Events are on-buy effects not attached to cards; players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the Supply. Events were introduced in Adventures, and revisited in Empires, Menagerie and Plunder
Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Events are not considered "cards" at all; any text referring to a "card" (such as instructions to "name a card", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.
There are 69 Events, including 1 promo, any number of which may be used in a game of Dominion, though Donald X. recommends not using more than two total Events, Landmarks, Projects, Ways and Traits. When choosing a random Kingdom, the Events may be shuffled into the randomizer deck; any Events that are dealt once 10 Kingdom cards have also been dealt will be included in the game.
 List of Events
- Triumph :
- Annex, Donate :
- Advance, Alms, Borrow, Delay, Desperation, Quest :
- Bury, Save :
- Avoid, Deliver, Delve, Gamble, Peril, Pursue, Ride, Rush, Scouting Party, Tax, Toil, Travelling Fair :
- Banquet, Bonfire, Enhance, Expedition, Ferry, Foray, Launch, March, Mirror, Plan, Prepare, Scrounge, Transport :
- Banish, Bargain, Invest, Journey, Maelstrom, Mission, Pilgrimage, Ritual, Salt the Earth, Seize the Day, :
- Wedding :
- Ball, Commerce, Demand, Raid, Seaway, Stampede, Summon, Trade, Windfall :
- Conquest, Looting, Lost Arts, Training :
- Inheritance, Reap :
- Enclave, Pathfinding :
- Alliance, Invasion, Populate, Prosper :
- Dominate :
 Official Rules
- Events are not Kingdom cards.
- In a player’s Buy phase, when a player can buy a card, they can buy an Event instead.
- Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event.
- The Event just stays on the table, the player does not take it; there is no way for players to gain one or end up with one in their decks.
- Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event.
- A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either order).
- The same Event can be bought multiple times in a turn if the player has the Buys and available to do it.
- Some Events give +Buys and so let the player buy further cards/Events afterwards.
- Players cannot play further Treasures that turn after buying an Event.
- Buying an Event is not buying a card and so does not trigger cards like [Swamp Hag†, Charm†, Haggler† nor Haggler].
- Costs of Events are not affected by cards like Bridge.
- Events, Landmarks, and Projects can be shuffled into the randomizer deck (despite having a different back).
- They are not part of the 10 Kingdom cards used in a game; when an Event, Landmark, or Project is turned over, put it on the table but keep turning over cards until you get 10 Kingdom cards. For normal play we recommend using no more than two total of Events, Landmarks, and Projects. Skip any further Event, Landmark, and Project cards turned over.
- Also skip Events, Landmarks, and Projects when using a randomizer card to determine whether or not to use Platinum/Colony (from Prosperity), or Shelters (from Dark Ages) in a game.
- Events, Landmarks, and Projects cannot be Young Witch's bane (from Cornucopia).
- Another approach some people may prefer is to shuffle Events, Landmarks, and Projects separately into their own randomizer deck, and always play with one or two of them.
 Card gallery
 In other languages
- Dutch: Gebeurtenis
- German: Ereignis
- Japanese: イベント (pron. ibento)
- Polish: Zdarzenie
- Russian: Событие (pron. sobytiye)
An Event is something you can buy in your Buy phase that isn't a card. You pay your , you use up a Buy, and something happens. They don't take up Kingdom card slots; you shuffle them into your randomizer deck, but when you deal out cards, keep going until you have 10 Kingdom cards. I recommend stopping at two Events, but it's up to you.
 Secret History
 Donald X.'s comments on other design issues
One issue is that some optional attacks are political. There's an Event that Militias, in a 4-player game. I could buy it. The player to my right just bought it, so I'd only be attacking Kevin. Well, is he winning? Another issue is, it's not so fun to be attacked every turn. It happens naturally eventually if you have enough players or you can draw your deck, but I don't want to push that, I want to delay it. Raid dodges these issues by having the upside be conditional, and by being bad. It's not like I want bad attacking Events though.I tried some other attack Events, including a Locusts attack in Adventures. They didn't work, and hey I didn't need them to. It was fine not to have any, and I managed Raid anyway. Attacks are hard, and Events didn't solve any problems they have.