Charm

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Charm
Info
Cost $5
Type(s) Treasure
Kingdom card? Yes
Set Empires
Illustrator(s) Marco Morte
Card text
Choose one: +1 Buy and +$2; or the next time you gain a card this turn, you may also gain a differently named card with the same cost.

Charm is a Treasure card from Empires. It can be used as a gainer, if there are differently-named cards with the same cost that you want; otherwise, you can use it as a Silver with +Buy.

FAQ

Unofficial FAQ (2022)

  • These are cumulative, and each Charm does not have to gain a different card, just a different card from the one whose gain triggered the Charms' effect.
  • For example if you play two Charms and then gain a Forum, the Charms could gain you two Duchies.
  • If the next card you gain triggers other on-gain effects, you can choose the order of those effects and the additional card you gain from Charm. For example if you play Charm, choosing to gain an extra card, and then gain Villa, you may put the Villa in your hand, get +1 Action, and return to your Action phase either before or after gaining an additional card costing $4.
  • The costs have to be identical; for example if you play Charm and buy Overlord, you can gain City Quarter, which also costs 8D, but not Fortune, which costs $88D.

Other rules clarifications

  • As a result of errata in 2022, Charm's gain effect activates the next time you gain something, regardless of whether you gained a card by buying it or some other way (e.g. War Chest or Advance).
  • If the next card you gain changes its own cost, that can affect what Charm can gain. For example, if you play 2 Charms (both choosing the 2nd option) and then gain a $6-cost Destrier, the first Charm gains a $5-cost card, and the second Charm gains a $4-cost card.
  • If you gain a Knight, Charm can gain the next Knight from the pile (unless either of them are Sir Martin).
  • If you gain a Charm, play it with Mining Road, and choose the 2nd option, Charm won't trigger off of its own gain (it will trigger off your next gain).

Deprecated official FAQ (2021)

  • These are cumulative, and each Charm does not have to gain a different card, just a different card from the one bought.
  • For example if you play two Charms and buy a Forum, you could gain two Duchies.
  • The card gained from Charm is gained before gaining the card you bought, which may matter when cards do things when gained.
  • For example if you buy Villa and gain Rocks via Charm, you will first gain a Silver to your deck due to Rocks, then get +1 Action and return to your Action phase due to Villa.
  • The costs have to be identical; for example if you play Charm and buy Overlord, you can gain City Quarter, which also costs 8D, but not Fortune, which costs $88D.
Deprecated rules clarifications (up until 2021)
  • If the card you buy changes its own cost, that can affect which card Charm can gain. So if you play 2 Charms and then buy a Destrier for $6, then the first Charm gains a card costing $6, and the second charm gains a card costing $5.
  • Charm gains you a card before you gain the card you actually bought. This means that if you buy a Knight, you can't use Charm to gain the next Knight, because it hasn't been revealed yet at that point.

Strategy

In blue: These bars represent the amount of $ you’ll have after using Charm for its +1 Buy +$2 option.

In yellow: These bars represent the highest $ cost of both cards gained after using Charm for its extra gain option.

In red: The virtual total economy of your added cards while using Charm for its extra gain option. For instance, gaining two $5 cards is as if you had $10 and 2 Buys.

Charm is a flexible Treasure that gives you two options for planning out your gains during your Buy phase. The two options shape Charm into either a Silver with +Buy, or a gainer limited by the economy you’ve amassed this turn. Both options allow you to gain an extra card, which accelerates the building of your deck. Charm is best in Kingdoms where there are multiple desirable cards at the same pricepoint. A common case of this is two $5 cards, such as Journeyman and Bazaar. In this case, Charm is essentially generating $5 and a +Buy, provided you can hit $5 without using Charm for $2. Charm is usually best in engines that can support the large hand sizes needed to generate the $ required to hit those pricepoints without Charm’s help.

Charm is typically best in the mid- and late-game. In the opening and early-game when your deck is generating less $, you’re less likely to hit the desired pricepoints to use Charm as a gainer. If there are multiple desirable low-cost cards, however, Charm’s +Buy can be useful. In the endgame, it may be possible to gain multiple Duchies at once and possibly pileout by buying another $5 with multiple Charms in play. This may be particularly relevant in Kingdoms with Duke.

Charm is less powerful in Kingdoms with other sources of +Buy or gains, or without multiple desirable cards at the same pricepoint. A limiting factor of Charm’s extra gain option is that the gained card must be different than the one you bought. So at $4, for instance, you won’t be able to add two Conspirators. However, with more than one Charm played, you can gain multiple copies of the same card. If you want multiple Laboratories, for instance, with $5 from other sources, simply buy another $5 card (such as Charm itself), and each Charm in play can gain a Laboratory. Another weakness of Charm is that it’s reliant on the rest of your deck hitting the pricepoints necessary for it to be useful—in inconsistent decks Charm is less likely to be a good gainer, and in decks that need to use stop cards to generate $, Charm exacerbates draw issues. Charm may also be worse with cards that have buy order considerations, such as Fisherman.

Charm has a notable synergy with Prince. Buying a Prince allows you to gain another $8 card, which could be a Province. This can become an efficient way of scoring in a megaturn, in which you play many Charms and then gain as many Provinces as Charms you’ve played.

Versions

English versions

Print Digital Text Release Date
Charm Charm from Shuffle iT When you play this, choose one: +1 Buy and +$2; or the next time you buy a card this turn, you may also gain a differently named card with the same cost. Empires June 2016
Charm from Temple Gates Games Choose one: +1 Buy and +$2; or the next time you buy a card this turn, you may also gain a differently named card with the same cost. Empires (2021 printing)
Charm from Shuffle iT Choose one: +1 Buy and +$2; or the next time you gain a card this turn, you may also gain a differently named card with the same cost. Change when-buy to when-gain June 29, 2022

Other language versions

Language Name Print Digital Text Notes
Dutch Geluksbrenger
(lit. good-luck bringer)
Kies bij het spelen van deze kaart
één van deze 2:
+1 Aanschaf en +$2;
of de volgende keer dat je deze beurt
een kaart koopt, mag je daarnaast
een kaart met een andere naam met
dezelfde waarde pakken.
(2016)
Finnish Onnenkalu (lit. good-luck charm)
French Sort
(lit. magic spell)
French language Charm 2021 from Shuffle iT Lorsque vous jouez cette carte, choisissez : +1 Achat et +$2; ou la prochaine fois que vous achetez une carte à ce tour, vous pouvez aussi recevoir une carte différente de même coût.
German Zauber
(lit. magic spell)
German language Charm 2016 by ASS German language Charm 2021 from Shuffle iT Wenn du diese Karte ausspielst, wähle eins:
+1 Kauf und +$2
oder:
Wenn du in diesem Zug das nächste Mal eine Karte kaufst, darfst du eine weitere Karte mit gleichen Kosten aber anderem Namen nehmen.
(2016)
Zauber
(lit. magic spell)
German language Charm 2021 by ASS Wähle eins:
+1 Kauf und +$2
oder
wenn du in diesem Zug das nächste Mal eine Karte kaufst, darfst du zusätzlich eine Karte nehmen, die die gleichen Kosten aber einen anderen Namen hat.
2. Edition
(2021)
Zauber
(lit. magic spell)
German language Charm from Shuffle iT Wähle eins:
+1 Kauf und +$2
oder
wenn du das nächste Mal in diesem Zug eine Karte nimmst, darfst du zusätzlich eine Karte mit anderem Namen nehmen, die gleich viel kostet.
Japanese 御守り
(pron. omori, lit. amulet)
次のうち1つを選ぶ:「+$2+1 購入」 :「このターン、次にカードを購入するとき、 それと同コストの異なるカード1枚を獲得してもよい」。
Polish Klejnot
(lit. jewel)
Polish language Charm Kiedy zagrywasz tę kartę wybierz jedno: +1 zakup i +$2; albo kiedy następnym razem kupisz w tej turze kartę, możesz dodać kartę o innej nazwie i takim samym koszcie. (2017)
Russian Безделушка (pron. byezdyelushka, lit. trinket)

Trivia

Official card art.

The charm depicted is a Roman dodecahedron.

Secret History

This started out as a Treasure worth $2 that made cards you buy come with different cards at the same cost. We did crazy things with that for a while, then finally I looked at ways to weaken it. I tried several variations in rapid succession, that limited you to one gain per turn. There was one that gave you a $5 if you had at least $5 when you played it. The best was a Reaction version - a Treasure worth $2 and a Buy, can discard when gaining a card to gain a different card with the same cost. Discarding it gives you the potential to get loops, where you redraw it repeatedly; Dave Goldthorpe found some of these. So now it's a choose-one. It doesn't get to be a pretty yellow/blue card, but is pretty similar.


Cards 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Combos and Counters Capital/MandarinDonate/Market Square
Other concepts DebtGatheringSplit pilesVictory tokens
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)