Talisman

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Talisman
Info
Cost $4
Type(s) Treasure
Kingdom card? Yes
Set Prosperity
Illustrator(s) Eric J Carter
Card text
$1
While you have this in play, when you buy a non-Victory card costing $4 or less, gain a copy of it.

Talisman is a Treasure card from Prosperity. It generates $1, like Copper, and allows you to gain a second copy of any cheap ($4 or less) non-Victory card that you buy.

It was removed from the second edition of Prosperity and replaced with Anvil. which is also a Treasure that works as a workshop-like gainer.

FAQ

Official FAQ (2020)

  • Each time you buy a non-Victory card costing $4 or less with this in play, you gain another copy of the bought card.
  • If there are no copies left, you do not gain one.
  • The gained card comes from the Supply and goes into your discard pile.
  • If you have multiple Talismans, you gain an additional copy for each one; if you buy multiple cards for $4 or less, Talisman applies to each one.
  • For example if you have two Talismans, four Coppers, and two Buys, you could buy Silver and Trade Route, gaining two more Silvers and two more Trade Routes.
  • Talisman only affects buying cards; it does not work on cards gained other ways, such as with Expand.
  • Talisman only cares about the cost of the card when you buy it, not its normal cost; so for example it can get you a Peddler if you have played two Actions this turn, thus lowering Peddler’s cost to $4, or can get you a Grand Market if you have a Quarry in play.

Other rules clarifications

  • When you buy a card from the Black Market deck, you do not get a second copy of it even if Talisman is in play, since there is no second copy in the Supply.
  • Talisman, like most other gainers, cannot be used to gain cards with P or D in their cost.
  • This checks the cost of a card when you buy it, even if it changes later. So if you buy a Fisherman for $2 and then gain a Sleigh with Charm, you will gain a second Fisherman, even though it now costs $5.

Strategy

Before it was removed, Talisman was a non-terminal but restricted gainer. It is at its best when you want many copies of cards within its price range. Typically, these will be strong non-terminals that are also not stop cards, so as to not stress your terminal space or draw. Cantrips and draw cards such as Worker's Village, Advisor, or Ironmonger are the most common examples of such. However, Talisman generally compares poorly to Workshop variants: any stop cards you gain with it come in multiples, you effectively have to spend a Buy to activate it, you cannot score with it by gaining Victory cards, and it does not enable gain-and-play. As such, Talisman is usually only worth gaining if the alternative options for additional gains are weak or nonexistent, and at least one desirable target is present.

One strength particular to Talisman is that its additional gains scale with your extra Buys. For example, if you have three Buys and sufficient $, a single Talisman can gain you three cards rather than one. Adding an additional Talisman would again greatly increase the total number of cards gained. Talisman is therefore more likely to be effective in Kingdoms with sources of +Buy, and situations in which you expect to have lots of $ and Buys. It also means that a few Talismans in your deck can drastically increase your pile control and the likelihood of a pileout, as Talisman is also easy to play multiple copies of (because it is a Treasure) and can gain itself quickly.

Similar to Workshop variants, Talisman synergizes with cost reduction. Even $1 of cost reduction is sufficient to make powerful $5 cards available, and Talisman is easy to use with cost-reduction cards even if they are terminal (like Bridge) or only apply in the Buy phase (like Quarry). Talisman also favorably interacts with Cavalry: buying Cavalry with Talisman in play draws you four cards and generates net +Buy. Talisman also synergizes with Tower—you can first empty the Talisman pile, then a sufficiently cheap non-terminal Kingdom card pile, then a third Kingdom pile, scoring significant VP in the process.

Versions

English versions

Print Digital Text Release Date
Talisman Talisman from Goko/Making Fun $1
While this is in play, when you buy a card costing $4 or less that is not a Victory card, gain a copy of it.
Prosperity October 2010
Talisman Talisman from Shuffle iT $1
While this is in play, when you buy a non-Victory card costing $4 or less, gain a copy of it.
Prosperity (2016 printing) February 2017
Talisman Talisman from Shuffle iT $1
While you have this in play, when you buy a non-Victory card costing $4 or less, gain a copy of it.
Prosperity (2020 printing) October 2020

Other language versions

Language Name Print Digital Text Notes
Chinese 幸運符 $1
當此卡在出牌區,當你購買一張價值$4以下的非分數卡,再獲得一張。
Czech Talisman
Dutch Talisman Dutch language Talisman $1
Zolang je deze kaart in het spel hebt en je koopt een kaart die $4 of minder kost en geen overwinningskaart is, pak dan nog een exemplaar van de gekochte kaart.
Finnish Talismaani
French Talisman
German Talisman German language Talisman 2010 by HiG $1
Wenn diese Karte im Spiel ist und du eine Karte kaufst, die $4 oder weniger kostet und keine Punktekarte ist, nimm dir eine weitere Karte mit gleichem Namen.
(2010)
German Talisman German language Talisman 2022 from Shuffle iT $1
Wenn du diese Karte im Spiel hast, wenn du eine Nicht-Punktekarte kaufst, die $4 oder weniger kostet, nimm davon eine gleiche.
(Nachdruck 2021)
Italian Talismano
Japanese 護符
(pron. gofu)
$1
これが場にある間、コスト$4以下の勝利点以外のカード1枚を購入するとき、それと同じカード1枚を獲得する。
Polish Talizman Polish language Talisman $1
Kiedy ta karta znajduje się grze, a ty kupujesz kartę koszcie 4 lub mniejszym, która nie jest kartą Zwycięstwa, dodaj dodatkową kopię zakupionej karty.
(2016)
Russian Талисман (pron. talisman)
Spanish Talismán

Trivia

Official card art.

Secret History

Originally this worked on victory cards; you only need to see so many games of Talisman/Gardens to give up on that. Also it cost $5 and only worked on one card per turn, via a "when you spend this" wording.

Retrospective

Talisman would be a lot more exciting if it could get VP cards somehow, but some people do like it as is. There might have been a good tweak there, dunno.


[Talisman]'s okay but I'm not thrilled with it. Yes it's better when Workshops can gain VP. It has a while-in-play which I don't like much these days, and overall is more complex than ideal for what it does.

Second Edition Removal

Talisman was okay, but was going to need two kinds of errata: not being a while-in-play, and not triggering on buys. At some point I thought, why not just replace it. It was borderline already.


This only left when I went up to 9 cards. It was going to get errata'd multiple ways, and it was nice to just replace it with something related.


Cards $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
Combos and Counters Bishop/FortressCounting House/Travelling FairGolden deck
Other concepts Victory 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 $6 Harem
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 Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • 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 (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • 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: Zombie ApprenticeZombie MasonZombie Spy) • 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)