Treasure

Treasure is a card type that may be played during a player's Buy phase. Most Treasures provide some + , and some Treasures have other effects as well. Unlike Action cards, any number of Treasure cards may be played in any order. Action cards that give + are not considered Treasures (unless under the effect of the Project Capitalism), and there were no Action–Treasure cards until Crown from Empires.
Treasure cards have yellow frames. There are five basic Treasure cards: Copper, Silver, and Gold, which are in the supply in every Dominion game; Potion, which is added when cards from Alchemy with in the cost are available; and Platinum, which may be added in games using Prosperity cards. Not counting removed cards, there are 51 Kingdom Treasure cards; the expansions with the greatest number of Kingdom Treasures are Plunder, with 14, and Prosperity, with 9. Diadem, Spoils, and Loot are special Treasures that may be gained from outside the Supply by the use of certain other cards or card-shaped things; Heirlooms are special Treasures that each replace a player's starting Copper when a particular Action card is in the kingdom.
The strategy of buying only Treasure cards and, in the endgame, Victory cards, is called Big Money. This may be the best strategy in some "weak" kingdoms, but is usually outclassed by adding a few Action cards to the Big Money deck, or by Action-heavy engine strategies.
Contents |
[edit] List of Treasure Cards
The cards in italics have been removed.
[edit] Basic
[edit] Kingdom
- Fool's Gold, Coin of the Realm, Ducat, Supplies, Bauble, Cage, Jewelled Egg
- Astrolabe, Loan, Anvil, Humble Castle, Stockpile
- Masterpiece
- Philosopher's Stone
- Investment, Quarry, Talisman, Tiara, Rocks, Abundance, Crucible, Gondola, Rope, Tools
- Collection, Contraband, Crystal Ball, Royal Seal, Venture, War Chest, Horn of Plenty, Cache, Cauldron, Ill-Gotten Gains, Counterfeit, Relic, Treasure Trove, Plunder, Capital, Charm, Crown, Idol, Scepter, Spices, Contract, Sunken Treasure, Buried Treasure, Figurine, Pendant, Pickaxe, Silver Mine, Stash
- Harem, Hoard, Sack of Loot
- Bank, King's Cache
- Fortune
[edit] Non-Supply
[edit] Heirlooms
[edit] Loots
- Amphora, Doubloons, Endless Chalice, Figurehead, Hammer, Insignia, Jewels, Orb, Prize Goat, Puzzle Box, Sextant, Shield, Spell Scroll, Staff, Sword
[edit] Cards that interact with Treasure cards
Cards in italics have been removed. Cards in bold interact with all Treasure cards, the others just interact with specific Treasures (usually Copper, Silver, Gold and/or Potion).
- Dominion: Merchant, Bureaucrat, Moneylender, Thief, Bandit, Mine, Adventurer
- Intrigue: Coppersmith, Ironworks, Courtier, Replace, Trading Post, Tribute
- Seaside: Cutpurse, Pirate Ship, Treasure Map, Corsair, Explorer, Pirate
- Alchemy: Herbalist, Transmute, Apothecary, Alchemist
- Prosperity: Anvil, Loan, Investment, Tiara, Charlatan, Counting House, Crystal Ball, Magnate, Mint, Mountebank, Rabble, Venture, Grand Market, Hoard, Bank
- Cornucopia: Bag of Gold, Trusty Steed, Farming Village
- Hinterlands: Fool's Gold, Tunnel, Jack of all Trades, Noble Brigand, Spice Merchant, Trader, Cache, Embassy, Ill-Gotten Gains, Mandarin, Stables
- Dark Ages: Poor House, Beggar, Squire, Forager, Market Square, Feodum, Ironmonger, Marauder, Bandit Camp, Count, Counterfeit, Sir Vander, Pillage
- Guilds: Masterpiece, Plaza, Taxman, Soothsayer
- Adventures: Treasure Hunter, Hero, Amulet, Magpie, Miser, Storyteller, Treasure Trove, Alms, Quest, Raid, Trade
- Empires: Royal Blacksmith, Encampment, Settlers, Haunted Castle, Catapult, Rocks, Fortune, Sacrifice, Crown, Legionary, Delve, Banquet, Wedding, Windfall, Conquest, Aqueduct, Bandit Fort, Fountain, Keep, Palace
- Nocturne: Monastery, Lucky Coin, Leprechaun, Devil's Workshop, Skulk, Crypt, Pooka, Tragic Hero, The Earth's Gift, The Mountain's Gift, The Sky's Gift, Bad Omens, Envious
, Fear, Greed, Locusts
- Renaissance: Ducat, Sculptor, Treasurer, Treasure Chest, Silos, Guildhall
- Menagerie: Camel Train, Scrap, Groom, Hostelry, Gatekeeper, Wayfarer, Gamble, Commerce, Reap, Enclave, Alliance, Way of the Camel, Way of the Rat
- Allies: Town Crier, Herb Gatherer, Acolyte, Territory, Courier, Highwayman, Hunter, Specialist
- Plunder: Secluded Shrine, Landing Party, Mining Road, Pendant, Silver Mine, Wealthy Village, King's Cache, Doubloons, Orb, Spell Scroll, Prepare, Prosper, Fortune Hunter, Maroon, Cutthroat, Trickster, Rich
- Promo: Black Market, Sauna, Governor
[edit] Card gallery
[edit] Basic
[edit] Kingdom
[edit] Non-Supply
[edit] Heirlooms
[edit] Loots
[edit] Removed Cards
[edit] Trivia
[edit] In other languages
- Czech: Peníze
- Dutch: Geld
- Finnish: Raha (lit. money)
- French: Trésor
- German: Geld (lit. money)
- Polish: Skarb
- Russian: Сокровище (pron. sokrovishshye)
[edit] What cards should be treasures?
- Horn of Plenty: + per action you have in play.
- Philosopher's Stone: +1 Buy, + per 4 cards in your deck.
- Quarry: + , actions cost less this turn.
- Diadem: + , return this to your hand.
The original Feast looks like an action Spoils but that isn't where Spoils comes from really.
Treasures should make money; I made an exception for a card that wanted to be played in the buy phase. They should feel like treasures - they make money, or, there's Horn of Plenty again, gain cards. They don't use an action, which affects power level.
I would lean towards making an action with "+1 Action, + " a treasure, if it didn't have reasons to not make it one, like "+1 Card" or another +1 Action. Candlestick Maker is an action though, and so was the version that gave + instead of a coin token.
Since other sets don't have that theme, they don't have treasures that do something when played unless there's a compelling reason for them. It's not that an action with +1 action could be a treasure; it has to want to be a treasure. Only one card has been tried both ways - Horn of Plenty was an action, and switched to being a treasure in order to count treasures you'd played (in the simplest way). Diadem, Ill-Gotten Gains, and Fool's Gold all do something when played just to let them be worth varying amounts. Spoils does something to be one-use. Counterfeit is specifically a Throne Room for treasures, it plays treasures and so naturally it's a treasure (while some people like that Black Market plays treasures in the action phase, it's too confusing to be worth doing again).
I am not seeing the +1 Action cards that want to be treasures. Obv. anything that also draws cards is unhappy to be a treasure. Forager could be a treasure that makes a variable amount. Rebuild has no reason to be a treasure. Bag of Gold sounds like a treasure, but makes ; even though Horn of Plenty is a treasure worth , that's not something to do for no good reason. Ruined Village for sure did not want to be a treasure.
So overall there's just Forager. I did not consider making Forager a treasure. I applied no rule of thumb; I just never considered it. It was an action and nothing said "wait let's think about this."