Adventures

From DominionStrategy Wiki
Revision as of 19:11, 12 September 2024 by Flynd (talk | contribs) (Sort card gallery alphabetically.)
Jump to navigation Jump to search
Adventures
Info
Type Large Expansion
Icon
Cards 400
304 (30 sets)
30
6
Other Card(s)
Additional Material(s)  
  • 6 Tavern mats
  • 60 Tokens
Theme(s)
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.

Contents

Kingdom cards

There are 12 copies of Port.

Upgrade cards

Events

Additional materials

Mats

Tokens

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
  • Estate token

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.

Cards gallery

Kingdom cards

Traveller upgrades

Page progression

Peasant progression

Events

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 Gear. 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.

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 Amulet and Dungeon, are simply Duration variants of existing cards, while others are more exotic, like Bridge Troll and Haunted Woods. 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.

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.

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 Alms and Borrow, can completely change opening turns; others, like Lost Arts and Pathfinding, can add tokens to piles to make some truly powerful cards; others still are just plain weird, yet still compelling, such as Inheritance.

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.

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.

Theme

There are also 20 Events, 11 of which use tokens: Borrow, Ferry, Plan, Pilgrimage, Ball, Raid, Seaway, Lost Arts, Training, Inheritance, Pathfinding

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.

In other languages

  • Dutch: Avonturen
  • Finnish: Seikkailut
  • French: Aventures
  • German: Abenteuer (note: identical to the German name for Venture)
  • 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)

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.

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:

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.

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 Potion, 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 dominionstrategy.com for people who might playtest. I already had Matthew Engel, who had playtested Prince. 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 Silvers, +2X Cards." It somewhat survives as Storyteller. I tried a Throne Room 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 Disciple 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-Lookout - +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 Expand 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 Silver to hand, reveal the top card of your deck, if it's Silver trash this. I tried a new version here: +$2, Gain 2 Silvers, reveal top, if it's Silver trash this and gain a Duchy. 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 Trove.

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 Estate or Gold 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 Island. It sounded like it would be a strategy but it usually wasn't, it was usually Island 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 Fairgrounds 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 Lands, which I had for most of the time, but I like it so hooray.

A Moat that worked from the Tavern mat did not work out; I did do Champion 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 Remodel-on-gain that turned into Transmogrify.

I tried a few versions of a Thief variant as a Duration card. They trash a Treasure other than Copper 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 Coppers. But uh in practice it was a dud.

In the Amulet 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 Counterfeit, 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 Province, which gave the "if this is in play" part meaning. Then it got a bonus instead, you could discard it from play to Moat 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 Golds 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 Peasant 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 Teller; only, as with Bridge Troll being a Cutpurse that never misses, it was a Fortune Teller that never missed. It moved to Soldier and then I did Relic instead.

I very briefly tried several other tokens that went on piles. There was adding "Gain a Silver" to a card, adding conventional trashing (rather than Plan'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 Province that doesn't go in your deck that you can only buy one of.

Turning a card into a Witch has a certain charm but I never tried it, I wanted to go light on Witches. "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 inn. It was no good but I added Chancellor to it, Matthew's suggestion; Chancellor 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 Alms 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 Curse. 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 Salvager - +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 Quest that required trashing but gained Duchies, 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.

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.

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 Intrigue both have more duds than later sets; Seaside 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 Alms 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 Hag isn't the strongest Witch and Ratcatcher 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.


Recommended sets of 10

Adventures only

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

Adventures & Dominion

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

Adventures & Intrigue

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

Adventures & Seaside

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

Adventures & Alchemy

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

Adventures & Prosperity

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

Adventures & Cornucopia & Guilds

The Hero's Return [images]
Artificer Miser Page Ranger Relic
Carnival Farmhands Footpad Menagerie Shop
Landscapes and Additional Cards
Travelling Fair
Queen of Tan [images]
Duplicate Guide Ratcatcher Royal Carriage Transmogrify
Advisor Herald Journeyman Merchant Guild Young Witch
Landscapes and Additional Cards
Bane pile:
Coin of the Realm
Pathfinding Save

Adventures & Hinterlands

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

Adventures & Dark Ages

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

Adventures & Empires

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

Adventures & Nocturne

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

Adventures & Renaissance

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

Adventures & Menagerie

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

Adventures & Allies

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

Adventures & Plunder

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

Adventures & Rising Sun

Wanderers [images]
Amulet Caravan Guard Guide Hireling Miser
Imperial Envoy Litter Poet Ronin Tanuki
Landscapes and Additional Cards
Ball Flourishing Trade
Hero's Journey [images]
Artificer Distant Lands Dungeon Duplicate Page
Aristocrat Artist Kitsune Root Cellar Samurai
Landscapes and Additional Cards
Kintsugi Biding Time


First Edition Kingdoms


Cards $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
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