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'''Raider''' is a [[Night]]-[[Duration]]-[[Attack]] card from [[Nocturne]]. It's a [[handsize attack]] that forces other players to discard a card that you have in play.<br>
'''Raider''' is a [[Night]]-[[Duration]]-[[Attack]] card from [[Nocturne]]. It is a [[handsize attack]] that forces other players to discard a card that you have in play.
Raider is one of two Attack cards costing more than {{Cost|5}}, the other being {{Card|Goons}}.  
== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
Line 18: Line 17:
=== Other rules clarifications ===
=== Other rules clarifications ===
== Strategy ==
== Strategy ==
Raider is usually weak. The card mostly works like a {{Card|Gold}} that provides the economy on the next turn, and suffers from similar problems to {{Card|Gold}}. Specifically, both cards are expensive, inefficient [[stop card]]s, making them a liability to an [[engine]]’s reliability while also presenting a hefty [[opportunity cost]]. Additionally, Raider’s main advantage over {{Card|Gold}}—a [[handsize attack|discard attack]]—is fairly unlikely to affect your opponent significantly, as they may have the option to discard a weak card such as {{Card|Copper}} if you have one in play, while strong engines can often overcome the effect of having to discard one good card.


There is no strategy article for Raider yet. Feel free to add your thoughts below!
Raider may be useful in very weak [[Kingdom]]s that do not offer the ability to get [[deck control]] or set up a reliable engine and lack good [[payload]] options. In other words, Raider can be a good addition to decks that would otherwise use {{Card|Gold|Golds}}, since both cards have similar properties: Other than being stop cards, both Raider and {{Card|Gold}} cost {{Cost|6}}, generate {{Cost|3}} without using up [[terminal space]], and can be {{Card|Remodel|Remodeled}} into a {{Card|Province}} later. As an example, in [[money strategies]] that use [[terminal draw]], Raider may be useful as it is a [[Night]] card that cannot be drawn [[dead]] and does not compete for terminal space. It also offers a few minor synergies that {{Card|Gold}} does not, such as having three card types for {{Card|Courtier}} and generating {{Cost|3}} at the beginning of your turn for added reliability when drawing with {{Card|Storyteller}}.
 
Buying a Raider in scenarios where you would otherwise consider a {{Card|Gold}} can be worthwhile, though there are some differences to consider. Compared to {{Card|Gold}}, Raider’s main disadvantage is providing {{Cost}} more slowly. First, since the card is a [[Duration]] it can at most be played once every two turns. Second, the {{Cost}} generated is delayed to the turn after you play Raider, meaning Raider is slow to improve your deck when you first add it, and is problematic at the end of the game when you do not have a next turn. Additionally, the delayed {{Cost}} makes you more likely to overshoot {{Cost|8}} than you would be using a {{Card|Gold}}. In some Kingdoms Raider may be actively worse than {{Card|Gold}} due to interactions with certain Kingdom cards: for instance, as a Night card, it gets disabled by {{Card|Haunted Woods}} and it can’t be drawn with {{Card|Hunter}} or cloned with {{Card|Mint}} in the same way as {{Card|Gold}}. On the other hand, it fares better against effects such as {{Card|Bandit}} and {{Landmark|Bandit Fort}}. Additionally, in contrast to {{Card|Gold}}, it has an [[Attack]] which might ruin an opponent’s hand sometimes.
 
Raider’s Attack is usually unreliable. It can be more impactful against money strategies because having to discard a [[Treasure]] card can make the opponent miss a key pricepoint, while a reliable engine can often withstand the impact of having to discard a card.The main problem, however, is that your opponent can simply opt to discard a copy of the weakest card you have in play, which in many cases will be a {{Card|Copper}}. In order to force them to discard something better, you’d either have to opt not to play those {{Card|Copper|Coppers}} (possibly hurting your own economy) or have [[thinning|thinned]] them earlier (in which case, the availability of this option makes it significantly more likely the Kingdom offers deck control sufficient to build an engine which is itself unlikely to use Raider). On top of all this, you need to [[collision|collide]] Raider with the card you’re attempting to make your opponent discard. The attack’s unreliability is further compounded if you and your opponent are pursuing different cards for your strategies.  Occasionally, Raider’s attack can completely wreck your opponent’s turn if they cannot discard an excess {{Card|Copper}} or other card they don’t need and must instead discard a good card. One possible example is against a {{Card|Shepherd}}-based deck, which is likely to have a hand of a single {{Card|Shepherd}} and multiple [[Victory]] cards; discarding that {{Card|Shepherd}} will cause your opponent to [[dud]].
 
Raider can also work situationally with [[gain-and-play]]. For example, with {{Card|Wish|Wishes}} from {{Card|Magic Lamp}} if you don’t need another card (such as a {{Card|Gold}}) to reach {{Cost|8}} for a {{Card|Province}}, you can gain-and-play the Raider to slow your opponent down. Alternatively, if you are behind and need your opponent to dud in order to win, it may be worth it to gain-and-play a Raider.


== Versions ==
== Versions ==
=== English versions ===
=== English versions ===
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! Notes !! Release !! Date
! Print !! Digital !! Text !! Release !! Date
|-
|-
| {{CardVersionImage|Raider|Raider}} || {{CardVersionImage|RaiderDigital|Raider from Shuffle iT}} || Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can't). At the start of your next turn, +{{Cost|3}}. || Digital version has types in the wrong order. || Nocturne || November 2017
| {{CardVersionImage|Raider|Raider}} || {{CardLangVersionImage|d=s}} || style="padding:0px 15px;"| <p>Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can't).</p>At the start of your next turn, {{nowrap|+{{Cost|3}}.}} || Nocturne || November 2017
|}
|}


=== Other language versions ===
=== Other language versions ===
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
|-
!Dutch
!Dutch
| Plunderaar || || ||
| Plunderaar || || || ||  
|-
|-
!French
!French
| Razzia (lit. ''raid'') || || || Tous vos adversaires ayant au moins 5 cartes en main défaussent un exemplaire d'une carte que vous avez en jeu (ou montrent qu'ils ne peuvent pas). Au début de votre prochain tour, +{{Cost|3}}.
| Razzia<br>(lit. ''raid'') || || || style="padding:15px 0px;"| <p>Tous vos adversaires ayant au moins 5&nbsp;cartes en main défaussent un exemplaire d'une carte que vous avez en jeu (ou montrent qu'ils ne peuvent pas). </p>Au début de votre prochain tour, {{nowrap|+{{Cost|3}}.}} ||
|-
|-
!German
!German
| Plünderer ||{{CardLangVersionImage|German}}|| || Jeder Mitspieler mit 5 oder mehr Handkarten legt eine Karte ab, von der du bereits eine gleiche im Spiel hast (oder zeigt vor, dass er das nicht kann).<br>Zu Beginn deines nächsten Zuges: +{{Cost|3}}.
| Plünderer || {{CardVersionImage|RaiderGerman|German language Raider 2017 by ASS}} || {{CardVersionImage|RaiderGerman2021Digital|German language Raider 2021 from Shuffle iT}} || <p>Jeder Mitspieler mit 5 oder mehr Handkarten legt eine Karte ab, von der du bereits eine gleiche im Spiel hast (oder zeigt vor, dass er das nicht kann).</p>Zu Beginn deines nächsten Zuges: {{nowrap|+{{Cost|3}}.}} || (2017)
|-
|-
!Japanese
!Japanese
| 夜襲 (pron. ''yashū'', lit. ''night raid'') || || || 手札が5枚以上の他のプレイヤーは全員、あなたの場にあるカードと同じカード1枚を捨て札にする(ない場合、手札を公開する)。あなたの次のターンの開始時に、+{{Cost|3}}。
| 夜襲<br>(pron. ''yashū'', lit. ''night raid'') || || || style="padding:15px 0px;"| 手札が5枚以上の他のプレイヤーは全員、あなたの場にあるカードと同じカード1枚を捨て札にする(ない場合、手札を公開する)。<br>あなたの次のターンの開始時に、{{nowrap|+{{Cost|3}}。}} ||
|-
!Polish
| Najeźdźca|| {{CardLangVersionImage|Polish}} ||  || Każdy z pozostałych graczy z co najmniej 5&nbsp;kartami na ręce, odrzuca kopię jednej z kart, które masz w grze (lub odkrywa rękę, by udowodnić, że nie może tego zrobić).<br>Na początku twojej następnej tury: {{nowrap|+{{Cost|3}}.}} || (2022)
|-
|-
!Russian
!Russian
| Налетчик (pron. ''nalyotchik''') || || ||
| Налетчик (pron. ''nalyotchik''') || || || ||  
|}
|}


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|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]
|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]
}}
}}
 
=== Why does it cost 6? ===
{{Quote
|Text=
It was {{Cost|5}} until late in the going. We had some bad recommended set games where someone got it on a {{Cost|5}}/{{Cost|2}}, and then we played some more games that intentionally had a {{Cost|5}}/{{Cost|2}} Raider, and then I upped it to {{Cost|6}}. When you get it turn one, the {{Card|Cutpurse}} effect - all it does for you then - keeps other players from {{Cost|5}}. And they can't buy the {{Card|Cutpurse}} to do that right back to you - the {{Card|Cutpurse}} costs {{Cost|5}}. It stood out as a thing that made players have no fun. I could have tried to make a weaker cheaper version, so we could all buy it, or just up it to {{Cost|6}}, and well time was short and {{Cost|6}} seemed fine.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg756377#msg756377 Interview with Donald X.]
}}
{{Navbox Nocturne}}
{{Navbox Nocturne}}
{{Navbox Cards}}
{{Navbox Cards}}

Latest revision as of 21:41, 30 April 2023

Raider
Info
Cost $6
Type(s) Night - Duration - Attack
Kingdom card? Yes
Set Nocturne
Illustrator(s) Mark Poole
Card text
Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can't).
At the start of your next turn, +$3.

Raider is a Night-Duration-Attack card from Nocturne. It is a handsize attack that forces other players to discard a card that you have in play.

FAQ

Official FAQ

  • For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.

Other rules clarifications

Strategy

Raider is usually weak. The card mostly works like a Gold that provides the economy on the next turn, and suffers from similar problems to Gold. Specifically, both cards are expensive, inefficient stop cards, making them a liability to an engine’s reliability while also presenting a hefty opportunity cost. Additionally, Raider’s main advantage over Gold—a discard attack—is fairly unlikely to affect your opponent significantly, as they may have the option to discard a weak card such as Copper if you have one in play, while strong engines can often overcome the effect of having to discard one good card.

Raider may be useful in very weak Kingdoms that do not offer the ability to get deck control or set up a reliable engine and lack good payload options. In other words, Raider can be a good addition to decks that would otherwise use Golds, since both cards have similar properties: Other than being stop cards, both Raider and Gold cost $6, generate $3 without using up terminal space, and can be Remodeled into a Province later. As an example, in money strategies that use terminal draw, Raider may be useful as it is a Night card that cannot be drawn dead and does not compete for terminal space. It also offers a few minor synergies that Gold does not, such as having three card types for Courtier and generating $3 at the beginning of your turn for added reliability when drawing with Storyteller.

Buying a Raider in scenarios where you would otherwise consider a Gold can be worthwhile, though there are some differences to consider. Compared to Gold, Raider’s main disadvantage is providing $ more slowly. First, since the card is a Duration it can at most be played once every two turns. Second, the $ generated is delayed to the turn after you play Raider, meaning Raider is slow to improve your deck when you first add it, and is problematic at the end of the game when you do not have a next turn. Additionally, the delayed $ makes you more likely to overshoot $8 than you would be using a Gold. In some Kingdoms Raider may be actively worse than Gold due to interactions with certain Kingdom cards: for instance, as a Night card, it gets disabled by Haunted Woods and it can’t be drawn with Hunter or cloned with Mint in the same way as Gold. On the other hand, it fares better against effects such as Bandit and Bandit Fort. Additionally, in contrast to Gold, it has an Attack which might ruin an opponent’s hand sometimes.

Raider’s Attack is usually unreliable. It can be more impactful against money strategies because having to discard a Treasure card can make the opponent miss a key pricepoint, while a reliable engine can often withstand the impact of having to discard a card.The main problem, however, is that your opponent can simply opt to discard a copy of the weakest card you have in play, which in many cases will be a Copper. In order to force them to discard something better, you’d either have to opt not to play those Coppers (possibly hurting your own economy) or have thinned them earlier (in which case, the availability of this option makes it significantly more likely the Kingdom offers deck control sufficient to build an engine which is itself unlikely to use Raider). On top of all this, you need to collide Raider with the card you’re attempting to make your opponent discard. The attack’s unreliability is further compounded if you and your opponent are pursuing different cards for your strategies. Occasionally, Raider’s attack can completely wreck your opponent’s turn if they cannot discard an excess Copper or other card they don’t need and must instead discard a good card. One possible example is against a Shepherd-based deck, which is likely to have a hand of a single Shepherd and multiple Victory cards; discarding that Shepherd will cause your opponent to dud.

Raider can also work situationally with gain-and-play. For example, with Wishes from Magic Lamp if you don’t need another card (such as a Gold) to reach $8 for a Province, you can gain-and-play the Raider to slow your opponent down. Alternatively, if you are behind and need your opponent to dud in order to win, it may be worth it to gain-and-play a Raider.

Versions

English versions

Print Digital Text Release Date
Raider Raider from Shuffle iT

Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can't).

At the start of your next turn, +$3.
Nocturne November 2017

Other language versions

Language Name Print Digital Text Notes
Dutch Plunderaar
French Razzia
(lit. raid)

Tous vos adversaires ayant au moins 5 cartes en main défaussent un exemplaire d'une carte que vous avez en jeu (ou montrent qu'ils ne peuvent pas).

Au début de votre prochain tour, +$3.
German Plünderer German language Raider 2017 by ASS German language Raider 2021 from Shuffle iT

Jeder Mitspieler mit 5 oder mehr Handkarten legt eine Karte ab, von der du bereits eine gleiche im Spiel hast (oder zeigt vor, dass er das nicht kann).

Zu Beginn deines nächsten Zuges: +$3.
(2017)
Japanese 夜襲
(pron. yashū, lit. night raid)
手札が5枚以上の他のプレイヤーは全員、あなたの場にあるカードと同じカード1枚を捨て札にする(ない場合、手札を公開する)。
あなたの次のターンの開始時に、+$3
Polish Najeźdźca Polish language Raider Każdy z pozostałych graczy z co najmniej 5 kartami na ręce, odrzuca kopię jednej z kart, które masz w grze (lub odkrywa rękę, by udowodnić, że nie może tego zrobić).
Na początku twojej następnej tury: +$3.
(2022)
Russian Налетчик (pron. nalyotchik')

Trivia

Official card art.

Preview

Raider also cares about your turn. Anything you have in play becomes fair game for your opponents to discard. Early on you just want to make sure you hit something; later you may try to make Raider hit harder by say not playing that Copper you drew. Raider is a Duration card and well that is a thing about Night cards; some of the game's resources only make sense during the day part of the turn, and Duration lets Night cards provide those resources. Nocturne didn't start out planning to have a Duration card theme but there are several of them.

Secret History

One of the early cards that led the charge of "look what a Night card can do." For maybe a day it hit players with 4 or more cards in hand; then it stayed unchanged until very late, when it went from $5 to $6.

Why does it cost 6?

It was $5 until late in the going. We had some bad recommended set games where someone got it on a $5/$2, and then we played some more games that intentionally had a $5/$2 Raider, and then I upped it to $6. When you get it turn one, the Cutpurse effect - all it does for you then - keeps other players from $5. And they can't buy the Cutpurse to do that right back to you - the Cutpurse costs $5. It stood out as a thing that made players have no fun. I could have tried to make a weaker cheaper version, so we could all buy it, or just up it to $6, and well time was short and $6 seemed fine.


Cards $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: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons EarthFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Other concepts NightHeirloomFateDoomSpiritState
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 AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • 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 (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • 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: ApprenticeMasonSpy) • 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)