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'''Courtyard''' is an [[Action]] card from [[Intrigue]]. It is a [[soft terminal|soft]] [[terminal draw]] card; its draw equals {{Card|Smithy|Smithy's}}, but with a mandatory [[Top decker|top-decking]] afterward. Though at first this looks weaker than Smithy, that's often not the case. Its ability to put a card back on top of the deck can be more powerful than keeping that card in hand, since it prevents [[collision|collisions]] and lets you smooth out your money.  
'''Courtyard''' is an [[Action]] card from [[Intrigue]]. It is a [[terminal draw]] card; its initial draw equals {{Card|Smithy|Smithy's}}, but its mandatory [[Top decker|top-decking]] afterward makes it functionally very different.  


== FAQ ==
== FAQ ==
Line 15: Line 15:


=== Other Rules clarifications ===
=== Other Rules clarifications ===
== Strategy Article ==
== Strategy ==
''[http://dominionstrategy.com/2012/05/29/intrigue-courtyard/ Original article] by theory''
Courtyard is a cheap [[terminal draw]] card with a bonus that offers some added flexibility. Because you must [[topdeck]] one card after drawing three, Courtyard only increases your net hand size by one, and is therefore rather weak (functionally a {{Card|Moat}}) if you’re forced to rely on it as your primary source of [[draw]]. However, there are a number of situations in which the ability to see a third card and exchange a card between your hand and deck makes it worthwhile.


Appearances can be deceiving.  Courtyard looks (and is priced as) a gimped {{Card|Smithy}}, effectively only drawing 2 cards instead of 3.  In reality, the top-decking effect makes Courtyard a far stronger card than {{Card|Smithy}}, at least when you aren’t actually looking to draw your deck. It means any Actions that you draw dead can be placed back on top of your deck, and any incomplete combos (like {{Card|Fool's Gold}}) can be placed back to be drawn another day.  In a single-Action game, where you’ll only have a single terminal Action and several nonterminal Actions, Courtyard is far preferable to {{Card|Smithy}}.
Courtyard can be a good choice of draw card for the early game and is sometimes a reasonable [[opening]] buy, since it allows you to [[cycle]] through your deck and afford more expensive cards without the risk of drawing another [[Action]] card [[dead]]: if you do, you can simply put it back on top for next turn. This is particularly useful when it’s an even higher priority than usual to get through your early [[reshuffle|shuffles]] quickly without missing out on playing important cards, e.g. with {{Card|Traveller|Travellers|file=Travellers}}. At this stage of the game, Courtyard’s topdecking effect also allows for some beneficial transfer of [[payload]] between hands, creating a smoothing or [[Glossary#S|spiking]] effect depending on the [[Glossary#P|price points]] you are aiming for, and can help you engineer desirable [[collision]]s, e.g. a [[trasher]] with its preferred target. If [[deck control]] is not feasible, Courtyard’s price point control can be very useful in a [[money strategy]] throughout the game. More commonly, deck control is feasible and you’ll prefer to add stronger draw cards later to facilitate this, but a Courtyard or two can continue to play a role by enhancing your deck’s reliability alongside the small amount of draw provided. For example, seeing an extra three cards early in the turn can help to ensure that you can find enough early [[Village (card category)|villages]] to support your more powerful terminals; alternatively, if you have [[overdraw]], it may be helpful to play Courtyard late in the turn and leave a useful engine component (e.g. a spare village, or a desirable target for an effect like {{Project|Citadel}} or {{Card|Mastermind}}) topdecked for your next hand.


In many ways, Courtyard is like {{Card|Haven}}.  It smooths your turns and assists your combos so that you can draw {{Cost|8}} and {{Cost|8}} instead of {{Cost|7}} and {{Cost|9}}.  Multiple Courtyards are much less useful than multiple {{Card|Haven|Havens}}, but Courtyard makes up for its terminal-ness by drawing you to a 7 card hand first. In other words, Courtyard tends to lend itself to [[Big Money]], while {{Card|Haven}} lends itself to [[engines]].  This is borne out by simulator results, where Courtyard is one of the premier [[Big Money]] enablers (along with {{Card|Wharf}} and {{Card|Jack of all Trades}}).
The ability to topdeck a card of your choice can also be useful mid-turn, forming a synergy between Courtyard and effects that interact with that card. For instance, with sufficient village support, you can topdeck an expensive card before playing {{Card|Chariot Race}}, guarantee a hit with {{Card|Vassal}}, or target a card to trash with {{Card|Lookout}}.


Where Courtyard really excels is when you run a predominantly [[Big Money]] deck that has a few combo pieces in it.  {{Card|Tournament}}, {{Card|Baron}}, {{Card|Fool's Gold}}, etc. are all very strong additions to a [[Big Money]]-Courtyard deck.
===External strategy articles===
 
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''
Paradoxically, where Courtyard is least effective is when you actually try to use it as a {{Card|Smithy}}.  Here, you’ll just find yourself re-drawing that top-decked card over and over again, and you’re really just drawing 2 cards at a time.  The point of Courtyard is not actually to draw +3 Cards; it’s the deck rearrangement and handsize increase that makes it such a strong card.
* [http://dominionstrategy.com/2012/05/29/intrigue-courtyard/ theory's 2012 article]
=== Big Money strategy ===
''[http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ Original article] by HiveMindEmulator, edited by theory''
 
Courtyard BM is significantly stronger than {{Card|Smithy}} BM, and in BM, the difference between {{Cost|2}} and {{Cost|4}} is basically nothing, since you don’t have the extra buys. So the question is how to take advantage of the ability to return a card to your deck. The most immediate benefit is that you don’t have to worry about 2 Courtyards colliding. One can just put the other back on top of the deck. This means you can, and should, buy your second Courtyard much sooner (i.e. after a single Silver), and can be much more willing to add a third (terminal) action to your deck. Having 2 Courtyards very early can be a huge advantage, since as with Smithies, when you play them, you very often find yourself able to buy Gold. Combining this with the power to put back excess money on hands where you draw to {{Cost|5}} or {{Cost|7}}, and you’ll find that you are able to get a huge amount of Golds early. Once you’ve racked up the Golds, it’s smooth sailing, using your Courtyards to rearrange your hands into mostly {{Cost|8}}. As with Smithy, you should prefer to open {{Card|Island}}, {{Card|Jack of all Trades}}, or {{Card|Masquerade}} ahead of Courtyard, delaying your first Courtyard to turn 3-4. And if you open Jack or Masquerade, you also want to delay your second Courtyard, since you already have that extra terminal.
=== Synergies/Combos ===
* [[Big Money]]
* Combo pieces, like {{Card|Tournament}}, {{Card|Baron}}, {{Card|Fool's Gold}}
* Single-Action games
 
=== Antisynergies ===
* [[Engine|Engines]]
* Situations where you’re actually looking for +3 Cards


== Versions ==
== Versions ==
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! Print !! Digital !! Text !! Release !! Date  
! Print !! Digital !! Text !! Release !! Date  
|-
|-
| {{CardVersionImage|CourtyardOld|Courtyard}} || {{CardVersionImage|CourtyardDigitalOld|Courtyard from Goko/Making Fun}} || '''+3 Cards'''. Put a card from your hand on top of your deck. || Intrigue 1st Edition || July 2009
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|o=1|d=g}} || style="padding: 0px 10px;"| '''+3 Cards'''<br>Put a card from your hand on top of your deck. || Intrigue || July 2009
|-
|-
| {{CardVersionImage|Courtyard|Courtyard}} || {{CardVersionImage|CourtyardDigital|Courtyard from Shuffle iT}} || '''+3 Cards'''. Put a card from your hand onto your deck. || Intrigue [[Second Edition|2nd Edition]] || October 2016  
| {{CardVersionImage|Courtyard|Courtyard}} || {{CardLangVersionImage|d=s}} || '''+3 Cards'''<br>Put a card from your hand onto your deck. || Intrigue [[2016 Errata#Formatting_changes|(Second Edition)]] || October 2016  
|}
|}


===Other language versions===
===Other language versions===
{| class="wikitable" style="text-align:center;"
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text  
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
!Chinese
| 庭院 (pron. ''tíngyuàn'') || || || ||
|-
!Czech
| Hradní nádvoří || || || ||
|-
|-
!Chinese
!Dutch
| 庭院 (pron. ''tíngyuàn'') || || ||
| Binnenplaats || {{CardLangVersionImage|Dutch}} || || '''+3 Kaarten'''<br>Leg een kaart naar keuze uit je hand gedekt op je trekstapel. || (2009)
|-
!Czech
| Hradní nádvoří || || || 
|-
|-
!Dutch
!Finnish
| Binnenplaats || || ||
| Sisäpiha || || || ||
|-
|-
!Finnish
!French
| Sisäpiha || || ||
| Cour || || || ||
|-
|-
!French
!German
| Cour || || ||
| Burghof || {{CardVersionImage|CourtyardGerman2021rulebook|German language Courtyard 2021 by ASS}} || {{CardVersionImage|CourtyardGerman2021Digital|German language Courtyard 2021 from Shuffle iT}} || style="padding: 0px 10px;"| '''+3 Karten'''<br>Lege eine deiner Handkarten auf deinen Nachziehstapel. || 2.&nbsp;Edition<br>(2021)
|-
|-
!German
!Hungarian
| Burghof || {{CardVersionImage|Courtyard German-ASS|German language Courtyard}} || || '''+ 3 Karten'''<br><u>''(HiG :)''</u> Lege eine Karte aus deiner Hand auf deinen Nachziehstapel.<br><u>''(ASS :)''</u> Lege eine beliebige Handkarte verdeckt auf den Nachziehstapel.
| Palotaudvar<br>(lit. ''palace yard'') || || || ||
|-
|-
!Hungarian
!Italian
| Palotaudvar (lit. ''palace yard'') || || ||
| Cortile di Campagna<br>(lit. ''country courtyard'') || || || ||
|-
|-
!Italian
!Japanese
| Cortile di Campagna (lit. ''country courtyard'') || || ||
| 中庭<br>(pron. ''nakaniwa'') || || || '''+3 カードを引く'''<br>手札1枚を山札の上に置く。||
|-
|-
!Japanese
!Korean
| 中庭 (pron. ''nakaniwa'') || || || '''+3 カードを引く'''。 手札1枚を山札の上に置く。
| 안마당 (pron. ''anmadang'') || || || ||
|-
|-
!Korean
!Norwegian
| 안마당 (pron. ''anmadang'') || || ||
| Slottshage<br>(lit. ''castle gardens'') || || || ||
|-
|-
!Norwegian
!Polish
| Slottshage (lit. ''castle gardens'') || || || 
| Dziedziniec || {{CardLangVersionImage|Polish}} || || '''+3 karty'''<br>Odłóż kartę z ręki<br>na wierzch swojej talii. || (2016)
|-
|-
!Polish
!Russian
| Dziedziniec || {{CardLangVersionImage|Polish}} || ||
| Внутренний Двор<br>(pron. ''vnutryenniy dvor'') || || {{CardLangVersionImage|Russian|d=1}} || '''+3 Карты'''<br>Положите карту из руки<br>на верх вашей колоды. ||
|-
|-
!Russian
!rowspan=2|Spanish
| Внутренний Двор (pron. ''vnutryenniy dvor'') || || || 
| Patio || {{CardLangVersionImage|Spanish|o=1}} || || '''+3 Cartas'''<br>Pon una carta de tu mano encima de tu mazo. || (2009)
|-
|-
!Spanish
| Patio || {{CardLangVersionImage|Spanish}} || || '''+3 Cartas'''<br>Pon una carta de tu mano encima de tu mazo. || Segunda Edición<br>(2016)
| Patio || || ||
|}
|}


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{{Navbox Intrigue}}
{{Navbox Intrigue}}
{{Navbox Cards}}
{{Navbox Cards}}
[[category:terminals]]
[[category:draw]]
[[category:topdecking]]

Latest revision as of 21:16, 10 September 2024

Courtyard
Info
Cost $2
Type(s) Action
Kingdom card? Yes
Set Intrigue
Illustrator(s) Harald Lieske
Card text
+3 Cards
Put a card from your hand onto your deck.

Courtyard is an Action card from Intrigue. It is a terminal draw card; its initial draw equals Smithy's, but its mandatory top-decking afterward makes it functionally very different.

FAQ

Official FAQ

  • The card you put on top does not have to be one of the 3 you just drew.

Other Rules clarifications

Strategy

Courtyard is a cheap terminal draw card with a bonus that offers some added flexibility. Because you must topdeck one card after drawing three, Courtyard only increases your net hand size by one, and is therefore rather weak (functionally a Moat) if you’re forced to rely on it as your primary source of draw. However, there are a number of situations in which the ability to see a third card and exchange a card between your hand and deck makes it worthwhile.

Courtyard can be a good choice of draw card for the early game and is sometimes a reasonable opening buy, since it allows you to cycle through your deck and afford more expensive cards without the risk of drawing another Action card dead: if you do, you can simply put it back on top for next turn. This is particularly useful when it’s an even higher priority than usual to get through your early shuffles quickly without missing out on playing important cards, e.g. with Travellers. At this stage of the game, Courtyard’s topdecking effect also allows for some beneficial transfer of payload between hands, creating a smoothing or spiking effect depending on the price points you are aiming for, and can help you engineer desirable collisions, e.g. a trasher with its preferred target. If deck control is not feasible, Courtyard’s price point control can be very useful in a money strategy throughout the game. More commonly, deck control is feasible and you’ll prefer to add stronger draw cards later to facilitate this, but a Courtyard or two can continue to play a role by enhancing your deck’s reliability alongside the small amount of draw provided. For example, seeing an extra three cards early in the turn can help to ensure that you can find enough early villages to support your more powerful terminals; alternatively, if you have overdraw, it may be helpful to play Courtyard late in the turn and leave a useful engine component (e.g. a spare village, or a desirable target for an effect like Citadel or Mastermind) topdecked for your next hand.

The ability to topdeck a card of your choice can also be useful mid-turn, forming a synergy between Courtyard and effects that interact with that card. For instance, with sufficient village support, you can topdeck an expensive card before playing Chariot Race, guarantee a hit with Vassal, or target a card to trash with Lookout.

External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.

Versions

English versions

Print Digital Text Release Date
Courtyard Courtyard from Goko/Making Fun +3 Cards
Put a card from your hand on top of your deck.
Intrigue July 2009
Courtyard Courtyard from Shuffle iT +3 Cards
Put a card from your hand onto your deck.
Intrigue (Second Edition) October 2016

Other language versions

Language Name Print Digital Text Notes
Chinese 庭院 (pron. tíngyuàn)
Czech Hradní nádvoří
Dutch Binnenplaats Dutch language Courtyard +3 Kaarten
Leg een kaart naar keuze uit je hand gedekt op je trekstapel.
(2009)
Finnish Sisäpiha
French Cour
German Burghof German language Courtyard 2021 by ASS German language Courtyard 2021 from Shuffle iT +3 Karten
Lege eine deiner Handkarten auf deinen Nachziehstapel.
2. Edition
(2021)
Hungarian Palotaudvar
(lit. palace yard)
Italian Cortile di Campagna
(lit. country courtyard)
Japanese 中庭
(pron. nakaniwa)
+3 カードを引く
手札1枚を山札の上に置く。
Korean 안마당 (pron. anmadang)
Norwegian Slottshage
(lit. castle gardens)
Polish Dziedziniec Polish language Courtyard +3 karty
Odłóż kartę z ręki
na wierzch swojej talii.
(2016)
Russian Внутренний Двор
(pron. vnutryenniy dvor)
Russian language Courtyard from Shuffle iT +3 Карты
Положите карту из руки
на верх вашей колоды.
Spanish Patio Spanish language Courtyard +3 Cartas
Pon una carta de tu mano encima de tu mazo.
(2009)
Patio Spanish language Courtyard +3 Cartas
Pon una carta de tu mano encima de tu mazo.
Segunda Edición
(2016)

Trivia

Official card art.

Secret History

Almost all of the Dominion cards, from the main set and all of the hypothetical expansions, were designed by me. Which is just the way I like it. This one was not though. In the early days of Dominion, one of my friends printed/cut/sleeved his own copy, and along the way he added like a dozen cards. I played with them and liked a few that I hadn't thought of yet, and well this is one of them. I had previously tried "+1 Action, +2 Cards, put two cards from your hand on top of your deck," but nixed that for causing too much AP. This card does cause a little AP, but is much better.

That friend by the way is Kelly Bailey, and he posts on these boards as cheepicus. Hi cheepicus.


Cards $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
Combos and Counters Lurker/Hunting GroundsMasquerade pinNative Village/BridgeRoyal Carriage/Bridge
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)