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{{Cardbox|
{{Infobox Card
  |Card = Trade Route
  |name = Trade Route
  |Cost = 3
  |cost = 3
  |Set = Prosperity
  |type1 = Action
|Type = Action
  |illustrator = Harald Lieske
 
  |text = '''+1 Buy'''<br/>Trash a card from your hand.<br/>+{{Cost|1}} per Coin token on the Trade Route mat.
  |Illustrator = Harald Lieske
|text2 = Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.
  |Text = +1 Buy<br/>+{{coin|1}} per token on the Trade Route mat.<br/>Trash a card from your hand.<br/>
----
''Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.''
}}
}}
'''Trade Route''' is an [[Action]] card from [[Prosperity]]. It trashes a card and gives money proportional to how many different [[Victory card]]s have been gained. As such, it becomes stronger the more different types of VP cards there are in the [[Kingdom]].  
'''Trade Route''' is an [[Action]] card from [[Prosperity]]. It trashes a card and gives money proportional to how many different [[Victory card|Victory cards]] have been gained. It is a weak source of [[thinning]] and [[+Buy]] and was [[removed]] from the [[second edition]] of Prosperity.  
== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
You get an additional Buy to use in your Buy phase. You get +{{coin|1}}per token on the Trade Route mat. Then you trash a card from your hand. If you have no cards left in hand, you do not trash one. The amount you get from Trade Route is the same as +{{coin|1}} per Victory card pile that a card has been gained from this game. If Victory cards have been gained from outside the Supply piles, for example using the promotional card Black Market, then this does not count those. Put a coin token on each Victory card pile at the start of the game. When a card is gained from a Victory card pile, move its token onto the Trade Route mat. So for example if this game includes the Dominion: Intrigue card Harem, and so far Harem and Duchy have been bought, but no-one has bought (or otherwise gained) Estate or Province or Colony, then Trade Route makes {{coin|2}}. It does not matter who gained the cards or how they gained them. You do not get any extra money if a pile has had multiple cards gained from it or is empty; all that matters is if at least one card has been gained from it. It does not matter if cards have been returned to a pile, such as with Ambassador from Dominion: Seaside; Trade Route only cares if a card was ever gained from the pile this game. If you are using Black Market and Trade Route is in the Black Market deck, put tokens on Victory card piles at the start of the game.
* You get +1 Buy, and trash a card from your hand if you can.  
* Then you get +{{Cost|1}} per Coin token on the Trade Route [[mat]].
* This card has setup; at the start of games using it, you put a [[Coin token]] on each Victory card pile being used (including Kingdom card piles such as {{Card|Gardens}}, and {{Card|Colony|Colonies}} if used).  
* In the rare cases where there are more than 8 Victory piles, the tokens are not counter-limited; use a replacement.  
* Whenever any player gains the first card from a Victory card pile - whether by buying it or otherwise gaining it - the Coin token is moved to the mat.  
* So if no Victory cards have been gained this game, the mat has no tokens and Trade Route makes +{{Cost|0}}; if four {{Card|Province|Provinces}} and one {{Card|Estate}} have been gained, the mat has two tokens and Trade Route makes +{{Cost|2}}.  
* If you are using the [[Promo|promotional]] card {{Card|Black Market}}, and Trade Route is in the Black Market deck, you do the setup for Trade Route.


=== Other Rules clarifications ===
=== Other Rules clarifications ===
== Strategy Article ==
* Certain Victory cards come from [[split pile]]s that are not themselves Victory card piles, such as {{Card|Dame Josephine}} and {{Card|Territory}}; gaining them does not add a token to the Trade Route mat.
''[http://dominionstrategy.com/2010/11/16/prosperity-trade-route/ Original article] by theory''
** However {{card|Castles}} ''are'' a Victory Card pile.
* The Trade Route token on a pile will ''not'' move if the top card of a pile is removed without gaining it, such as when you trash it with {{Event|Salt the Earth}}, or exile it with {{Way|Way of the Worm}} or {{Event|Enclave}}.
* If you gain a Victory card from the trash, you still move a Coin token from its Supply pile to the mat.
* You get +{{Cost}} after trashing a card. So if you trash a {{Card|Hunting Grounds}} and gain the first Duchy, that will increase the +{{Cost}} you get from this.
 
== Strategy ==
Before it was removed, Trade Route offered an additional [[Buy]] alongside both weak [[thinning]] in the early game and a weak [[payload]] effect later. As a [[terminal]] [[stop card]] that trashes only one card at a time and usually generates very little (if any) {{Cost}}, Trade Route is very slow to improve your deck, and the best case scenarios for each of its abilities are somewhat at odds with one another, making for a generally low-value card.
 
Trade Route is undesirable as a primary method of thinning, although it can occasionally be worthwhile if the payoff for getting rid of [[junk]] is very high (e.g., there’s an extremely strong [[draw-to-X]] [[engine]] available). However, Trade Route is weak enough that it’s usually not worth trashing in this manner; for example, you may be better off investing in very strong [[draw]] as a more effective way to achieve [[deck control]]. Trade Route can sometimes be useful as a supplementary thinner (e.g., alongside a more restricted but powerful thinner such as {{Card|Counterfeit}}), but it’s usually inefficient to spend resources to gain and play it to thin one or two {{Card|Estate|Estates}}.


Depending on which way you look at it, Trade Route is either a useful card throughout the whole game, or a card that anti-synergizes with itself. The forced trashing ability is quite valuable early but a pain in the late game.  But it doesn’t provide any money until the late game, and the +Buy is equally useless unless you have enough money to make it worthwhile.
On top of its thinning problems, Trade Route is also a weak option for terminal payload. Although +Buy is often a very powerful effect for [[build]]ing that can be enough to make an otherwise weak card worth gaining, Trade Route is not a source of net gains due to the mandatory trashing effect. Functionally, therefore, the +Buy is useful primarily while you still have junk to trash; in order to use it to gain multiple [[Victory]] cards later in the game, you’re likely to need other [[gainer]]s to provide fodder for it to trash, which severely limits its power. However, this means that the +Buy is most likely to be usable at the stage of the game in which Trade Route generates little or (more likely) no {{Cost}}, since it is unlikely that players will be gaining Victory cards when there is still plenty of junk left in your deck, and therefore it is likely to be difficult to generate enough {{Cost}} from a hand with Trade Route to take advantage of the extra Buy. In the late stages of the game once players have started [[greening]], Trade Route may generate a more usable amount of {{Cost}}, but by this point it is often too late for it to help much with thinning, and it is still likely that there are preferable payload cards as Trade Route is unlikely to be much better than a [[terminal silver]]. Rarely, in very [[slog]]gy games where you have both plenty of junk to trash and an extended [[Duchy dancing]] period, it’s possible that Trade Route’s trashing could be useful for getting rid of {{Card|Curse|Curses}} and its {{Cost}} generation better than a {{Card|Silver}}.


In general, Silvers are preferable to Trade Route if there are other sources of card-trashing: Chapel and Steward are much faster, and Bishop and Remodel can provide bigger benefits early on. But deck-thinning is important enough that Trade Route is probably worth buying if there are no other ways to do so.
===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.''
* [https://dominionstrategy.com/2010/11/16/prosperity-trade-route/ theory's 2010 article]


Naturally, Trade Route is most powerful when there are Victory cards in the Kingdom set, because those are usually popular enough that you can get at least some money off of the Trade Route early on. The presence of Hoard also greatly incentivizes players to pick up Duchies and Estates in order to gain Golds.
== Versions ==
===English versions===
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! Release !! Date
|-
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=g|o=1|}} || '''+1 Buy'''<br>+{{Cost|1}} per token on the Trade Route mat.<br>Trash a card from your hand.{{Divline}}Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat. || Prosperity || October 2010
|-
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=s}} || '''+1 Buy'''<br>Trash a card from your hand.<br>+{{Cost|1}} per Coin token on the Trade Route mat.{{Divline}}Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile. || Prosperity [[2016 Errata#Functional_card_changes|(2016 printing)]] || February 2017
|}
 
===Other language versions===
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
!Chinese
| 商路 || || || style="padding:15px 0px;"| '''+1 購買'''<br>移除手上一張卡片,商路板塊上每有一枚錢代幣就{{nowrap|+{{Cost|1}}。}}{{Divline}}起始設置:在每一個分數卡堆上放一個錢代幣;當卡片被獲得時將那枚錢代幣移到商路板塊上。 ||
|-
!Czech
| Obchodní stezka || || || ||
|-
!Dutch
| Handelsroute || {{CardLangVersionImage|Dutch}} || || '''+1 Aanschaf'''<br>+{{Cost|1}} per fiche op het handelsroutetableau. Vernietig 1 kaart uit je hand.{{divline}}Voorbereiding: leg 1 fiche op elke stapel overwinningskaarten. Wordt er een kaart van zo’n stapel gepakt, verplaats het fiche dan naar het handelsroutetableau. ||
|-
!Finnish
| Kauppareitti || || || ||
|-
!French
| Route commerciale || || || ||
|-
!German
| Handelsroute || {{CardVersionImage|Trade Route2016rulebook|German language Trade Route 2016 by ASS}} || || '''+1 Kauf'''<br>+{{Cost|1}} pro Marker auf dem Handelsrouten-Tableau.<br>Entsorge eine Handkarte.{{Divline}}Spielvorbereitung: Legt einen {{nowrap|{{Cost}}-Marker}} auf jeden Punktekarten-Stapel im Vorrat. Wird im Spiel die erste Karte eines Stapels genommen, legt den entsprechenden Marker auf das Handelsrouten-Tableau. || (2016)<hr>''one or more other<br>versions listed [[%C3%9Cbersetzungsfehler_(German_translation_errors)#H18|here]]''
|-
!German
| Handelsroute || || {{CardVersionImage|Trade RouteGerman2021Digital|German language Trade Route 2021 from Shuffle iT}} || '''+1 Kauf'''<br>Entsorge eine deiner Handkarten. {{nowrap|+{{Cost|1}}}} pro Geldmarker auf dem Handelsrouten-Tableau.{{Divline}}Spielvorbereitung: Legt auf jeden Punktekarten-Vorratsstapel einen Geldmarker; legt jenen auf das Handelsrouten-Tableau, wenn eine Karte von jenem Stapel genommen wird. || (Nachdruck 2021)
|-
!Italian
| Mercante (lit. ''merchant'') || || || ||
|-
!Japanese
| 交易路<br>(pron. ''kōekiro'') || || || style="padding:15px 0px;"| '''+1 購入'''<br>手札1枚を廃棄する。交易路マットの上の交易路トークン1枚につき{{nowrap|+{{Cost|1}}。}}{{Divline}}準備:勝利点カードのサプライの山すべての上に交易路トークン1枚を追加する。その山のカード1枚を獲得するとき、交易路トークンを交易路マットの上に移動する。 ||
|-
!Polish
| Szlak handlowy || {{CardLangVersionImage|Polish}} || || '''+1 zakup'''<br>+{{Cost|1}} za każdy żeton monety leżący na podkładce Szlaku handlowego.<br>Wyrzuć na śmietnisko kartę z ręki.{{Divline}}Przygotowanie do rozgrywki połóż żeton monety na każdym stosie kart Zwycięstwa w Zasobach. Kiedy gracz dodaje kartę z takiego stosu, należy przełożyć żeton na podkładkę Szlaku handlowego. || (2016)
|-
!Russian
| Торговый Путь (pron. ''torgovy put''') || || || ||
|-
!Spanish
| Ruta comercial || || || ||
|}


Trade Route is also useful in a hybrid Gardens strategy, taking the place of Woodcutter or Workshop.  Even though it requires a card to be trashed, thus lowering your deck size, the +Buy helps make up for it.  More importantly, a Gardens deck that concentrates on Gardens and Estates can guarantee at least +{{coin|2}} on the Trade Route, and often {{coin|3}} or {{coin|4}} if Great Halls or Nobles are present.  Opponents are also forced to buy Victory cards earlier than they would otherwise in Gardens games, further increasing the value of your Trade Route.
=== Synergies/Combos ===
*Hoard
*Nobles, Gardens, Harems, Vineyards, and Great Halls
=== Antisynergies ===
*Treasury, since people will be discouraged from buying Victory cards
*Chapel/Steward, since they are better deck-thinners, and Trade Route’s forced trashing is more likely to be a liability
== Trivia ==
== Trivia ==
[[Image:Trade_RouteArt.jpg|thumb|right|354px|Official card art.]]
=== Secret History ===
=== Secret History ===
{{Quote
{{Quote
|Text=This started in the original 4th expansion, and migrated here in the great diaspora of interactive cards. The first version in the 4th expansion was "+1 Card +1 Buy +{{coin|1}}. If anyone got a Province this game, +1 Card." I fixed that up to a less-well-worded version of the card you know when I moved it to Prosperity. Late in the going it got a wording that used tokens and mentioned setup.  
|Text=This started in the original 4th expansion, and migrated here in the great diaspora of interactive cards. The first version in the 4th expansion was "+1 Card +1 Buy +{{Cost|1}}. If anyone got a Province this game, +1 Card." I fixed that up to a less-well-worded version of the card you know when I moved it to Prosperity. Late in the going it got a wording that used tokens and mentioned setup.  
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]
}}
}}
 
=== Why does it cost 3? ===
{{Quote|Text= if you ask why say Trade Route doesn't cost {{Cost|2}}, the answer is, I didn't even consider it. It cost {{Cost|3}} and we bought it. I wanted to have no {{Cost|2}}'s in [[Prosperity]], but I never thought, "I would make Trade Route cost {{Cost|2}} but I don't want any {{Cost|2}}'s."
| Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=15045.msg584349#msg584349 Let's Discuss Base Set Cards: Adventurer]
}}
=== Donald X.'s thoughts on Trade Route being weak ===
{{Quote|Text= I guess this is testimony to the power of trashing even when it's bad? This is pretty bad, I mean uh. Normally you trash one card and get no +{{Cost}}. If it's the only trashing, sure, trashing is that good, but so often there is something else. Now some games people make it good for you, they can't help it, and man, okay, you get it then.
| Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]
}}
{{Navbox Prosperity}}
{{Navbox Cards}}
{{Navbox Cards}}
[[category:extra buys]]
[[category:terminals]]
[[category:variable coin]]
[[category:virtual coin]]
[[category:handsize negative]]
[[category:trashers]]
[[category:thinner]]

Latest revision as of 05:23, 7 September 2024

Trade Route
Info
Cost $3
Type(s) Action
Kingdom card? Yes
Set Prosperity
Illustrator(s) Harald Lieske
Card text
+1 Buy
Trash a card from your hand.
+$1 per Coin token on the Trade Route mat.

Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.

Trade Route is an Action card from Prosperity. It trashes a card and gives money proportional to how many different Victory cards have been gained. It is a weak source of thinning and +Buy and was removed from the second edition of Prosperity.

FAQ

Official FAQ

  • You get +1 Buy, and trash a card from your hand if you can.
  • Then you get +$1 per Coin token on the Trade Route mat.
  • This card has setup; at the start of games using it, you put a Coin token on each Victory card pile being used (including Kingdom card piles such as Gardens, and Colonies if used).
  • In the rare cases where there are more than 8 Victory piles, the tokens are not counter-limited; use a replacement.
  • Whenever any player gains the first card from a Victory card pile - whether by buying it or otherwise gaining it - the Coin token is moved to the mat.
  • So if no Victory cards have been gained this game, the mat has no tokens and Trade Route makes +$0; if four Provinces and one Estate have been gained, the mat has two tokens and Trade Route makes +$2.
  • If you are using the promotional card Black Market, and Trade Route is in the Black Market deck, you do the setup for Trade Route.

Other Rules clarifications

  • Certain Victory cards come from split piles that are not themselves Victory card piles, such as Dame Josephine and Territory; gaining them does not add a token to the Trade Route mat.
    • However Castles are a Victory Card pile.
  • The Trade Route token on a pile will not move if the top card of a pile is removed without gaining it, such as when you trash it with Salt the Earth, or exile it with Way of the Worm or Enclave.
  • If you gain a Victory card from the trash, you still move a Coin token from its Supply pile to the mat.
  • You get +$ after trashing a card. So if you trash a Hunting Grounds and gain the first Duchy, that will increase the +$ you get from this.

Strategy

Before it was removed, Trade Route offered an additional Buy alongside both weak thinning in the early game and a weak payload effect later. As a terminal stop card that trashes only one card at a time and usually generates very little (if any) $, Trade Route is very slow to improve your deck, and the best case scenarios for each of its abilities are somewhat at odds with one another, making for a generally low-value card.

Trade Route is undesirable as a primary method of thinning, although it can occasionally be worthwhile if the payoff for getting rid of junk is very high (e.g., there’s an extremely strong draw-to-X engine available). However, Trade Route is weak enough that it’s usually not worth trashing in this manner; for example, you may be better off investing in very strong draw as a more effective way to achieve deck control. Trade Route can sometimes be useful as a supplementary thinner (e.g., alongside a more restricted but powerful thinner such as Counterfeit), but it’s usually inefficient to spend resources to gain and play it to thin one or two Estates.

On top of its thinning problems, Trade Route is also a weak option for terminal payload. Although +Buy is often a very powerful effect for building that can be enough to make an otherwise weak card worth gaining, Trade Route is not a source of net gains due to the mandatory trashing effect. Functionally, therefore, the +Buy is useful primarily while you still have junk to trash; in order to use it to gain multiple Victory cards later in the game, you’re likely to need other gainers to provide fodder for it to trash, which severely limits its power. However, this means that the +Buy is most likely to be usable at the stage of the game in which Trade Route generates little or (more likely) no $, since it is unlikely that players will be gaining Victory cards when there is still plenty of junk left in your deck, and therefore it is likely to be difficult to generate enough $ from a hand with Trade Route to take advantage of the extra Buy. In the late stages of the game once players have started greening, Trade Route may generate a more usable amount of $, but by this point it is often too late for it to help much with thinning, and it is still likely that there are preferable payload cards as Trade Route is unlikely to be much better than a terminal silver. Rarely, in very sloggy games where you have both plenty of junk to trash and an extended Duchy dancing period, it’s possible that Trade Route’s trashing could be useful for getting rid of Curses and its $ generation better than a Silver.

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
Trade Route Trade Route from Goko/Making Fun +1 Buy
+$1 per token on the Trade Route mat.
Trash a card from your hand.
Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
Prosperity October 2010
Trade Route Trade Route from Shuffle iT +1 Buy
Trash a card from your hand.
+$1 per Coin token on the Trade Route mat.
Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.
Prosperity (2016 printing) February 2017

Other language versions

Language Name Print Digital Text Notes
Chinese 商路 +1 購買
移除手上一張卡片,商路板塊上每有一枚錢代幣就+$1
起始設置:在每一個分數卡堆上放一個錢代幣;當卡片被獲得時將那枚錢代幣移到商路板塊上。
Czech Obchodní stezka
Dutch Handelsroute Dutch language Trade Route +1 Aanschaf
+$1 per fiche op het handelsroutetableau. Vernietig 1 kaart uit je hand.
Voorbereiding: leg 1 fiche op elke stapel overwinningskaarten. Wordt er een kaart van zo’n stapel gepakt, verplaats het fiche dan naar het handelsroutetableau.
Finnish Kauppareitti
French Route commerciale
German Handelsroute German language Trade Route 2016 by ASS +1 Kauf
+$1 pro Marker auf dem Handelsrouten-Tableau.
Entsorge eine Handkarte.
Spielvorbereitung: Legt einen $-Marker auf jeden Punktekarten-Stapel im Vorrat. Wird im Spiel die erste Karte eines Stapels genommen, legt den entsprechenden Marker auf das Handelsrouten-Tableau.
(2016)
one or more other
versions listed here
German Handelsroute German language Trade Route 2021 from Shuffle iT +1 Kauf
Entsorge eine deiner Handkarten. +$1 pro Geldmarker auf dem Handelsrouten-Tableau.
Spielvorbereitung: Legt auf jeden Punktekarten-Vorratsstapel einen Geldmarker; legt jenen auf das Handelsrouten-Tableau, wenn eine Karte von jenem Stapel genommen wird.
(Nachdruck 2021)
Italian Mercante (lit. merchant)
Japanese 交易路
(pron. kōekiro)
+1 購入
手札1枚を廃棄する。交易路マットの上の交易路トークン1枚につき+$1
準備:勝利点カードのサプライの山すべての上に交易路トークン1枚を追加する。その山のカード1枚を獲得するとき、交易路トークンを交易路マットの上に移動する。
Polish Szlak handlowy Polish language Trade Route +1 zakup
+$1 za każdy żeton monety leżący na podkładce Szlaku handlowego.
Wyrzuć na śmietnisko kartę z ręki.
Przygotowanie do rozgrywki połóż żeton monety na każdym stosie kart Zwycięstwa w Zasobach. Kiedy gracz dodaje kartę z takiego stosu, należy przełożyć żeton na podkładkę Szlaku handlowego.
(2016)
Russian Торговый Путь (pron. torgovy put')
Spanish Ruta comercial

Trivia

Official card art.

Secret History

This started in the original 4th expansion, and migrated here in the great diaspora of interactive cards. The first version in the 4th expansion was "+1 Card +1 Buy +$1. If anyone got a Province this game, +1 Card." I fixed that up to a less-well-worded version of the card you know when I moved it to Prosperity. Late in the going it got a wording that used tokens and mentioned setup.

Why does it cost 3?

if you ask why say Trade Route doesn't cost $2, the answer is, I didn't even consider it. It cost $3 and we bought it. I wanted to have no $2's in Prosperity, but I never thought, "I would make Trade Route cost $2 but I don't want any $2's."

Donald X.'s thoughts on Trade Route being weak

I guess this is testimony to the power of trashing even when it's bad? This is pretty bad, I mean uh. Normally you trash one card and get no +$. If it's the only trashing, sure, trashing is that good, but so often there is something else. Now some games people make it good for you, they can't help it, and man, okay, you get it then.


Cards $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
Combos and Counters Bishop/FortressCounting House/Travelling FairGolden deck
Other concepts Victory tokens
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)