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== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
*The 10 Kingdom card Supply piles used this game are removed, as well as an 11th pile if something added one (such as {{Card|Young Witch}}'s [[Bane]] pile,
*The 10 Kingdom card Supply piles used this game are removed, as well as an 11th pile if something added one (such as {{Card|Young Witch}}'s [[Bane]] pile, from {{Set|Cornucopia}}).
from {{Set|Cornucopia}}).
*[[Ruins]] (from {{Set|Dark Ages}}), {{Card|Potion|Potions}} (from {{Set|Alchemy}}), and {{Card|Platinum}} and {{Card|Colony}} (from {{Set|Prosperity|ed=2|Prosperity}}) are not removed.
*[[Ruins]] (from Dark Ages), {{Card|Potion}}s (from {{Set|Alchemy}}), and {{Card|Platinum}} and {{Card|Colony}} (from {{Set|Prosperity}}) are not removed.
*Deal out 10 new Kingdom cards. Do any Setup for them that they require, including things like putting out the {{Card|Potion|Potions}} if necessary. Do not give out [[Heirloom]]s (from {{Set|Nocturne}}). Do not re-determine whether or not to use [[Shelter]]s (from {{Set|Dark Ages}}) or {{Card|Platinum}} and {{Card|Colony}}. Deal out an [[Ally]] (from {{Set|Allies}}) if you get a [[Liaison]] and didn't already have one.
*Deal out 10 new Kingdom cards. Do any Setup for them that they require, including things like putting out the {{Card|Potion}}s if necessary. Do not give out [[Heirloom]]s (from {{Set|Nocturne}}). Do not re-determine whether or not to use [[Shelter]]s (from {{Set|Dark Ages}}) or Platinum and Colony. Deal out an [[Ally]] (from {{Set|Allies}}) if you get a [[Liaison]] and didn't already have one.
*The removed piles are gone; they no longer count as empty piles if empty, and cards can't be returned to those piles. Players can continue playing with cards they got from those piles though.
*The removed piles are gone; they no longer count as empty piles if empty, and cards can't be returned to those piles. Players can continue playing
with cards they got from those piles though.
*[[Adventures tokens|Tokens]] on the removed piles are no longer on them (such as tokens from {{Card|Teacher}}, from {{Set|Adventures}}). [[Trait]]s (from {{Set|Plunder}}) and {{Landmark|Obelisk}} (from {{Set|Empires}}) still affect their removed piles, and the Bane (for Young Witch) is still the Bane.
*[[Adventures tokens|Tokens]] on the removed piles are no longer on them (such as tokens from {{Card|Teacher}}, from {{Set|Adventures}}). [[Trait]]s (from {{Set|Plunder}}) and {{Landmark|Obelisk}} (from {{Set|Empires}}) still affect their removed piles, and the Bane (for Young Witch) is still the Bane.
*{{Card|Search}} (from Plunder) does not trigger when piles are removed.
*{{Card|Search}} (from Plunder) does not trigger when piles are removed.
*"In games using this" abilities, like {{Card|Shaman}}'s (from Plunder), continue to function for removed piles.
*"In games using this" abilities, like {{Card|Shaman}}'s (from {{Set|Plunder}}), continue to function for removed piles.
=== Other rules clarifications ===
* Any other cards that were involved in the original kingdom ({{Card|Ferryman}}'s pile, {{Card|Riverboat}}'s card, {{Card|Page}}'s upgrades, etc.) are not removed after Divine Wind.
* If a singular card has already been used in the original kingdom (e.g. it was used by {{Card|Riverboat}}, or it was in the {{Card|Black Market}} deck), the pile cannot be one of the 10 new piles.
* Removed [[Adventures tokens]] return to their player (and they can place the token again). Any other tokens (e.g. {{VP}} for {{Card|Farmers' Market}}, or tokens for {{Ally|Family of Inventors}}) are removed forever.
* Players only get an initial Favor token the first time a [[Liaison]] is added to the game. If the original kingdom had a [[Liaison]], and Divine Wind adds another one, you don't do that setup again.
* You can't [[exchange]] cards with a removed pile. That means, for example, if you have a {{card|Peasant}} still in your deck when the Divine Wind blows through,  you won't be able to be able to replace it with a {{card|Soldier}}, and if you have a {{card|Vampire}} it will no longer be able to turn into a {{card|Bat}}.
* Cost-reduction does not apply to cards that aren't in the game. This means if you play {{Card|Highway}} and then activate Divine Wind, the cost reduction does not apply when {{Card|Young Witch}} chooses its Bane.
* A {{Card|Druid}} in the original kingdom will keep its 3 Boons after Divine Wind happens. A {{Card|Druid}} added in the new kingdom will set aside whatever 3 Boons are on top of the deck.
** If there aren't enough Boons left (e.g. too many are set aside due to {{Card|Blessed Village}}), {{Card|Druid}} sets aside as many as possible.


== Strategy ==
== Strategy ==
Line 30: Line 37:


===Other language versions===
===Other language versions===
<!--{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! Notes
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
|-
!German
! German
| Spiegeln || {{LandscapeLangVersionImage|German}} || {{LandscapeLangVersionImage|German|d=1}} || ||
| Göttlicher Wind || || {{LandscapeLangVersionImage|German|d=1}} || style="padding:0px 20px;"| Wenn du die letzte {{sun}} entfernst, entfert alle<br>Königreichstapel aus dem Vorrat und legt<br>10 neue, zufällige Königreichstapel aus. ||  
|}-->
|}


== Trivia ==
== Trivia ==
{{OfficialArt}}
{{OfficialArt}}
 
=== Preview ===
{{Quote|Text= Divine Wind sweeps the board clean and refills it with who knows what. Try to get everything you need from the first set of 10 before it blows through.
|Name=[[Donald X. Vaccarino]]
|Source=[https://forum.dominionstrategy.com/index.php?topic=22004.0 Rising Sun Previews 5: More Cards]
}}
=== Secret History ===
=== Secret History ===
{{Quote|Text=I really wanted something with this name, as it's this historical thing[https://en.wikipedia.org/wiki/Kamikaze_(typhoon)], a tsunami wiping out invading Mongols. The first one was a {{Card|Moat}}, which is awful gameplay. There was "once per turn when gain a card may trash it or when trash a card may gain it," how is that even a Divine Wind. I had a conditional Moat, also stupid. Then I had this sweet thing that wipes the board clean. So fun.
{{Quote|Text=I really wanted something with this name, as it's this historical thing[https://en.wikipedia.org/wiki/Kamikaze_(typhoon)], a tsunami wiping out invading Mongols. The first one was a {{Card|Moat}}, which is awful gameplay. There was "once per turn when gain a card may trash it or when trash a card may gain it," how is that even a Divine Wind. I had a conditional Moat, also stupid. Then I had this sweet thing that wipes the board clean. So fun.
  |Name=[[Donald X. Vaccarino]]
  |Name=[[Donald X. Vaccarino]]
  |Source=[https://forum.dominionstrategy.com/index.php?topic=22007.0 The Secret History of the Rising Sun Cards]}}
  |Source=[https://forum.dominionstrategy.com/index.php?topic=22007.0 The Secret History of the Rising Sun Cards]
}}
=== Playing IRL ===
{{Quote|Text=
Divine Wind was not designed with online play in mind. And I've played it IRL. Now normally I only play with two expansions at a time; if say {{Card|Horse|Horses}} might appear, well odds are they're already on the table.


To date, I've playtested every expansion IRL, and intended everything for real life play. I've worked on campaigns that are online-only, but that's it. We've considered doing an online-only promo at some point, but it hasn't happened.
|Name=[[Donald X. Vaccarino]]
|Source=[https://www.reddit.com/r/dominion/comments/1ex57v0/comment/lj8mz2o/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button Dominion Reddit, 2024]
}}
{{Navbox Rising Sun}}
{{Navbox Rising Sun}}
{{Navbox Cards}}
{{Navbox Cards}}

Revision as of 04:16, 5 September 2024

Divine Wind
Info
Type Prophecy
Set Rising Sun
Illustrator(s) Garret DeChellis
Prophecy text
When you remove the last , remove all Kingdom card piles from the Supply, and set up 10 new random piles.

Divine Wind is a Prophecy from Rising Sun. When activated, it sweeps away all Kingdom cards from the supply, replacing them with a brand-new kingdom of 10 cards.

FAQ

Official FAQ

  • The 10 Kingdom card Supply piles used this game are removed, as well as an 11th pile if something added one (such as Young Witch's Bane pile, from Cornucopia).
  • Ruins (from Dark Ages), Potions (from Alchemy), and Platinum and Colony (from Prosperity) are not removed.
  • Deal out 10 new Kingdom cards. Do any Setup for them that they require, including things like putting out the Potions if necessary. Do not give out Heirlooms (from Nocturne). Do not re-determine whether or not to use Shelters (from Dark Ages) or Platinum and Colony. Deal out an Ally (from Allies) if you get a Liaison and didn't already have one.
  • The removed piles are gone; they no longer count as empty piles if empty, and cards can't be returned to those piles. Players can continue playing with cards they got from those piles though.
  • Tokens on the removed piles are no longer on them (such as tokens from Teacher, from Adventures). Traits (from Plunder) and Obelisk (from Empires) still affect their removed piles, and the Bane (for Young Witch) is still the Bane.
  • Search (from Plunder) does not trigger when piles are removed.
  • "In games using this" abilities, like Shaman's (from Plunder), continue to function for removed piles.

Other rules clarifications

  • Any other cards that were involved in the original kingdom (Ferryman's pile, Riverboat's card, Page's upgrades, etc.) are not removed after Divine Wind.
  • If a singular card has already been used in the original kingdom (e.g. it was used by Riverboat, or it was in the Black Market deck), the pile cannot be one of the 10 new piles.
  • Removed Adventures tokens return to their player (and they can place the token again). Any other tokens (e.g. VP for Farmers' Market, or tokens for Family of Inventors) are removed forever.
  • Players only get an initial Favor token the first time a Liaison is added to the game. If the original kingdom had a Liaison, and Divine Wind adds another one, you don't do that setup again.
  • You can't exchange cards with a removed pile. That means, for example, if you have a Peasant still in your deck when the Divine Wind blows through, you won't be able to be able to replace it with a Soldier, and if you have a Vampire it will no longer be able to turn into a Bat.
  • Cost-reduction does not apply to cards that aren't in the game. This means if you play Highway and then activate Divine Wind, the cost reduction does not apply when Young Witch chooses its Bane.
  • A Druid in the original kingdom will keep its 3 Boons after Divine Wind happens. A Druid added in the new kingdom will set aside whatever 3 Boons are on top of the deck.
    • If there aren't enough Boons left (e.g. too many are set aside due to Blessed Village), Druid sets aside as many as possible.

Strategy

Versions

English versions

Print Digital Text Release Date
Divine Wind When you remove the last , remove all Kingdom card piles from the Supply, and set up 10 new random piles. Rising Sun August 2024

Other language versions

Language Name Print Digital Text Notes
German Göttlicher Wind German language Divine Wind from Shuffle iT Wenn du die letzte entfernst, entfert alle
Königreichstapel aus dem Vorrat und legt
10 neue, zufällige Königreichstapel aus.

Trivia

Official card art.

Preview

Divine Wind sweeps the board clean and refills it with who knows what. Try to get everything you need from the first set of 10 before it blows through.

Secret History

I really wanted something with this name, as it's this historical thing[1], a tsunami wiping out invading Mongols. The first one was a Moat, which is awful gameplay. There was "once per turn when gain a card may trash it or when trash a card may gain it," how is that even a Divine Wind. I had a conditional Moat, also stupid. Then I had this sweet thing that wipes the board clean. So fun.

Playing IRL

Divine Wind was not designed with online play in mind. And I've played it IRL. Now normally I only play with two expansions at a time; if say Horses might appear, well odds are they're already on the table. To date, I've playtested every expansion IRL, and intended everything for real life play. I've worked on campaigns that are online-only, but that's it. We've considered doing an online-only promo at some point, but it hasn't happened.


Cards 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
Other concepts DebtOmenProphecyShadow
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
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 Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • 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 (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • 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: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
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: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
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)