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'''Changeling''' is a [[Night]] card from [[Nocturne]]. It's a [[one-shot]] [[gainer]] that copies any card that you have in play, making it one of the few gainers in the game with no [[cost]] or [[card type|type]] restriction. It also has an ability that lets you [[exchange|swap any card you gain]] (that costs more than {{Cost|3}}) for a Changeling; this can let you avoid expensive junk (like {{Card|Rats}} or a {{Card|Silver}} from an opponent's {{Card|Governor}}), or get the on-gain effect of a card without taking the card itself.
'''Changeling''' is a [[Night]] card from [[Nocturne]]. It's a [[one-shot]] [[gainer]] that copies any card that you have in play, making it one of the few gainers in the game with no [[cost]] or [[card type|type]] restriction. It also has an ability that lets you [[exchange|swap any card you gain]] (that costs at least {{Cost|3}}) for a Changeling.


== FAQ ==
== FAQ ==
Line 24: Line 24:
=== Other rules clarifications ===
=== Other rules clarifications ===
* Changeling cannot gain a copy of Changeling, since it is not in play when the effect happens - it's either in the trash (in normal turn) or set aside (when played in a {{Card|Possession|Possessed}} turn).
* Changeling cannot gain a copy of Changeling, since it is not in play when the effect happens - it's either in the trash (in normal turn) or set aside (when played in a {{Card|Possession|Possessed}} turn).
* Changeling can gain only [[Supply]] cards - for example it cannot gain an {{Card|Imp}}, any [[Traveller]] upgrades, etc.
* You can choose any card you have in play, but if that card's pile is empty, or its name does not match the name of the top card on that pile (e.g. it's a split pile), or that card's pile is not in the Supply (e.g. {{Card|Imp}}), or that card has no pile (e.g. an [[Heirloom]], you gain nothing.
* Changeling cannot gain cards that are not available - for example it cannot gain any of {{Card|Knights}} (since all Knights are different), a [[Ruins]] when the Ruins card you have in play is not the same as the top card on the Ruins pile, a card from a [[split pile]] when it is covered by the other card from that pile (like {{Card|Plunder}}, when it is covered by {{Card|Encampment}}), etc.
* You can exchange for Changeling when gaining non-Supply cards, as long as they come from a pile, such as {{Card|Ghost}}. You cannot exchange for non-Supply cards that do not have an associated pile, such as the [[Zombie]]s.
* You can exchange for Changeling when gaining non-Supply cards, as long as they come from a pile, such as {{Card|Ghost}}, and the more expensive [[Traveller]] upgrades. You cannot exchange for non-Supply cards that do not have an associated pile, such as the [[Zombie]]s.
* Remember that you can choose the order in which simultaneous effects happen. When you gain a card that either gains other cards (like Skulk above) or moves itself (like {{Card|Villa}}), and you allow that gaining or moving effect to happen first, Changeling will [[Lose Track rule|lose track]] of the card and not be able to exchange with it. If you want to exchange, make sure you do that first.
* Remember that you can choose the order in which simultaneous effects happen. When you gain a card that either gains other cards (like Skulk above) or moves itself (like {{Card|Villa}}), and you allow that gaining or moving effect to happen first, Changeling will [[Lose Track rule|lose track]] of the card and not be able to exchange with it. If you want to exchange, make sure you do that first.
* This checks the cost of the card as you're gaining it, not after. So if you gain a {{Card|Fisherman}} with an empty discard pile, you cannot exchange it for a Changeling, because {{Card|Fisherman}} cost {{Cost|2}} when you gained it.
* If you gain a [[Loot]] and exchange it for a Changeling, the [[Loot]] goes back on top of the pile, face down.


== Strategy ==
== Strategy ==
Changeling is a [[one-shot]] [[gainer]] and [[Night]] card that is largely characterized by two aspects:
# First, it can acquire extra copies of cards you have in play. This means that, as a gainer, Changeling has several constraints:
#* It can only gain copies of components you already have, which may not be what you most need (e.g., you might have plenty of [[deck control]], but lack [[payload]]).
#* It requires sufficient deck control to set up [[collision]]s with the card you want to gain.
#* It usually cannot help you [[greening|score]] by gaining Victory cards.
# Second, you can exchange it for other cards you would normally gain, provided those cost at least {{Cost|3}}. This means that, with the right enablers, Changeling can be very cheap to acquire, counterbalancing some of its drawbacks as a gainer. The best sources of Changelings tend to be those that gain moderately expensive [[junk]] that you don’t want. Most commonly, gainers that are otherwise restricted in what they can gain (e.g., [[Treasure]] gainers for {{Card|Silver}}, {{Card|Horse}} gainers, and {{Card|Rats}}) are very good for this purpose. Changeling can also help [[Workshop variant]]s such as {{Card|Sculptor}} sidestep their {{Cost}} restrictions. In this role, Changeling effectively converts restricted gainers such as {{Card|Paddock}} and {{Card|Jack of all Trades}} into more general sources of additional gains. In such [[Kingdom]]s where Changelings are a frequently-used intermediate step for gaining cards, [[three-pile ending|pileouts]] are a likely occurrence. Less commonly, Changelings can come from sources other than your own gainers; this includes unwanted {{Card|Silver|Silvers}} from {{Card|Governor}}, junk from {{Card|Swindler}}, or cards that you primarily buy for the on-gain effect such as {{Card|Farmland}}. Changeling may anti-synergize with [[cost reduction]] if the price of a card you would like to exchange drops below {{Cost|3}}.
The best targets for Changeling are those that are otherwise hard to gain, and cards that you do not mind having in bulk. The former is one advantage Changeling has over other gainers, and includes expensive cards such as {{Card|Grand Market}}, as well as cards with a high {{Debt}} cost such as {{Card|Overlord}} or {{Card|City Quarter}} or {{Cost||||P}} cost such as {{Card|Scrying Pool}} or {{Card|Alchemist}}. The latter means that you usually want to target cards that do not stress your [[draw]] and [[terminal space]], with [[non-terminal draw]], [[village (card category)|villages]], and [[cantrip]]s being some good examples. If sufficiently good targets are available, it may even be worth buying Changelings directly; doing so is effectively equivalent to buying an additional copy of your ultimate target for only {{Cost|3}} at the cost of having to wait a [[reshuffle|shuffle]].
There are a couple of repercussions to Changeling being a Night card. It’s effectively [[non-terminal]] and cannot be drawn [[dead]], which can be useful for [[gain-and-play]]ing a Changeling, for example with [[terminal draw]]. On the other hand, you’re unlikely to be able to gain-and-play the card you Changeling for.
== Versions ==
== Versions ==
=== English versions ===
=== English versions ===
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! Print !! Digital !! Text !! Release !! Date
! Print !! Digital !! Text !! Release !! Date
|-
|-
| {{CardVersionImage|Changeling|Changeling}} || {{CardVersionImage|ChangelingDigital|Changeling from Shuffle iT}} || Trash this. Gain a copy of a card you have in play.<br>In games using this, when you gain a card costing {{Cost|3}} or more, you may exchange it for a Changeling. || Nocturne || November 2017
| {{CardVersionImage|Changeling|Changeling}} || {{CardVersionImage|ChangelingDigital|Changeling from Shuffle iT}} || Trash this. Gain a copy of a card you have in play.<hr style="width:66%;text-align:center;margin-left:17%;">In games using this, when you gain a card costing {{Cost|3}} or more, you may exchange it for a Changeling. || Nocturne || November 2017
|}
|}


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{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text
! Language !! Name !! Print !! Digital !! Text
|-
!Dutch
| Wisselkind || || ||
|-
!French
| Changelin || || {{CardVersionImage|ChangelingFrench2022Digital|French language Changeling 2022 from Shuffle iT}} || Écartez cette carte. Recevez un exemplaire d'une carte que vous avez en jeu.<hr style="width:66%;text-align:center;margin-left:17%;">Si le Changelin est dans le royaume, lorsque vous recevez une carte coûtant {{Cost|3}} ou plus, vous pouvez l'échanger contre un Changelin.
|-
|-
!German
!German
| || || ||
| Wechselbalg || {{CardVersionImage|ChangelingGerman|German language Changeling 2017 by ASS}} || {{CardVersionImage|ChangelingGerman2022Digital|German language Changeling 2022 from Shuffle iT}}  || Entsorge diese Karte. Nimm eine Karte, von der du eine gleiche im Spiel hast.<hr style="width:66%;text-align:center;margin-left:17%;">In Spielen mit dieser Karte:<br>Wenn du eine Karte nimmst, die {{Cost|3}} oder mehr kostet, darfst du sie in einen Wechselbalg eintauschen.
|-
|-
!Japanese
!Japanese
| 取り替え子 (pron. ''torikaeko') || || || これを廃棄すろ。場のカード1枚と同じカード1枚を獲得する。取り替え子を使用するゲームで、コスト{{Cost|3}}以上のカード1枚を獲得するとき、それを取り替え子と交換してもよい。
| 取り替え子<br>(pron. ''torikaeko'') || || || style="padding:15px 0px;"| これを廃棄する。場のカード1枚と同じカード1枚を獲得する。<hr style="width:66%;text-align:center;margin-left:17%;">取り替え子を使用するゲームで、コスト{{Cost|3}}以上のカード1枚を獲得するとき、それを取り替え子と交換してもよい。
|-
!Polish
| Odmieniec || {{CardLangVersionImage|Polish}} || || Wyrzuć tę kartę na Śmietnisko. Dodaj kopię karty, którą masz w grze.{{divline}}W rozgrywkach z tą kartą, ilekroć dodajesz kartę kosztującą {{Cost|3}} lub więcej, możesz wymienić ją na Odmieńca.
|-
|-
!Russian
!Russian
| || || ||
| Подменыш (pron. ''podmyenysh'') || || ||
|}
|}


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[[Image:ChangelingArt.jpg|thumb|right|354px|Official card art.]]
[[Image:ChangelingArt.jpg|thumb|right|354px|Official card art.]]
=== Secret History ===
=== Secret History ===
For strumphf's 2022 advent calendar, Donald X. [https://youtu.be/mAw9Bxm4b_Q?t=12 went in-depth on the development] of Changeling.
{{Quote
{{Quote
|Text=For a while this was just the top, a sleek simple classic card. We liked it but Matt's group not so much. I tried putting the gained card on your deck, but I like to go light on that as it's easy to forget and a more complex concept. Then I thought of the bottom as a way to hit the flavor harder; your {{Card|Skulk}} is swapped at birth for a Changeling.
|Text=For a while this was just the top, a sleek simple classic card. We liked it but Matt's group not so much. I tried putting the gained card on your deck, but I like to go light on that as it's easy to forget and a more complex concept. Then I thought of the bottom as a way to hit the flavor harder; your {{Card|Skulk}} is swapped at birth for a Changeling.
Line 60: Line 82:
|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]
}}
}}
=== Relevant outtakes ===
{{Quote
|Text=
An early Night attack gained you a copy of a card/Action you had in play, and discarded Actions from their top 3 cards. It was interesting as a card you didn't want right away. Once I had Changeling they felt like they were in competition. Changeling was sleek and perfect, so it won. Then I grafted another ability onto Changeling to make it more exciting and less sleek and perfect.


Before Changeling, some other cards tried out for that name. One was a choose-one that could turn into a cheaper card in your hand; one revealed your top card and could turn into it and be played. It was never quite there, and the tangentially related Night version was way better.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=17955.0 The Secret History of Dominion: Nocturne]
}}
=== Why have the exchange ability? ===
{{Quote
|Text=
Changeling started out as just the top, and I liked it. The bottom half gave it more flavor (which comes at a cost in complexity), but also made it way more interesting. It comes up plenty, mostly with ways to gain {{Card|Silver}} but certainly with other cards. There's that game Mic won due to taking Changeling instead of an {{Card|Ambassador|Ambassador'd}} {{Card|Province}}, for example.
Changeling is pretty fun. For people who know the published card, I think any positive feelings they have are due to the bottom half. They can't compare the simple card that doesn't exist, and it can't sound that great. But {{Set|Nocturne}} is too complex over all and Changeling does its part there. So, it's really still a question, should it have been the simpler card. It's hard not to go with the more fun thing and {{Set|Nocturne}} is full of that decision going that way.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=20085.msg822455#msg822455 Changeling's on-gain ability]
}}
=== Online implementations ===
{{Quote
|Text=
Well zero cards are designed for online. These days I do worry a little about online, because of e.g. Changeling. Which I mean, made it out with no regard for online whatsoever; online would deal with it somehow. But you know, I might think, will this card make you click pointlessly a bunch, can I fix that without really sacrificing anything.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg899651#msg899651 Interview with Donald X.]
}}
{{Navbox Nocturne}}
{{Navbox Nocturne}}
{{Navbox Cards}}
{{Navbox Cards}}

Revision as of 05:29, 10 June 2024

Changeling
Info
Cost $3
Type(s) Night
Kingdom card? Yes
Set Nocturne
Illustrator(s) Jason Slavin
Card text
Trash this. Gain a copy of a card you have in play.
In games using this, when you gain a card costing $3 or more, you may exchange it for a Changeling.

Changeling is a Night card from Nocturne. It's a one-shot gainer that copies any card that you have in play, making it one of the few gainers in the game with no cost or type restriction. It also has an ability that lets you swap any card you gain (that costs at least $3) for a Changeling.

FAQ

Official FAQ

  • When Changeling is in the Supply, any time you gain a card costing at least $3, you may exchange it for a Changeling from the Supply.
  • You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply.
  • The Changeling goes to your discard pile, no matter where the gained card went.
  • Things that happen due to gaining the gained card still happen.
  • So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability.
  • Exchanging for a Changeling is optional.
  • You cannot do it if the gained card costs less than $3, even if it normally costs $3 or more, and you cannot do it if the cost is neither more or less than $3 (such as Transmute from Alchemy).
  • When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.

Other rules clarifications

  • Changeling cannot gain a copy of Changeling, since it is not in play when the effect happens - it's either in the trash (in normal turn) or set aside (when played in a Possessed turn).
  • You can choose any card you have in play, but if that card's pile is empty, or its name does not match the name of the top card on that pile (e.g. it's a split pile), or that card's pile is not in the Supply (e.g. Imp), or that card has no pile (e.g. an Heirloom, you gain nothing.
  • You can exchange for Changeling when gaining non-Supply cards, as long as they come from a pile, such as Ghost. You cannot exchange for non-Supply cards that do not have an associated pile, such as the Zombies.
  • Remember that you can choose the order in which simultaneous effects happen. When you gain a card that either gains other cards (like Skulk above) or moves itself (like Villa), and you allow that gaining or moving effect to happen first, Changeling will lose track of the card and not be able to exchange with it. If you want to exchange, make sure you do that first.
  • This checks the cost of the card as you're gaining it, not after. So if you gain a Fisherman with an empty discard pile, you cannot exchange it for a Changeling, because Fisherman cost $2 when you gained it.
  • If you gain a Loot and exchange it for a Changeling, the Loot goes back on top of the pile, face down.

Strategy

Changeling is a one-shot gainer and Night card that is largely characterized by two aspects:

  1. First, it can acquire extra copies of cards you have in play. This means that, as a gainer, Changeling has several constraints:
    • It can only gain copies of components you already have, which may not be what you most need (e.g., you might have plenty of deck control, but lack payload).
    • It requires sufficient deck control to set up collisions with the card you want to gain.
    • It usually cannot help you score by gaining Victory cards.
  2. Second, you can exchange it for other cards you would normally gain, provided those cost at least $3. This means that, with the right enablers, Changeling can be very cheap to acquire, counterbalancing some of its drawbacks as a gainer. The best sources of Changelings tend to be those that gain moderately expensive junk that you don’t want. Most commonly, gainers that are otherwise restricted in what they can gain (e.g., Treasure gainers for Silver, Horse gainers, and Rats) are very good for this purpose. Changeling can also help Workshop variants such as Sculptor sidestep their $ restrictions. In this role, Changeling effectively converts restricted gainers such as Paddock and Jack of all Trades into more general sources of additional gains. In such Kingdoms where Changelings are a frequently-used intermediate step for gaining cards, pileouts are a likely occurrence. Less commonly, Changelings can come from sources other than your own gainers; this includes unwanted Silvers from Governor, junk from Swindler, or cards that you primarily buy for the on-gain effect such as Farmland. Changeling may anti-synergize with cost reduction if the price of a card you would like to exchange drops below $3.

The best targets for Changeling are those that are otherwise hard to gain, and cards that you do not mind having in bulk. The former is one advantage Changeling has over other gainers, and includes expensive cards such as Grand Market, as well as cards with a high D cost such as Overlord or City Quarter or P cost such as Scrying Pool or Alchemist. The latter means that you usually want to target cards that do not stress your draw and terminal space, with non-terminal draw, villages, and cantrips being some good examples. If sufficiently good targets are available, it may even be worth buying Changelings directly; doing so is effectively equivalent to buying an additional copy of your ultimate target for only $3 at the cost of having to wait a shuffle.

There are a couple of repercussions to Changeling being a Night card. It’s effectively non-terminal and cannot be drawn dead, which can be useful for gain-and-playing a Changeling, for example with terminal draw. On the other hand, you’re unlikely to be able to gain-and-play the card you Changeling for.

Versions

English versions

Print Digital Text Release Date
Changeling Changeling from Shuffle iT Trash this. Gain a copy of a card you have in play.
In games using this, when you gain a card costing $3 or more, you may exchange it for a Changeling.
Nocturne November 2017

Other language versions

Language Name Print Digital Text
Dutch Wisselkind
French Changelin French language Changeling 2022 from Shuffle iT Écartez cette carte. Recevez un exemplaire d'une carte que vous avez en jeu.
Si le Changelin est dans le royaume, lorsque vous recevez une carte coûtant $3 ou plus, vous pouvez l'échanger contre un Changelin.
German Wechselbalg German language Changeling 2017 by ASS German language Changeling 2022 from Shuffle iT Entsorge diese Karte. Nimm eine Karte, von der du eine gleiche im Spiel hast.
In Spielen mit dieser Karte:
Wenn du eine Karte nimmst, die $3 oder mehr kostet, darfst du sie in einen Wechselbalg eintauschen.
Japanese 取り替え子
(pron. torikaeko)
これを廃棄する。場のカード1枚と同じカード1枚を獲得する。
取り替え子を使用するゲームで、コスト$3以上のカード1枚を獲得するとき、それを取り替え子と交換してもよい。
Polish Odmieniec Polish language Changeling Wyrzuć tę kartę na Śmietnisko. Dodaj kopię karty, którą masz w grze.
W rozgrywkach z tą kartą, ilekroć dodajesz kartę kosztującą $3 lub więcej, możesz wymienić ją na Odmieńca.
Russian Подменыш (pron. podmyenysh)

Trivia

Official card art.

Secret History

For strumphf's 2022 advent calendar, Donald X. went in-depth on the development of Changeling.

For a while this was just the top, a sleek simple classic card. We liked it but Matt's group not so much. I tried putting the gained card on your deck, but I like to go light on that as it's easy to forget and a more complex concept. Then I thought of the bottom as a way to hit the flavor harder; your Skulk is swapped at birth for a Changeling.

Relevant outtakes

An early Night attack gained you a copy of a card/Action you had in play, and discarded Actions from their top 3 cards. It was interesting as a card you didn't want right away. Once I had Changeling they felt like they were in competition. Changeling was sleek and perfect, so it won. Then I grafted another ability onto Changeling to make it more exciting and less sleek and perfect.


Before Changeling, some other cards tried out for that name. One was a choose-one that could turn into a cheaper card in your hand; one revealed your top card and could turn into it and be played. It was never quite there, and the tangentially related Night version was way better.

Why have the exchange ability?

Changeling started out as just the top, and I liked it. The bottom half gave it more flavor (which comes at a cost in complexity), but also made it way more interesting. It comes up plenty, mostly with ways to gain Silver but certainly with other cards. There's that game Mic won due to taking Changeling instead of an Ambassador'd Province, for example.


Changeling is pretty fun. For people who know the published card, I think any positive feelings they have are due to the bottom half. They can't compare the simple card that doesn't exist, and it can't sound that great. But Nocturne is too complex over all and Changeling does its part there. So, it's really still a question, should it have been the simpler card. It's hard not to go with the more fun thing and Nocturne is full of that decision going that way.

Online implementations

Well zero cards are designed for online. These days I do worry a little about online, because of e.g. Changeling. Which I mean, made it out with no regard for online whatsoever; online would deal with it somehow. But you know, I might think, will this card make you click pointlessly a bunch, can I fix that without really sacrificing anything.


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)