discard a card, put a card from your hand on your deck. It was beloved and also cwazy. I watered it down some and then got rid of it.

I tried a few old cards that seemed like they should get another chance, but which then failed again. One was an ExpandExpand.jpg that hit the top of your deck, and could put the gained card back there. It always seemed reasonable to me, but no-one liked it. Intrigue had had gain a SilverSilver.jpg to hand, reveal the top card of your deck, if it's SilverSilver.jpg trash this. I tried a new version here: +$2, Gain 2 SilverSilver.jpgs, reveal top, if it's SilverSilver.jpg trash this and gain a DuchyDuchy.jpg. It was the kind of thing that casual players might turn out to adore but which playtesters tend not to. In some sense it lives on as Treasure TroveTreasure Trove.jpg.

I tried an Action-Victory card that was cost $5, trash a card from your hand, worth 13 VP minus 1 VP per 2 cards in your deck. "What huh," I hear you say. We had some fun playing around with it but it was too hard making it be fair but not awful both in 2-player games and 4-player games. Some versions could trash cards from supply piles, an old concept that has never worked out. When I was giving up on this, I tried a Victory card that was worth 1 VP per EstateEstate.jpg or GoldGold.jpg you had, whichever was less. This was an old idea that I planned to try if I ever needed another VP card. It's uh not awful. It had no special joy though. Briefly I tried an Action-Victory card that put a card on your mat, and was worth VP based on the number of cards there. It just didn't give a new-enough experience; there's IslandIsland.jpg. It sounded like it would be a strategy but it usually wasn't, it was usually IslandIsland.jpg but maybe not worth the 2 VP. I tried a VP card that rewarded you for having the most of something, and stopped the game from ending until its pile was empty; man, who has the time to empty an extra pile these days. I tried a VP card that wanted you to have 3+ of as many cards as possible; it wasn't the same as FairgroundsFairgrounds.jpg but didn't have a good new feeling. I tried 1 VP per copy you have of the Action card you have the 2nd most copies of - you want a lot of two things. Man there isn't much to say about any of these. I tried a bunch of Victory cards, and in the end there's just Distant LandsDistant Lands.jpg, which I had for most of the time, but I like it so hooray.

A MoatMoat.jpg that worked from the Tavern mat did not work out; I did do ChampionChampion.jpg though. There was a Reserve card that let you put cards on the Tavern mat when you gained them; just putting all of your VP on the Tavern mat was not really good times. I had a Reserve card that gave +1 Buy; it sounds totally worth having but it didn't work out. If it's just +1 Buy it's not enough; if it's more, you call it when you don't even care about the +1 Buy. I had the Reserve RemodelRemodel.jpg-on-gain that turned into TransmogrifyTransmogrify.jpg.

I tried a few versions of a ThiefThief.jpg variant as a Duration card. They trash a Treasure other than CopperCopper.jpg from play when they buy a card. It didn't work out. Then I tried a discard Attack that hit them at the start of their Buy phase. It's kind of interesting; it punishes you for not playing Actions, and also hurts a draw-your-whole-deck thing that ends up with its 7 CopperCopper.jpgs. But uh in practice it was a dud.

In the AmuletAmulet.jpg slot, I tried a Duration card that gave the other players a bonus of your choice at the start of their intervening turns - +1 Action or +$1. I liked it in theory.

I tried a Treasure - Duration. To not be wonky with cards like CounterfeitCounterfeit.jpg, it had to have an "if this is in play" clause on the next turn's +$2. That looks weird though. So then it had the penalty of leaving play if someone bought a ProvinceProvince.jpg, which gave the "if this is in play" part meaning. Then it got a bonus instead, you could discard it from play to MoatMoat.jpg one Attack. And well. It was a dud, it showed up at the bottom of people's lists of cards sorted by how much they liked them. I did better Treasures.

Another Duration card that was around for a while gave out GoldGold.jpgs to people who bought the right type of card. You named a type, you know, and it worked for you on two turns but only on one turn for them. It's fun naming the type, trying to make it hard on the other players. I liked the friendly interaction. But in multiples it just scripted games; you did what the card told you to.

I tried a drastically simpler variation on the PeasantPeasant.jpg concept, where playing a card got you a token, or you traded in the card and 3 tokens for a particular card costing $5, different each game. It was fine but didn't seem worth the tokens.

When I introduced the -1 Card token, it was on a card that just gave +$2 and gave out the token and cost $3. It was somewhat like Fortune TellerFortune Teller.jpg; only, as with Bridge TrollBridge Troll.jpg being a CutpurseCutpurse.jpg that never misses, it was a Fortune TellerFortune Teller.jpg that never missed. It moved to SoldierSoldier.jpg and then I did RelicRelic.jpg instead.

I very briefly tried several other tokens that went on piles. There was adding "Gain a SilverSilver.jpg" to a card, adding conventional trashing (rather than PlanPlan.jpg's when-buy approach), there was "comes with a cheaper card" and "trash it and get an action costing $3 more." I tried "worth 1 VP;" it just didn't play well. You have to charge a lot for it and then it's just a ProvinceProvince.jpg that doesn't go in your deck that you can only buy one of.

Turning a card into a WitchWitch.jpg has a certain charm but I never tried it, I wanted to go light on WitchWitch.jpges. "Draw plus discard" makes you worry about timing more than an ideal amount. "Play it twice and trash it" sounded interesting but didn't play nice with too much of the set. Stuff like "+1 Card the first time you play one of these each turn" just doesn't translate well to a token; the tokens want to be small and clear. I considered shared tokens that modified piles, but people are stingy.

There was an Event that shuffled all but 5 cards from your discard pile into your deck. A version of a concept that never worked in Hinterlands, unless you count innInn.jpg. It was no good but I added ChancellorChancellor.jpg to it, Matthew's suggestion; ChancellorChancellor.jpg had been another dud Event that had died much earlier. So then that was in the set for a while, being an obvious dud, and then AlmsAlms.jpg replaced it, hooray.

I tried an Event that attacked you if you didn't buy it. It just drained $1 each turn (it did give +1 Buy) or else trashed your top card, giving you a cheaper card of the same type or a CurseCurse.jpg. It seemed like a neat direction to go in but well. We have an established game here, established fans, and they are not so fond of attacks that they want the game hitting them every turn. It was pretty oppressive.

I had an Event that moved a +$2 cost token that affected everyone. Man I think we got in one game of that. And we tried an Event that moved everyone's -$2 cost token at once; it was okay, in a pinch I could have used it. I tried a SalvagerSalvager.jpg - +1 Buy, trash an Action for +$1 per $1 it cost (only, the Event itself cost $1). You use that on the last turn of the game and that's it. I tried a variant of QuestQuest.jpg that required trashing but gained DuchiesDuchy.jpg, that was also just used on your last turn.

Phew. Well there were an endless number of cards and also an endless number of outtakes, and now you know about them.

[edit] Retrospective

...In retrospect I don't like how many different tokens Adventures has, it's annoying pawing through them looking for the boot or whatever. I should have tried to get more use out of a smaller set of tokens. But, with that approach, that kind of thing in the future is okay.

[edit] Does Adventures have power creep?

I don't think there's a power creep issue with Adventures.

Nothing pushes for power creep in Dominion - it won't sell sets, it's not good for the game. Designing cards doesn't entail fighting it. It's something with no reason to have it and I'm not trying to. So there's no reason to expect it and I don't see it.

What power level should cards be? This depends on how fast you want the game to be, and how much luck you want it to have. The more powerful the cards are, the faster the game and the more luck. I aim for a power level that gives a game length and luck amount I like.

Once you've established a good power level, ideally all cards are close to it. If a card is too weak, you don't play with it; if it's too strong, you don't play with other cards.

There are some caveats:

  • It's nice once in a while to have an extra-narrow card, so that you can have the joy of winning with a card you usually can't win with. Originally I thought maybe 1 in 25 cards; now I think more like 1 in 100.
  • Some cards only compete within their category, or only with certain categories. A strong trasher makes you not buy the weaker trasher, and may shut out a weak card that pushes a non-trashing strategy, but may still leave you interested in a weak card-drawer (that's as good as the table offers).
  • Some categories are historically imperfect, in a way that I can't completely fix. I can make new cards weaker but don't want to make new cards that can never compete in those categories.
  • Cards can't have identical power levels; something will be the strongest in its category.

The main set and IntrigueIntrigue.jpg both have more duds than later sets; SeasideSeaside.jpg has more duds than later sets, but not as many as those two. Power creep isn't about the weakest cards though, it's about the strongest cards. These sets have some of the strongest cards in the game.

Events do not have the same power level issues as kingdom cards. They affect game length and luck, and how good the 10 cards are, but strong Events can still leave everything playable. Like, maybe it feels like AlmsAlms.jpg must be too strong, since you're likely to buy it at some point in any game with it. But it's entirely dependent on the 10 cards; it spices up the game while letting you play with whatever showed up. Ultimately it lets us have a fun game of Dominion, and it's okay that it improves things for everyone. It nudges the game length and luck level but not at the expense of kingdom cards.

So then, when I look through Adventures, I see all these sweet cards, cards which I expect to see a fair amount of play, which are not duds, but which are not the tops in their categories. Swamp HagSwamp Hag.jpg isn't the strongest WitchWitch.jpg and RatcatcherRatcatcher.jpg isn't the best trasher and so on. If we randomly divided cards up we would expect Adventures to have a few of the strongest cards, and maybe it does, but it's no outlier.

[edit] Recommended sets of 10

[edit] Adventures only

Gentle Intro [images]
Amulet Distant Lands Dungeon Duplicate Giant
Amulet.jpg Distant Lands.jpg Dungeon.jpg Duplicate.jpg Giant.jpg
Hireling.jpg Port.jpg Ranger.jpg Ratcatcher.jpg Treasure Trove.jpg
Hireling Port Ranger Ratcatcher Treasure Trove
Landscapes and Additional Cards
Scouting Party
Scouting Party.jpg
Expert Intro [images]
Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie
Caravan Guard.jpg Coin of the Realm.jpg Haunted Woods.jpg Lost City.jpg Magpie.jpg
Peasant.jpg Raze.jpg Swamp Hag.jpg Transmogrify.jpg Wine Merchant.jpg
Peasant Raze Swamp Hag Transmogrify Wine Merchant
Landscapes and Additional Cards
Mission Plan
Mission.jpg Plan.jpg

[edit] Adventures & Dominion

Level Up [images]
Market Merchant Militia Throne Room Workshop
Market.jpg Merchant.jpg Militia.jpg Throne Room.jpg Workshop.jpg
Dungeon.jpg Gear.jpg Guide.jpg Lost City.jpg Miser.jpg
Dungeon Gear Guide Lost City Miser
Landscapes and Additional Cards
Son of Size Distortion [images]
Bandit Bureaucrat Gardens Moneylender Witch
Bandit.jpg Bureaucrat.jpg Gardens.jpg Moneylender.jpg Witch.jpg
Amulet.jpg Duplicate.jpg Giant.jpg Messenger.jpg Treasure Trove.jpg
Amulet Duplicate Giant Messenger Treasure Trove
Landscapes and Additional Cards
Bonfire Raid
Bonfire.jpg Raid.jpg

[edit] Adventures & Intrigue

Royalty Factory [images]
Bridge Troll Duplicate Page Raze Royal Carriage
Bridge Troll.jpg Duplicate.jpg Page.jpg Raze.jpg Royal Carriage.jpg
Conspirator.jpg Courtier.jpg Harem.jpg Nobles.jpg Swindler.jpg
Conspirator Courtier Harem Nobles Swindler
Landscapes and Additional Cards
Masters of Finance [images]
Artificer Distant Lands Gear Transmogrify Wine Merchant
Artificer.jpg Distant Lands.jpg Gear.jpg Transmogrify.jpg Wine Merchant.jpg
Bridge.jpg Pawn.jpg Shanty Town.jpg Steward.jpg Upgrade.jpg
Bridge Pawn Shanty Town Steward Upgrade
Landscapes and Additional Cards
Ball Borrow
Ball.jpg Borrow.jpg

[edit] Adventures & Seaside

Prince of Orange [images]
Astrolabe Caravan Fishing Village Merchant Ship Sailor
Astrolabe.jpg Caravan.jpg Fishing Village.jpg Merchant Ship.jpg Sailor.jpg
Amulet.jpg Dungeon.jpg Haunted Woods.jpg Page.jpg Swamp Hag.jpg
Amulet Dungeon Haunted Woods Page Swamp Hag
Landscapes and Additional Cards
Gifts and Mathoms [images]
Blockade Haven Sailor Salvager Smugglers
Blockade.jpg Haven.jpg Sailor.jpg Salvager.jpg Smugglers.jpg
Bridge Troll.jpg Caravan Guard.jpg Hireling.jpg Lost City.jpg Messenger.jpg
Bridge Troll Caravan Guard Hireling Lost City Messenger
Landscapes and Additional Cards
Expedition Quest
Expedition.jpg Quest.jpg

[edit] Adventures & Alchemy

Haste Potion [images]
Magpie Messenger Port Royal Carriage Treasure Trove
Magpie.jpg Messenger.jpg Port.jpg Royal Carriage.jpg Treasure Trove.jpg
Apprentice.jpg Scrying Pool.jpg Transmute.jpg University.jpg Vineyard.jpg
Apprentice Scrying Pool Transmute University Vineyard
Landscapes and Additional Cards
Potion Plan
Potion.jpg Plan.jpg
Cursecatchers [images]
Amulet Bridge Troll Caravan Guard Peasant Ratcatcher
Amulet.jpg Bridge Troll.jpg Caravan Guard.jpg Peasant.jpg Ratcatcher.jpg
Apothecary.jpg Familiar.jpg Golem.jpg Herbalist.jpg Philosopher's Stone.jpg
Apothecary Familiar Golem Herbalist Philosopher's Stone
Landscapes and Additional Cards
Potion Save Trade
Potion.jpg Save.jpg Trade.jpg

[edit] Adventures & Prosperity

Last Will and Monument [images]
Bishop Collection Magnate Monument Vault
Bishop.jpg Collection.jpg Magnate.jpg Monument.jpg Vault.jpg
Coin of the Realm.jpg Dungeon.jpg Messenger.jpg Relic.jpg Treasure Trove.jpg
Coin of the Realm Dungeon Messenger Relic Treasure Trove
Landscapes and Additional Cards
Platinum Colony Inheritance
Platinum.jpg Colony.jpg Inheritance.jpg
Think Big [images]
Expand Hoard King's Court Peddler War Chest
Expand.jpg Hoard.jpg King's Court.jpg Peddler.jpg War Chest.jpg
Distant Lands.jpg Giant.jpg Hireling.jpg Miser.jpg Storyteller.jpg
Distant Lands Giant Hireling Miser Storyteller
Landscapes and Additional Cards
Platinum Colony Ball Ferry
Platinum.jpg Colony.jpg Ball.jpg Ferry.jpg

[edit] Adventures & Cornucopia

The Hero's Return [images]
Artificer Miser Page Ranger Relic
Artificer.jpg Miser.jpg Page.jpg Ranger.jpg Relic.jpg
Fairgrounds.jpg Farming Village.jpg Horse Traders.jpg Jester.jpg Menagerie.jpg
Fairgrounds Farming Village Horse Traders Jester Menagerie
Landscapes and Additional Cards
Travelling Fair
Travelling Fair.jpg
Seacraft and Witchcraft [images]
Peasant Storyteller Swamp Hag Transmogrify Wine Merchant
Peasant.jpg Storyteller.jpg Swamp Hag.jpg Transmogrify.jpg Wine Merchant.jpg
Fortune Teller.jpg Hamlet.jpg Horn of Plenty.jpg Tournament.jpg Young Witch.jpg
Fortune Teller Hamlet Horn of Plenty Tournament Young Witch
Landscapes and Additional Cards
Bane pile:
Ferry Seaway
Guide.jpg Ferry.jpg Seaway.jpg

[edit] Adventures & Hinterlands

Traders and Raiders [images]
Haunted Woods Lost City Page Port Wine Merchant
Haunted Woods.jpg Lost City.jpg Page.jpg Port.jpg Wine Merchant.jpg
Berserker.jpg Guard Dog.jpg Haggler.jpg Spice Merchant.jpg Trader.jpg
Berserker Guard Dog Haggler Spice Merchant Trader
Landscapes and Additional Cards
Journeys [images]
Bridge Troll Distant Lands Giant Guide Ranger
Bridge Troll.jpg Distant Lands.jpg Giant.jpg Guide.jpg Ranger.jpg
Cartographer.jpg Crossroads.jpg Highway.jpg Inn.jpg Trail.jpg
Cartographer Crossroads Highway Inn Trail
Landscapes and Additional Cards
Expedition Inheritance
Expedition.jpg Inheritance.jpg

[edit] Adventures & Dark Ages

Cemetery Polka [images]
Amulet Caravan Guard Hireling Peasant Relic
Amulet.jpg Caravan Guard.jpg Hireling.jpg Peasant.jpg Relic.jpg
Graverobber.jpg Marauder.jpg Procession.jpg Rogue.jpg Wandering Minstrel.jpg
Graverobber Marauder Procession Rogue Wandering Minstrel
Landscapes and Additional Cards
Ruins Shelters Alms
Abandoned Mine.jpg Shelters.jpg Alms.jpg
Groovy Decay [images]
Dungeon Haunted Woods Ratcatcher Raze Transmogrify
Dungeon.jpg Haunted Woods.jpg Ratcatcher.jpg Raze.jpg Transmogrify.jpg
Cultist.jpg Death Cart.jpg Fortress.jpg Knights.jpg Rats.jpg
Cultist Death Cart Fortress Knights Rats
Landscapes and Additional Cards
Ruins Shelters Lost Arts Pathfinding
Abandoned Mine.jpg Shelters.jpg Lost Arts.jpg Pathfinding.jpg

[edit] Adventures & Guilds

Spendthrift [images]
Artificer Gear Magpie Miser Storyteller
Artificer.jpg Gear.jpg Magpie.jpg Miser.jpg Storyteller.jpg
Doctor.jpg Masterpiece.jpg Merchant Guild.jpg Soothsayer.jpg Stonemason.jpg
Doctor Masterpiece Merchant Guild Soothsayer Stonemason
Landscapes and Additional Cards
Lost Arts
Lost Arts.jpg
Queen of Tan [images]
Coin of the Realm Duplicate Guide Ratcatcher Royal Carriage
Coin of the Realm.jpg Duplicate.jpg Guide.jpg Ratcatcher.jpg Royal Carriage.jpg
Advisor.jpg Butcher.jpg Candlestick Maker.jpg Herald.jpg Journeyman.jpg
Advisor Butcher Candlestick Maker Herald Journeyman
Landscapes and Additional Cards
Pathfinding Save
Pathfinding.jpg Save.jpg

[edit] Adventures & Empires

Area Control [images]
Capital Catapult Charm Crown Farmers' Market
Capital.jpg Catapult.jpg Charm.jpg Crown.jpg Farmers' Market.jpg
Coin of the Realm.jpg Page.jpg Relic.jpg Treasure Trove.jpg Wine Merchant.jpg
Coin of the Realm Page Relic Treasure Trove Wine Merchant
Landscapes and Additional Cards
Banquet Keep
Banquet.jpg Keep.jpg
No Money No Problems [images]
Archive Encampment Royal Blacksmith Temple Villa
Archive.jpg Encampment.jpg Royal Blacksmith.jpg Temple.jpg Villa.jpg
Dungeon.jpg Duplicate.jpg Hireling.jpg Peasant.jpg Transmogrify.jpg
Dungeon Duplicate Hireling Peasant Transmogrify
Landscapes and Additional Cards
Mission Bandit Fort
Mission.jpg Bandit Fort.jpg

[edit] Adventures & Nocturne

Monster Mash [images]
Conclave Guardian Pixie Vampire Werewolf
Conclave.jpg Guardian.jpg Pixie.jpg Vampire.jpg Werewolf.jpg
Bridge Troll.jpg Giant.jpg Messenger.jpg Ratcatcher.jpg Storyteller.jpg
Bridge Troll Giant Messenger Ratcatcher Storyteller
Landscapes and Additional Cards
Boons Hexes Quest
Boon-back.jpg Hex-back.jpg Quest.jpg
Lost in the Woods [images]
Blessed Village Druid Fool Sacred Grove Tracker
Blessed Village.jpg Druid.jpg Fool.jpg Sacred Grove.jpg Tracker.jpg
Caravan Guard.jpg Guide.jpg Haunted Woods.jpg Hireling.jpg Ranger.jpg
Caravan Guard Guide Haunted Woods Hireling Ranger
Landscapes and Additional Cards
Boons Pilgrimage
Boon-back.jpg Pilgrimage.jpg
Boons for Druid
The Sky's Gift The Field's Gift The Sea's Gift
The Sky's Gift.jpg The Field's Gift.jpg The Sea's Gift.jpg

[edit] Adventures & Renaissance

Progress [images]
Experiment Improve Recruiter Seer Silk Merchant
Experiment.jpg Improve.jpg Recruiter.jpg Seer.jpg Silk Merchant.jpg
Hireling.jpg Ranger.jpg Raze.jpg Swamp Hag.jpg Transmogrify.jpg
Hireling Ranger Raze Swamp Hag Transmogrify
Landscapes and Additional Cards
Training Piazza
Training.jpg Piazza.jpg
Once Upon a Time [images]
Acting Troupe Lackeys Priest Sculptor Spices
Acting Troupe.jpg Lackeys.jpg Priest.jpg Sculptor.jpg Spices.jpg
Distant Lands.jpg Duplicate.jpg Haunted Woods.jpg Royal Carriage.jpg Storyteller.jpg
Distant Lands Duplicate Haunted Woods Royal Carriage Storyteller
Landscapes and Additional Cards
Ferry Innovation
Ferry.jpg Innovation.jpg

[edit] Adventures & Menagerie

Horse Feathers [images]
Destrier Displace Falconer Sleigh Stockpile
Destrier.jpg Displace.jpg Falconer.jpg Sleigh.jpg Stockpile.jpg
Magpie.jpg Ranger.jpg Ratcatcher.jpg Relic.jpg Royal Carriage.jpg
Magpie Ranger Ratcatcher Relic Royal Carriage
Landscapes and Additional Cards
Pilgrimage Way of the Ox
Pilgrimage.jpg Way of the Ox.jpg
Sooner or Later [images]
Barge Gatekeeper Groom Mastermind Village Green
Barge.jpg Gatekeeper.jpg Groom.jpg Mastermind.jpg Village Green.jpg
Amulet.jpg Caravan Guard.jpg Dungeon.jpg Giant.jpg Raze.jpg
Amulet Caravan Guard Dungeon Giant Raze
Landscapes and Additional Cards
Toil Mission
Toil.jpg Mission.jpg

[edit] Adventures & Allies

Adventures in Pickpocketing [images]
Augurs Bauble Innkeeper Modify Specialist
Augurs.jpg Bauble.jpg Innkeeper.jpg Modify.jpg Specialist.jpg
Artificer.jpg Duplicate.jpg Lost City.jpg Miser.jpg Treasure Trove.jpg
Artificer Duplicate Lost City Miser Treasure Trove
Landscapes and Additional Cards
Mission Gang of Pickpockets
Mission.jpg Gang of Pickpockets.jpg
Future Perfect [images]
Forts Marquis Sentinel Skirmisher Sycophant
Forts.jpg Marquis.jpg Sentinel.jpg Skirmisher.jpg Sycophant.jpg
Caravan Guard.jpg Gear.jpg Haunted Woods.jpg Port.jpg Transmogrify.jpg
Caravan Guard Gear Haunted Woods Port Transmogrify
Landscapes and Additional Cards
Seaway Market Towns
Seaway.jpg Market Towns.jpg

[edit] Adventures & Plunder

Set Sail [images]
Figurine First Mate Fortune Hunter Mapmaker Search
Figurine.jpg First Mate.jpg Fortune Hunter.jpg Mapmaker.jpg Search.jpg
Artificer.jpg Distant Lands.jpg Port.jpg Ratcatcher.jpg Treasure Trove.jpg
Artificer Distant Lands Port Ratcatcher Treasure Trove
Landscapes and Additional Cards
Trait for Artificer
Patient.jpg Ferry.jpg
Rush Job [images]
Quartermaster Secluded Shrine Stowaway Swamp Shacks Tools
Quartermaster.jpg Secluded Shrine.jpg Stowaway.jpg Swamp Shacks.jpg Tools.jpg
Coin of the Realm.jpg Gear.jpg Haunted Woods.jpg Hireling.jpg Wine Merchant.jpg
Coin of the Realm Gear Haunted Woods Hireling Wine Merchant
Landscapes and Additional Cards
Trait for Wine Merchant
Shy.jpg Rush.jpg

Cards $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
Combos and Counters Counting House/Travelling FairRoyal Carriage/Bridge
Other concepts DurationReserveTokensTraveller
Dominion Products
Sets DominionIntrigueSeasideAlchemyProsperityCornucopia & GuildsHinterlandsDark AgesAdventures • EmpiresNocturneRenaissanceMenagerieAlliesPlunderRising SunPromo
Collections Big BoxSpecial Edition (German) • Alchemy & Cornucopia (Japanese, German, Dutch)
Accessories Base CardsUpdate PacksPlay Mat • Base Cards MatCollectors CaseDominion Chest
Retired Products CornucopiaGuilds
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