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Removed dubious strategy advice from the intro paragraph (having the gaining of distant lands "long before" you would usually green as a centerpiece of your strategy is very unusual).
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  |illustrator = Matthias Catrein
  |illustrator = Matthias Catrein
  |text = Put this on your Tavern mat.
  |text = Put this on your Tavern mat.
  |text2 = Worth '''4'''{{VP}} if on your Tavern mat at the end of the game (otherwise worth {{nowrap|'''0'''{{VP}}).}}
  |text2 = Worth {{VP|'''''4'''''}} if on your Tavern mat at the end of the game (otherwise worth {{VP|'''''0'''''}}).
}}
}}


'''Distant Lands''' is an [[Action]]-[[Reserve]]-[[Victory]] card from [[Adventures]]. It's an [[alt-VP]] card worth more than {{Card|Duchy}} at the same cost, but has to be played (and put on your Tavern mat) before you can get those {{VP}}.
'''Distant Lands''' is an [[Action]]-{{Card|Reserve|file=Reserves}}-[[Victory]] card from [[Adventures]]. It's an [[alt-VP]] card worth more than {{Card|Duchy}} at the same cost, but has to be played (and put on your Tavern mat) before you can get those {{VP}}.


Unlike other Reserve cards, Distant Lands stays on your Tavern mat permanently once played; there is no way to [[call]] it or otherwise return it to your deck.
Unlike other Reserve cards, Distant Lands stays on your Tavern mat permanently once played; there is no way to [[call]] it or otherwise return it to your deck.
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== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
* This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players.  
* This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players.
* This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it.  
* This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it.
* At the end of the game, Distant Lands is worth 4 {{VP}} if it is on your mat, or 0 {{VP}} if it is not. It counts as part of your deck either way (for example it can contribute to how many {{VP}} a Gardens is worth).
* At the end of the game, Distant Lands is worth {{VP|4}} if it is on your mat, or {{VP|0}} if it is not. It counts as part of your deck either way (for example it can contribute to how many {{VP}} a Gardens is worth).


== Strategy ==
== Strategy ==
Distant Lands is a dense [[Victory]] card—that is, it offers a good ratio of {{VP}} to price and number of [[stop card]]s added to your deck, making it a fairly strong source of [[alt-VP]]—but as a tradeoff there’s a one-time cost in terms of [[draw]] and [[terminal space]]. Distant Lands is therefore best supported by an [[engine]], where it can be somewhat thought of as a [[terminal]] [[one-shot]] [[payload]] card. In [[Kingdom]]s with stronger payload such as {{Card|Bridge Troll}}, the draw and terminal space consumed by Distant Lands may be too high a cost.
Distant Lands is a dense [[Victory]] card—that is, it offers a good ratio of {{VP}} to price and number of [[stop card]]s added to your deck, making it a fairly strong source of [[alt-VP]]—but as a tradeoff there’s a one-time cost in terms of [[draw]] and [[terminal space]]. Distant Lands is therefore best supported by an [[engine]], where it can be somewhat thought of as a [[terminal]] [[one-shot]] [[payload]] card. In [[Kingdom]]s with stronger payload such as {{Card|Bridge Troll}}, the draw and terminal space consumed by Distant Lands may be too high a cost.


Distant Lands needs to be played in order to provide any {{VP}}. When you play it, it removes itself from your deck, meaning that it doesn’t hurt your subsequent ability to draw; this makes it particularly useful in scenarios that encourage early [[greening]] (e.g. [[Kingdom]]s with {{Landmark|Battlefield}}) or in which you want to make many Victory card purchases (e.g. with {{Card|Groundskeeper}}). The fact that Distant Lands needs to be played also means it works especially well in a [[gain and play|gain-and-play scenario]], e.g., with {{Card|Wish}}, {{Project|Innovation}}, or {{Card|Artisan}} as this allows you to score without hurting your deck at all. Otherwise, to ensure that you can play it relatively soon, you need an engine that allows you to cycle through your deck quickly (which usually means good [[thinning]] and/or strong [[draw]], with [[sifter|sifting]] also being potentially useful) and some spare terminal space. The latter is particularly important: if you lack the terminal space to play your Distant Lands when you draw it, it will continue to clog up your future [[reshuffle|shuffles]] without even providing {{VP}}.  
Distant Lands needs to be played in order to provide any {{VP}}. When you play it, it removes itself from your deck, meaning that it doesn’t hurt your subsequent ability to draw; this makes it particularly useful in scenarios that encourage early [[greening]] (e.g. [[Kingdom]]s with {{Landmark|Battlefield}}) or in which you want to make many Victory card purchases (e.g. with {{Card|Groundskeeper}}). The fact that Distant Lands needs to be played also means it works especially well in a [[gain and play|gain-and-play scenario]], e.g., with {{Card|Wish}}, {{Project|Innovation}}, or {{Card|Artisan}} as this allows you to score without hurting your deck at all. Otherwise, to ensure that you can play it relatively soon, you need an engine that allows you to cycle through your deck quickly (which usually means good [[thinning]] and/or strong [[draw]], with [[sifter|sifting]] also being potentially useful) and some spare terminal space. The latter is particularly important: if you lack the terminal space to play your Distant Lands when you draw it, it will continue to clog up your future [[reshuffle|shuffles]] without even providing {{VP}}.


The fact that Distant Lands needs to be drawn and played to provide {{VP}} means it can be a worse choice than {{Card|Duchy}} for the endgame (when you would like to buy {{Card|Province}} but lack the {{Cost}}, or in a [[Duchy dancing]] scenario), as even though it provides more {{VP}} at the same price, you may not get a chance to play it before the game ends.
The fact that Distant Lands needs to be drawn and played to provide {{VP}} means it can be a worse choice than {{Card|Duchy}} for the endgame (when you would like to buy {{Card|Province}} but lack the {{Cost}}, or in a [[Duchy dancing]] scenario), as even though it provides more {{VP}} at the same price, you may not get a chance to play it before the game ends.
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===English versions===
===English versions===
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! Release !! Date  
! Print !! Digital !! Text !! Release !! Date
|-
|-
| {{CardVersionImage|Distant LandsOld|Distant Lands}} || {{CardVersionImage|Distant LandsDigitalOld|Distant Lands from Goko/Making Fun}} || Put this on your Tavern mat.<hr style="width:66%;text-align:center;margin-left:17%;">Worth '''4'''{{VP}} if on your Tavern mat at the end of the game (otherwise worth {{nowrap|'''0'''{{VP}}).}} || Adventures 1st Edition || April 2015
| {{CardVersionImage|Distant LandsOld|Distant Lands}} || {{CardVersionImage|Distant LandsDigitalOld|Distant Lands from Goko/Making Fun}} || Put this on your Tavern mat.{{divline}}Worth {{VP|'''4'''}} if on your Tavern mat at the end of the game (otherwise worth {{VP|'''0'''}}). || Adventures 1st Edition || April 2015
|-
|-
| {{CardVersionImage|Distant Lands|Distant Lands}} || {{CardVersionImage|Distant LandsDigital|Distant Lands from Shuffle iT}} || Put this on your Tavern mat.<hr style="width:66%;text-align:center;margin-left:17%;">Worth '''4'''{{VP}} if on your Tavern mat at the end of the game (otherwise worth {{nowrap|'''0'''{{VP}}).}} || Adventures [[Second Edition|2nd Edition]] || August 2017
| {{CardVersionImage|Distant Lands|Distant Lands}} || {{CardVersionImage|Distant LandsDigital|Distant Lands from Shuffle iT}} || Put this on your Tavern mat.{{divline}}Worth {{VP|'''4'''}} if on your Tavern mat at the end of the game (otherwise worth {{VP|'''0'''}}).  || Adventures [[Second Edition|2nd Edition]] || August 2017
|}
|}


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! Language !! Name !! Print !! Digital !! Text !! Notes
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
|-
!Dutch  
!Dutch
| Verre landen || || || ||
| Verre landen || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=s}} || Leg deze kaart op<br>je Herbergtableau.{{Divline}}Deze kaart is aan het einde van het<br>spel {{VP|'''4'''}} waard als hij op je<br>Herbergtableau ligt (anders {{VP|'''0'''}}). || (2015)
|-
|-
!Finnish  
!Finnish
| Kaukomaat (lit. ''far countries'') || || || ||
| Kaukomaat (lit. ''far countries'') || || || ||
|-
|-
!French  
!French
| Terres lointaines || || {{CardVersionImage|Distant LandsFrench2021Digital|French language Distant Lands 2021 from Shuffle iT}} || Placez cette carte sur votre plateau taverne.<hr style="width:66%;text-align:center;margin-left:17%;">Cette carte vaut {{nowrap|'''4'''{{VP}}}} si elle est sur votre Taverne à la fin de la partie  {{nowrap|('''0'''{{VP}}}} sinon). ||
| Terres lointaines || || {{CardVersionImage|Distant LandsFrench2021Digital|French language Distant Lands 2021 from Shuffle iT}} || Placez cette carte sur votre plateau taverne.{{divline}}Cette carte vaut {{VP|'''4'''}} si elle est sur votre Taverne à la fin de la partie  ({{VP|'''0'''}} sinon). ||
|-
|-
!German  
!German
| Ferne Lande || {{CardVersionImage|Distant LandsGerman|German language Distant Lands 2015 by ASS}} || || Lege diese Karte auf dein Wirtshaustableau.<hr style="width:66%;text-align:center;margin-left:17%;">Wert '''4'''{{VP}}, falls diese Karte bei Spielende auf deinem Wirtshaustableau liegt. || (2015)
| Ferne Lande || {{CardVersionImage|Distant LandsGerman|German language Distant Lands 2015 by ASS}} || || Lege diese Karte auf dein Wirtshaustableau.{{divline}}Wert {{VP|'''4'''}}, falls diese Karte bei Spielende auf deinem Wirtshaustableau liegt. || (2015)
|-
|-
!German  
!German
| Ferne Lande ||  || {{CardVersionImage|Distant LandsGerman2021Digital|German language Distant Lands 2021 from Shuffle iT}} || Lege diese Karte auf dein Wirtshaustableau.<hr style="width:66%;text-align:center;margin-left:17%;">Wert '''4'''{{VP}}, falls diese Karte bei Spielende auf deinem Wirtshaustableau liegt (ansonsten Wert {{nowrap|'''0'''{{VP}}).}} || (Nachdruck 2021)
| Ferne Lande ||  || {{CardVersionImage|Distant LandsGerman2021Digital|German language Distant Lands 2021 from Shuffle iT}} || Lege diese Karte auf dein Wirtshaustableau.{{divline}}Wert {{VP|'''4'''}}, falls diese Karte bei Spielende auf deinem Wirtshaustableau liegt (ansonsten Wert {{VP|'''0'''}}). || (Nachdruck 2021)
|-
|-
!Japanese  
!Japanese
| 遠隔地<br>(pron. ''enkakuchi'') || || || style="padding:15px 0px;"| これをあなたの酒場マットの上に置く。これが酒場マットの上にある場合、{{nowrap|'''4'''{{VP}}。}}それ以外の場合、{{nowrap|'''0'''{{VP}}。}} ||  
| 遠隔地<br>(pron. ''enkakuchi'') || || || style="padding:15px 0px;"| これをあなたの酒場マットの上に置く。これが酒場マットの上にある場合、{{VP|'''4'''}}。それ以外の場合、{{VP|'''0'''}}。 ||
|-
|-
!Russian  
!Russian
| Дальние Земли (pron. ''dal'niye zyemli'') || || || ||  
| Дальние Земли (pron. ''dal'niye zyemli'') || || || ||
|}
|}


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Some of the mentioned outtakes eventually became Landmarks (specifically {{Landmark|Wall}}, {{Landmark|Orchard}}, and {{Landmark|Triumphal Arch}}.
Some of the mentioned outtakes eventually became Landmarks (specifically {{Landmark|Wall}}, {{Landmark|Orchard}}, and {{Landmark|Triumphal Arch}}.
{{Quote|Text=
{{Quote|Text=
I tried an Action-Victory card that was cost {{Cost|5}}, trash a card from your hand, worth 13 {{VP}} minus 1 {{VP}} per 2 cards in your deck. "What huh," I hear you say. We had some fun playing around with it but it was too hard making it be fair but not awful both in 2-player games and 4-player games. Some versions could trash cards from supply piles, an old concept that has never worked out. When I was giving up on this, I tried a Victory card that was worth 1 {{VP}} per {{Card|Estate}} or {{Card|Gold}} you had, whichever was less. This was an old idea that I planned to try if I ever needed another {{VP}} card. It's uh not awful. It had no special joy though. Briefly I tried an Action-Victory card that put a card on your mat, and was worth {{VP}} based on the number of cards there. It just didn't give a new-enough experience; there's {{Card|Island}}. It sounded like it would be a strategy but it usually wasn't, it was usually {{Card|Island}} but maybe not worth the 2 {{VP}}. I tried a {{VP}} card that rewarded you for having the most of something, and stopped the game from ending until its pile was empty; man, who has the time to empty an extra pile these days. I tried a {{VP}} card that wanted you to have 3+ of as many cards as possible; it wasn't the same as {{Card|Fairgrounds}} but didn't have a good new feeling. I tried 1 {{VP}} per copy you have of the Action card you have the 2nd most copies of - you want a lot of two things. Man there isn't much to say about any of these. I tried a bunch of Victory cards, and in the end there's just Distant Lands, which I had for most of the time, but I like it so hooray.
I tried an Action-Victory card that was cost {{Cost|5}}, trash a card from your hand, worth {{VP|13}} minus {{VP|1}} per 2 cards in your deck. "What huh," I hear you say. We had some fun playing around with it but it was too hard making it be fair but not awful both in 2-player games and 4-player games. Some versions could trash cards from supply piles, an old concept that has never worked out. When I was giving up on this, I tried a Victory card that was worth {{VP|1}} per {{Card|Estate}} or {{Card|Gold}} you had, whichever was less. This was an old idea that I planned to try if I ever needed another {{VP}} card. It's uh not awful. It had no special joy though. Briefly I tried an Action-Victory card that put a card on your mat, and was worth {{VP}} based on the number of cards there. It just didn't give a new-enough experience; there's {{Card|Island}}. It sounded like it would be a strategy but it usually wasn't, it was usually {{Card|Island}} but maybe not worth the {{VP|2}}. I tried a {{VP}} card that rewarded you for having the most of something, and stopped the game from ending until its pile was empty; man, who has the time to empty an extra pile these days. I tried a {{VP}} card that wanted you to have 3+ of as many cards as possible; it wasn't the same as {{Card|Fairgrounds}} but didn't have a good new feeling. I tried {{VP|1}} per copy you have of the Action card you have the 2nd most copies of - you want a lot of two things. Man there isn't much to say about any of these. I tried a bunch of Victory cards, and in the end there's just Distant Lands, which I had for most of the time, but I like it so hooray.
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]
  |Source=[http://forum.dominionstrategy.com/index.php?topic=13082.0 The Secret History of Dominion: Adventures]

Latest revision as of 02:16, 12 September 2024

Distant Lands
Info
Cost $5
Type(s) Action - Reserve - Victory
Kingdom card? Yes
Set Adventures
Illustrator(s) Matthias Catrein
Card text
Put this on your Tavern mat.
Worth 4VP if on your Tavern mat at the end of the game (otherwise worth 0VP).

Distant Lands is an Action-Reserve-Victory card from Adventures. It's an alt-VP card worth more than Duchy at the same cost, but has to be played (and put on your Tavern mat) before you can get those VP.

Unlike other Reserve cards, Distant Lands stays on your Tavern mat permanently once played; there is no way to call it or otherwise return it to your deck.

FAQ

Official FAQ

  • This is a Victory card. Use 8 for games with 2 players, or 12 for games with 3 or more players.
  • This is also an Action card; when you play it, you put it on your Tavern mat. It will stay there the rest of the game; there is no way to call it.
  • At the end of the game, Distant Lands is worth 4 VP if it is on your mat, or 0 VP if it is not. It counts as part of your deck either way (for example it can contribute to how many VP a Gardens is worth).

Strategy

Distant Lands is a dense Victory card—that is, it offers a good ratio of VP to price and number of stop cards added to your deck, making it a fairly strong source of alt-VP—but as a tradeoff there’s a one-time cost in terms of draw and terminal space. Distant Lands is therefore best supported by an engine, where it can be somewhat thought of as a terminal one-shot payload card. In Kingdoms with stronger payload such as Bridge Troll, the draw and terminal space consumed by Distant Lands may be too high a cost.

Distant Lands needs to be played in order to provide any VP. When you play it, it removes itself from your deck, meaning that it doesn’t hurt your subsequent ability to draw; this makes it particularly useful in scenarios that encourage early greening (e.g. Kingdoms with Battlefield) or in which you want to make many Victory card purchases (e.g. with Groundskeeper). The fact that Distant Lands needs to be played also means it works especially well in a gain-and-play scenario, e.g., with Wish, Innovation, or Artisan as this allows you to score without hurting your deck at all. Otherwise, to ensure that you can play it relatively soon, you need an engine that allows you to cycle through your deck quickly (which usually means good thinning and/or strong draw, with sifting also being potentially useful) and some spare terminal space. The latter is particularly important: if you lack the terminal space to play your Distant Lands when you draw it, it will continue to clog up your future shuffles without even providing VP.

The fact that Distant Lands needs to be drawn and played to provide VP means it can be a worse choice than Duchy for the endgame (when you would like to buy Province but lack the $, or in a Duchy dancing scenario), as even though it provides more VP at the same price, you may not get a chance to play it before the game ends.

Versions

English versions

Print Digital Text Release Date
Distant Lands Distant Lands from Goko/Making Fun Put this on your Tavern mat.
Worth 4VP if on your Tavern mat at the end of the game (otherwise worth 0VP).
Adventures 1st Edition April 2015
Distant Lands Distant Lands from Shuffle iT Put this on your Tavern mat.
Worth 4VP if on your Tavern mat at the end of the game (otherwise worth 0VP).
Adventures 2nd Edition August 2017

Other language versions

Language Name Print Digital Text Notes
Dutch Verre landen Leg deze kaart op
je Herbergtableau.
Deze kaart is aan het einde van het
spel 4VP waard als hij op je
Herbergtableau ligt (anders 0VP).
(2015)
Finnish Kaukomaat (lit. far countries)
French Terres lointaines French language Distant Lands 2021 from Shuffle iT Placez cette carte sur votre plateau taverne.
Cette carte vaut 4VP si elle est sur votre Taverne à la fin de la partie (0VP sinon).
German Ferne Lande German language Distant Lands 2015 by ASS Lege diese Karte auf dein Wirtshaustableau.
Wert 4VP, falls diese Karte bei Spielende auf deinem Wirtshaustableau liegt.
(2015)
German Ferne Lande German language Distant Lands 2021 from Shuffle iT Lege diese Karte auf dein Wirtshaustableau.
Wert 4VP, falls diese Karte bei Spielende auf deinem Wirtshaustableau liegt (ansonsten Wert 0VP).
(Nachdruck 2021)
Japanese 遠隔地
(pron. enkakuchi)
これをあなたの酒場マットの上に置く。これが酒場マットの上にある場合、4VP。それ以外の場合、0VP
Russian Дальние Земли (pron. dal'niye zyemli)

Trivia

Official card art.

Secret History

How about a VP-Reserve card? It's a VP card that isn't worth anything unless you manage to play it once. A simple concept that just immediately worked.

Relevant outtakes

Some of the mentioned outtakes eventually became Landmarks (specifically Wall, Orchard, and Triumphal Arch.

I tried an Action-Victory card that was cost $5, trash a card from your hand, worth 13 VP minus 1 VP per 2 cards in your deck. "What huh," I hear you say. We had some fun playing around with it but it was too hard making it be fair but not awful both in 2-player games and 4-player games. Some versions could trash cards from supply piles, an old concept that has never worked out. When I was giving up on this, I tried a Victory card that was worth 1 VP per Estate or Gold you had, whichever was less. This was an old idea that I planned to try if I ever needed another VP card. It's uh not awful. It had no special joy though. Briefly I tried an Action-Victory card that put a card on your mat, and was worth VP based on the number of cards there. It just didn't give a new-enough experience; there's Island. It sounded like it would be a strategy but it usually wasn't, it was usually Island but maybe not worth the 2 VP. I tried a VP card that rewarded you for having the most of something, and stopped the game from ending until its pile was empty; man, who has the time to empty an extra pile these days. I tried a VP card that wanted you to have 3+ of as many cards as possible; it wasn't the same as Fairgrounds but didn't have a good new feeling. I tried 1 VP per copy you have of the Action card you have the 2nd most copies of - you want a lot of two things. Man there isn't much to say about any of these. I tried a bunch of Victory cards, and in the end there's just Distant Lands, which I had for most of the time, but I like it so hooray.

Donald X.'s opinion

This is exciting for serious players. It's a nice way to get a lead in VP while continuing to build up. We already had that with e.g. Nobles, but well Distant Lands is different all the ways it's different. And it's a lot of points, man, it's not stingy there.


Cards $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
Combos and Counters Counting House/Travelling FairRoyal Carriage/Bridge
Other concepts DurationReserveTokensTraveller
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)