Treasure

From DominionStrategy Wiki
Revision as of 06:32, 13 September 2024 by Wikiwikiwiki (talk | contribs)
Jump to navigation Jump to search
Silver, a Treasure card.

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 P 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. Coronet, Huge Turnip, Spoils, and Loots 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.

List of Treasure Cards

The cards in italics have been removed.

Basic

Kingdom

Non-Supply

Heirlooms

Loots

Cards that interact with Treasure cards

These are cards that interacts with any Treasure card. For cards that only interact with a specific Treasure card, see the pages of the respective Treasure cards. Cards in italics have been removed.

Cards that play Treasures

These play an Treasure card or set aside an Treasure card to play at a later time.

Treasure gainers

These are gainers that can (only) gain Treasure cards.

Treasure trashers

These are trashers that can (only) trash Treasure cards.

Caring about cards being Treasures

These are affected by other cards being Treasures (without playing, gaining, or trashing them).

Other

Card gallery

Basic

Sort by Name

Kingdom

Sort by Name


Non-Supply

Heirlooms

Sort by Name

Loots

Sort by Name


Removed Cards

Sort by Name


Trivia

In other languages

  • Czech: Peníze
  • Dutch: Geld
  • Finnish: Raha (lit. money)
  • French: Trésor
  • German: Geld (lit. money)
  • Polish: Skarb
  • Russian: Сокровище (pron. sokrovishshye)

What cards should be treasures?

Treasures that started out as actions:

- Horn of Plenty: +$1 per action you have in play.

- Philosopher's Stone: +1 Buy, +$1 per 4 cards in your deck.

- Quarry: +$2, actions cost $1 less this turn.

- Diadem: +$2, 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 +$1 instead of a coin token.


Prosperity had a theme of treasures that did things. Originally many of them were "when you spend this," but that created questions that I could solve by going either to "when you play this" or "while this is in play."

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 $0; even though Horn of Plenty is a treasure worth $0, 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."


Dominion Card types
Basic types ActionTreasureVictoryCurse
Multi-expansion special types AttackDurationReactionCommand
Single-expansion special types PrizeRewardShelterRuinsLooterKnightReserveTravellerGatheringCastleNightHeirloomFateDoomSpiritZombieAugurClashFortLiaisonOdysseyTownsfolkWizardLootOmenShadow
Non-card types EventLandmarkBoonHexStateArtifactProjectWayAllyTraitProphecy